diff --git a/worlds/satisfactory/Options.py b/worlds/satisfactory/Options.py index 9a1844c3b3..696764662f 100644 --- a/worlds/satisfactory/Options.py +++ b/worlds/satisfactory/Options.py @@ -47,7 +47,8 @@ class ChoiceMap(Choice, metaclass=ChoiceMapMeta): class ElevatorTier(NamedRange): """ Put these Shipments to Space Elevator packages in logic. - if your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments. + Milestones past these packages will unchanged from the base game. + If your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments. """ display_name = "Space Elevator shipments in logic" default = 2 @@ -107,7 +108,8 @@ class ResourceSinkPointsPerMinute(NamedRange): Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled. Continuously Sink an amount of items to maintain a sink points per minute of this amount of points for 10 minutes to finish. - This setting is in *points per minute* on the orange track so no DNA Capsules! + This setting is in *points per minute* on the orange track, so DNA Capsules don't count. + This option's presets are example production thresholds - you don't have to sink exactly those specific items. Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth. """ @@ -343,6 +345,15 @@ _default_plus_foundations_starting_items = _default_starting_items + [ "Building: Half Foundation" ] +_explorer_starting_items = _default_plus_foundations_starting_items + [ + "Single: Parachute", + "Single: Blade Runners", + "Single: Object Scanner", + "Single: Boom Box", + "Expanded Toolbelt", + "Inflated Pocket Dimension" +] + _foundation_lover_starting_items = _default_plus_foundations_starting_items + [ "Bundle: Iron Plate", "Bundle: Iron Plate", "Bundle: Iron Plate", "Bundle: Concrete", "Bundle: Concrete", "Bundle: Concrete" @@ -358,6 +369,7 @@ class StartingInventoryPreset(ChoiceMap): - **Archipelago**: The starting items we think will lead to a fun experience. - **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start. - **Foundation Lover**: You really like foundations. + - **Explorer**: 'Foundations' option plus one set of early exploration equipment (Parachute, Blade Runners, Object Scanner, Boom Box). """ display_name = "Starting Goodies Presets" choices = { @@ -365,7 +377,8 @@ class StartingInventoryPreset(ChoiceMap): "Skip Tutorial Inspired": _skip_tutorial_starting_items, "Archipelago": _default_starting_items, "Foundations": _default_plus_foundations_starting_items, - "Foundation Lover": _foundation_lover_starting_items + "Foundation Lover": _foundation_lover_starting_items, + "Explorer": _explorer_starting_items } default = "Archipelago" @@ -373,28 +386,29 @@ class ExplorationCollectableCount(Range): """ Does nothing if *Exploration Collectables* goal is not enabled. - Collect this amount of Mercer Spheres, Somersloops, Harddrives, Paleberry, Beryl Nut and Bacon Agaric each to finish. + Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts and Bacon Agarics each to finish. - The amount for Mercer Spheres is 2x the selected amount - The amount for Somersloops is the selected amount - The amount for Harddrives is 1/5th the selected amount - The amount for Paleberry is 10x the selected amount - The amount for Beryl Nut is 20x the selected amount - The amount for Bacon Agaric is the selected amount + - The amount of **Mercer Spheres** is **2x** the selected amount + - The amount of **Somersloops** is **the** selected amount + - The amount of **Hard Drives** is **1/5th** the selected amount + - The amount of **Paleberries** is **10x** the selected amount + - The amount of **Beryl Nuts** is **20x** the selected amount + - The amount of **Bacon Agarics** is **the** selected amount """ display_name = "Exploration Collectables" default = 20 - range_start = 20 + range_start = 5 range_end = 100 class MilestoneCostMultiplier(Range): """ - Multiplies the amount of resources needed to unlock a milestone by this factor + Multiplies the amount of resources needed to unlock a Milestone by this factor. The value is in percentage: - 50 = half cost - 100 = normal milestone cost - 200 = double the cost + + - **50** = half cost + - **100** = normal milestone cost + - **200** = double the cost """ display_name = "Milestone cost multiplier %" default = 100 @@ -429,13 +443,13 @@ class GoalRequirement(Choice): class RandomizeTier0(DefaultOnToggle): """ - Randomizes the recipes used to craft the default unlocked parts: + Randomizes what recipes you use to craft the default unlocked parts: Iron Ingot, Iron Plate, Iron Rod, Copper Ingot, Wire, Concrete, Screw, Reinforced Iron Plate - * They could require usage of Foundries or Assemblers that will than also get unlocked by default if needed - * They could require other ores to be mixed in + * Could require usage of Foundries or Assemblers (which get unlocked by default if needed, at reduced build costs) + * Could require other ores to be mixed in via alt recipes (which will become hand-craftable if needed) """ - display_name = "Randomize default part recipes" + display_name = "Randomize Default Part Recipes" @dataclass class SatisfactoryOptions(PerGameCommonOptions, DeathLinkMixin): @@ -524,7 +538,7 @@ option_presets: dict[str, dict[str, Any]] = { "splitter_placement": int(Placement.somewhere), "trap_selection_preset": 3 # Harder }, - "Extra long": { + "Extra Long": { "final_elevator_package": 5, "goal_selection": {"Space Elevator Tier", "AWESOME Sink Points (per minute)"}, "goal_requirement": GoalRequirement.option_require_all_goals,