* Added Satisfactory to latest master
* Fixed hard drive from containing the mam + incremented default value for harddrive progression
* Apply cherry pick of 3076259
* Apply cherry pick of 6114a55
* Clarify Point goal behavior (https://github.com/Jarno458/SatisfactoryArchipelagoMod/issues/98)
* Update Setup guide and info page
* Add links to Gifting and Energy Link compatible games. Add info on Hard Drive behavior
* Fix typos
* Update hard drive behavior description
* Hopefully fixed the mam from getting placed behind harddrives
* Add 1 "Bundle: Solid Biofuel" to default starting items (for later chainsaw usage or early power gen)
* Add info/warning about save setup failure bug
* Add notes about dedicated server setup
* Fixes: `TypeError: 'set' object is not subscriptable`
random.choice does not work over set objects, cast to a list to allow 'trap_selection_override'
* progrees i think
* Fixed some bugs
* Progress commmit incase my pc crashes
* progress i think as test passed
* I guess test pass, game still unbeatable tho
* its generating
* Some refactorings
* Fixed generation with different elevator tiers
* Remove debug statement
* Fix this link.
* Implemented abstract base classes + some fixes
* Implemented many many new options
* Yay more stuff
* Fixed renaming of filters
* Added 1.1 stuffs
* Added options groups and presets
* Fixes after variable renmame
* Added recipy groups for easyer hinting
* Implemented random Tier 0
* Updated slot_data
* Latest update for 1.1
* Applied cheaper building costs of assembler and foundry
* Implemented exploration cost in slot_data
* Fixed exposing option type
* Add goal time estimates
* Trap info
* Added support for Universal Tracker
Put more things in the never exclude pool for a more familiar gameplay
* Added iron ore to build hub
* Added Dark Matter Crystals
* Added Single Dark Matter Crystals
* Fixed typo in options preset
* Update setup directions and info
* Options formatting fixes, lower minimum ExplorationCollectableCount, add new Explorer starting inventory items preset
* Fixed incorrect description on the options
* Reduce Portable Miner and Reinforced Iron Plate quantities in "Skip Tutorial Inspired" starting preset
* Fixed options pickling error
* Reworked logic to no longer include Single: items as filler
Reworked logic for more performance
Reworked logic to always put useful equipment in pool
* Fixed Itemlinks
Removed space elevator parts from fillers
Removed more AWESOME shop purchaseables from minimal item pool
Added all equipment to minimal item pool
Removed non fissile and fertile uranium from minimal item pool
Removed portal from minimal item pool
Removed Ionized fuel from minimal item pool
Removed recipes for Hoverpack and Turbo Rifle Ammo from minimal item pool
Lowered the chance for rolling steel on randomized starter recipes
* Fixed hub milestone item leaking to into wrong milestones
* Fixed unlock cost of geothermal generator
* Fixed itemlinks again
* Add troubleshooting note about hoverpacks
* Add starting inventory bundle delivery info
* Added hint generation at generation time
Harddrive locations now go from 1-100 rather then 0-99
* Update __init__.py
Fixed mistake
* Cleaned docs to be better suited to get verified
* Update CODEOWNERS
Added Satisfactory
* Update README.md
Added Satisfactory
* Restructure and expand setup page to instruct both players and hosts
* Add terms entry for Archipelago mod
* Fixed generation of traps
* Added Robb as code owner
* Restore tests to original state
* Apply suggestions from code review
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix additional typos from code review
* Implemented fix for itterating enum flags on python 3.10
* Update en_Satisfactory.md
* Update setup_en.md
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* more world > multiworld
* Clarify universal tracker behavior
* Fix typos
* Info on smart hinting system
* Move list of additional mods to a page on the mod GitHub
* Restore revamped setup guide that other commits overwrote
Originally from be26511205, d8bd1aaf04
* Removed bundle of ficsit coupons from the from the item pool
added estimated completion times to space elevator option description
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Wording
* Fix typo
* Update with changes from ToBeVerified branch
* Update note about gameplay options
* Update note about gameplay options
* Improved universal tracker handling
* Improved universal tracker + modernized code a bit
* Fixed bugs that where re-introduced
* Added Recipe: Excited Photonic Matter
* Removed python 3.9 workaround
* Fixed
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Streamlined handle craftable logic by using itterable rather then tuple
Removed dict.keys as the dict itzelf already enumerates over keys
* Updated option description
* Fixed typing
* More info on goal completion conditions
* More info on goal completion conditions (093fe38b6e)
* Apply suggestions from code review
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Implemented review results
* PEP8 stuff
* More PEP8
* Rename ElevatorTier->ElevatorPhase and related for clarity and consistency.
Untested
* speedups part1
* speedsups on part rules
* Fix formatting
* fix `Elevator Tier #` string literals missed in rename
* Remove unused/duplicate imports + organize imports, `== None` to `is None`
* Fixed after merge
* Updated values + removed TODO
* PEPed up the code
* Small refactorings
* Updated name slot data to phase
* Fix hint creation
* Clarify wording of elevator goal
* Review result
* Fixed minor typo in option
* Update option time estimates
---------
Co-authored-by: Rob B <computerguy440+gh@gmail.com>
Co-authored-by: ProverbialPennance <36955346+ProverbialPennance@users.noreply.github.com>
Co-authored-by: Joe Amenta <airbreather@linux.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* fix str default on text choice
* fix range with default random
* forgot module update
* handle namedrange default special
* handle option group of options we should not render
* Update OptionsCreator.py
* Update OptionsCreator.py
* grammar
* SNIClient: new SnesReader interface
* fix Python 3.8 compatibility
`bisect_right`
* move to worlds
because we don't have good separation importable modules and entry points
* `read` gives object that contains data
* remove python 3.10 implementation and update typing
* remove obsolete comment
* freeze _MemRead and assert type of get parameter
* some optimization in `SnesData.get`
* pass context to `read` so that we can have a static instance of `SnesReader`
* add docstring to `SnesReader`
* remove unused import
* break big reads into chunks
* some minor improvements
- `dataclass` instead of `NamedTuple` for `Read`
- comprehension in `SnesData.__init__`
- `slots` for dataclasses
* update chunk size to 2048
alttp was setting the `Beat Agahnim 1` event onto the `Agahnim 1` location twice.
I was debugging a multiworld generation issue with various custom worlds, where, for debugging purposes, I changed `multiworld.push_item` to make it crash like `location.place_locked_item` when the location was already filled, which also identified this minor issue in alttp.
* Pulsars no longer count as basic anti-air for protoss.
* This is in response to player feedback that they were just too weak DPS-wise
* Haven's Fall (P) logic loosened slightly.
* Void rays are now a one-unit solution to the rule
* Scouts are now considered a one-unit solution to the rule
* Two-unit solutions are now considered standard rather than advanced
* Caladrius is now listed as an anti-muta unit for the two-unit solutions
* This was discussed in the #SC2-dev channel.
* Snarky did some testing and found that void rays were barely any worse than destroyers at handling mutas, and destroyers are already listed as a one-unit solution.
* Snarky also found that scouts could mostly solo the mission at low skill level
* Note that this rule only applies to the "beating the infestations" part of the mission; there are additional requirements for beating it, including a competent comp.
* The Host (T) now also can use SoA abilities if SoA presence is set to `any_race_lotv`, not just `everywhere`
* Update the descriptions for priority and exclude locations to be more clear.
* Revision on priority
* Moved my change over to the documentation instead of the generated yaml comment.
* update per vi feedback
* Trying a 2 sentence approach
* more details!
* Update options api.md
* Update options api.md