66 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # shapez
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| 
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| ## What is this game?
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| 
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| shapez is an automation game about cutting, rotating, stacking, and painting shapes, that you extract from randomly
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| generated patches on an infinite canvas, and sending them to the hub to complete levels. The "tutorial", where you
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| unlock a new building or game mechanic (almost) each level, lasts until level 26, which unlocks freeplay with 
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| infinitely more levels, that each require a new, randomly generated shape. Alongside the levels, you can unlock 
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| upgrades, that make your buildings work faster.
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| 
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| ## Where is the options page?
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| 
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| The [player options page for this game](../player-options) contains all the options you need to configure
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| and export a config file.
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| There are also some advanced "datapackage settings" that can be changed by following 
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| [this guide](/tutorial/shapez/datapackage_settings/en).
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| 
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| ## What does randomization do to this game?
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| 
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| Buildings and gameplay mechanics, which you normally unlock by completing a level, and upgrade improvements are put 
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| into the item pool of the multiworld. You can also randomize the requirements for completing a level or buying an 
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| upgrade and shuffle the order of building in your toolbars (main and wires layer).
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| 
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| ## What is the goal of shapez in Archipelago?
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| 
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| As the game has no actual goal that would represent the end of the game, there are (currently) 4 different goals you 
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| can choose from in the player options:
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| 1. Vanilla: Complete level 26 (the end of the tutorial).
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| 2. MAM: Complete a player-specified level after level 26. It's recommended to build a Make-Anything-Machine (MAM).
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| 3. Even Fasterer: Upgrade everything to a player-specified tier after tier VIII (8).
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| 4. Efficiency III: Deliver 256 blueprint shapes per second to the hub.
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| 
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| ## Which items can be in another player's world?
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| 
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| - Buildings
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| - Unlocking blueprints
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| - Upgrade improvements
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|   - Big improvements, adding 1 to the multiplier
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|   - Small improvements, adding 0.1 to the multiplier
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|   - Optional: Other, rather unusual and even bad, improvements
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| - Different shapes bundles
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| - Inventory draining traps
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| - Different traps affecting random buildings and game mechanics
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| 
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| ## What is considered a location check?
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| 
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| - Levels (minimum 1-25, up to 499 depending on player options, with additional checks for levels 1 and 20)
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| - Upgrades (minimum tiers II-VIII (2-8), up to D (500) depending on player options)
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| - Delivering certain shapes at least once to the hub ("shapesanity", up to 1000 from a 75800 names pool)
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| - Achievements (up to 45)
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| 
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| ## When the player receives an item, what happens?
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| A pop-up will show, which item(s) were received, with additional information on some of them.
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| 
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| ## What do the names of all these shapesanity locations mean?
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| 
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| Here's a cheat sheet:
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| 
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| 
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| 
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| ## Can I use other mods alongside the AP client?
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| 
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| At the moment, compatibility with other mods is not supported, but not forbidden. Gameplay altering mods will most
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| likely break the game in some way, while small QoL mods might work without problems. Try at your own risk.
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