github ArchipelagoMW/Archipelago 0.0.2
Archipelago 0.0.2

latest releases: 0.6.5, 0.6.5-rc2, 0.6.5-rc1...
4 years ago

Changelog is incomplete, too many things changed to keep track of, so the quick notes:

  • New Server/Client Architecture, incompatible with Bonta's Multiworld or Berserker's Multiworld
  • Client can now download newer databases from the server, of items, locations and games it doesn't know exist yet.
  • Added Game: Hollow Knight
    • Generation for it mostly works, client is still WIP, no known timeline for release.
  • Added Game: Factorio
    • Logic issues that can resolve in deadlocks, you may need to /send technologies to circumvent them for now.
    • Quick instructions: (Tutorial doesn't exist yet)
      • Create a yaml with game: Factorio
      • copy the resulting mod from your output folder into a Factorio headless server and any person's local Factorio install.
      • make sure your headless Factorio server is configured correctly in your host.yaml
      • run Factorio --create Archipelago, the server will exit, copy the resulting Archipelago.zip next to FactorioClient
      • run FactorioClient, it should auto-start the Factorio Server and connect to it. You then use /connect to connect it to the Archipelago server.
      • in FactorioClient you can use /factorio <any text> to send that text to the Server console, such as /factorio /save
      • Connect with any amount of modded Factorio games to the server
      • You can run up to 255 Factorio Worlds in each Archipelago Multiworld

Factorio was an obvious choice for Archipelago, as it needs a very similar time to completion to a Link to the Past and should mix nicely.
(edit: the above sentence was a bit of an april fool's. But just that sentence, Factorio Integration is very much real.)
You can find some screenshots from playtesting here:
https://imgur.com/a/H4kmJcL

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