Satisfactory

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Select your Goals

What will be your goal(s)? Configure them further with other options.

Goal Requirements

Of the goals selected in *Select your Goals*, how many must be reached to complete your slot?
25
0
0

Goal: Space Elevator shipment

Ship these Space Elevator packages to finish. Does nothing if *Space Elevator Tier* goal is not enabled.
This is a range option.

Accepted values:
Normal range: 1 - 4

The following values have special meanings, and may fall outside the normal range.
  • 1: One Package (Tiers 1-2)
  • 2: Two Packages (Tiers 1-4)
  • 3: Three Packages (Tiers 1-6)
  • 4: Four Packages (Tiers 7-8)
  • 5: Five Packages (Tier 9)
0
25
0
0
0
0
0

Goal: AWESOME Sink points

Sink an amount of items totalling this amount of points to finish. This setting is a *point count*, not a *coupon* count! Does nothing if *AWESOME Sink Points* goal is not enabled. In the base game, it takes 347 coupons to unlock every non-repeatable purchase, or 1895 coupons to purchase every non-producible item. Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth. If you have *Free Samples* enabled, consider setting this higher so that you can't reach the goal just by sinking your Free Samples.
This is a range option.

Accepted values:
Normal range: 2166000 - 18436379500

The following values have special meanings, and may fall outside the normal range.
  • 2166000: 50 Coupons (~2m Points)
  • 17804500: 100 Coupons (~18m Points)
  • 60787500: 150 Coupons (~61m Points)
  • 145053500: 200 Coupons (~145m Points)
  • 284442000: 250 Coupons (~284m Points)
  • 492825000: 300 Coupons (~493m Points)
  • 784191000: 350 Coupons (~784m Points)
  • 1172329500: 400 Coupons (~1,2b Points)
  • 1671112500: 450 Coupons (~1,7b Points)
  • 2294578500: 500 Coupons (~2b Points)
  • 3056467000: 550 Coupons (~3b Points)
  • 3970650000: 600 Coupons (~4b Points)
  • 5051216000: 650 Coupons (~5b Points)
  • 6311854500: 700 Coupons (~6b Points)
  • 7766437500: 750 Coupons (~8b Points)
  • 9429103500: 800 Coupons (~9b Points)
  • 11313492000: 850 Coupons (~11b Points)
  • 13433475000: 900 Coupons (~13b Points)
  • 15803241000: 950 Coupons (~16b Points)
  • 18436379500: 1000 Coupons (~18b Points)
25
0
0
0
0
0

Hard Drive Progression Items

How many Hard Drives can contain progression items. Hard Drives above this count cannot contain progression, but can still be Useful. There are 118 total hard drives in the world and the current implementation supports up to 100 progression hard drives.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Free Samples: Equipment

How many free sample items of Equipment items should be given when they are unlocked. (ex. Jetpack, Rifle)
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0

Free Samples: Buildings

How many copies of a Building's construction cost to give as a free sample when they are unlocked. Space Elevator is always excluded. (ex. Packager, Constructor, Smelter)
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0

Free Samples: Parts

How free sample items of general crafting components should be given when a recipe for them is unlocked. Space Elevator Project Parts are always excluded. Negative numbers mean that fraction of a full stack. (ex. Iron Plate, Packaged Turbofuel, Reinforced Modular Frame)
This is a range option.

Accepted values:
Normal range: -5 - 500

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • -2: Half Stack
  • -1: One Stack
  • 1: 1
  • 50: 50
  • 100: 100
  • 200: 200
  • 500: 500
0
25
0
0
0
0
0

Free Samples: Radioactive

Allow free samples to include radioactive parts. Remember, they are delivered directly to your player inventory.
25
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0

Starting Goodies Presets

What resources (and buildings) the player should start with in their inventory. If you want more control, visit the Weighted Options page or edit the YAML directly. - **Barebones**: Nothing but the default xeno zapper and buildings. - **Skip Tutorial Inspired**: Inspired by the items you would have if you skipped the base game's tutorial. - **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.
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MAM Placement

Where to place the MAM building in logic. Earlier means it will be more likely you need to interact with it for progression purposes.
0
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0

AWESOME Stuff Placement

Where to place the AWESOME Shop and Sink buildings in logic. Earlier means it will be more likely you need to interact with it for progression purposes.
0
25
0
0

EnergyLink Placement

Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic. Earlier means it will be more likely to get access to it early into your game.
0
25
0
0

Splitter and Merger Placement

Where to place the Conveyor Splitter and Merger buildings in logic. Earlier means it will be more likely to get access to it early into your game.
25
0
0
0

Trap Chance

Chance of traps in the item pool. Traps will only replace filler items such as parts and resources. - **0:** No traps will be present - **100:** Every filler item will be a trap.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Trap Presets

Themed presets of trap types to enable. If you want more control, use *Trap Override* or visit the Weighted Options page.
25
0
0
0
0
0
0
0
0
0

Trap Override

Precise list of traps that may be in the item pool to find. If you select anything with this option it will be used instead of the *Trap Presets* setting.

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
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0

EnergyLink

Allow transferring energy to and from other worlds using the Power Storage building. No energy is lost in the transfer on Satisfactory's side, but other worlds may have other settings.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.