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Nine Sols · World 0.6.3 · Paket 0.6.3 · Core 0.6.8
Optionsschema und YAML-Strukturprüfung verfügbar · Servergenerierung freigegeben. Separater Multiworld-/Spielclient-Teststatus

Stelle deine Optionen ein und lade die fertige Spieler-YAML herunter. Bei freigegebenen Worlds startet die isolierte Core-Prüfung beim Speichern in einem eigenen Lobby-Slot; eine erfolgreiche Seedgenerierung wird separat geprüft.

Ersetzt den Entwurf nach Bestätigung.

Entwurf · noch nicht durch den Core geprüft

Game Options · 2 Optionen
progression_balancing
Hilfe · Gewichtung möglich

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.

World-Standard: 50

accessibility
Hilfe · Gewichtung möglich

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.

World-Standard: 0

Sol Seals · 4 Optionen
shuffle_sol_seals
Hilfe · Gewichtung möglich

Allows the Sol Seal items to be placed on any location in the multiworld, instead of their vanilla locations.

World-Standard: 1

seals_for_eigong
Hilfe · Gewichtung möglich

The number of Sol Seals needed to open the door in Central Hall to New Kunlun Control Hub, fight Eigong, and complete the goal. Unlike the vanilla game, you don't need to visit Tiandao Research Center or trigger the 'point of no return'.

World-Standard: 8

seals_for_prison
Hilfe · Gewichtung möglich

The number of Sol Seals needed for Jiequan in Factory (Great Hall) to allow you to 'fight' him, do the whole Prison escape sequence, and check most of the locations in Factory (Machine Room). Note that you will also need certain progression items for Jiequan to 'fight' you, since you can't finish the Prison escape sequence without them. Exactly which items you need depends on whether `prevent_weakened_prison_state` is enabled, but you can check what you're missing by walking up to F(GH) Jiequan, and it will be some combination of Ledge Grab, Grapple, Cloud Leap and Mystic Nymph: Scout Mode. Unlike the vanilla game, the real Jiequan fight may be done before or after Prison. Also, it does not matter which Sol Seals you've collected, only the total number.

World-Standard: 3

seals_for_ethereal
Hilfe · Gewichtung möglich

The number of Sol Seals needed for the entrance to Lady Ethereal's soulscape to appear in Cortex Center. See also the skip_soulscape_platforming option. Unlike the vanilla game, it does not matter which Sol Seals you've collected, only the total number. The maximum is 7 instead of 8 because 8 would be incompatible with shuffle_sol_seals: false.

World-Standard: 4

Logic & Skips · 4 Optionen
prevent_weakened_prison_state
Hilfe · Gewichtung möglich

After you 'fight' Jiequan in Factory (Great Hall) and get sent to Prison, if this option is enabled, Yi will *not* be weakened the way he is in the vanilla game. You'll still be expected to do Prison, but this should solve what many players find annoying about it. This is a .yaml/generation option because it changes the logic for unlocking Prison.

World-Standard: 0

skip_soulscape_platforming
Hilfe · Gewichtung möglich

After you collect enough Sol Seals to unlock Lady Ethereal's soulscape (see seals_for_ethereal), if this option is enabled, Cortex Center will skip ahead to the state where you can enter her boss fight, instead of the long platforming sequence you normally do first. This is a .yaml/generation option because it has a small effect on logic: The platforming sequence logically requires Tai-Chi Kick, so skipping it allows the Lady Ethereal fight to be in-logic with only Air Dash.

World-Standard: 0

prevent_annoying_runbacks
Hilfe · Gewichtung möglich

If the path to a boss or other difficult arena fight has a shortcut requiring items to open, this option makes those items logically required for the fight. This prevents the randomizer from potentially forcing you to attempt these fights while they have annoyingly long runbacks because you can't open the shortcuts yet. Two fights are currently affected by this option: - Ji's boss fight and the 3 locations behind it will logically require Mystic Nymph: Scout Mode, because nymph can open the shortcut from Grotto (West)'s root node to his boss arena - The location "Central Hall: Turrets and Double Axe Robot Room" will logically require Mystic Nymph: Scout Mode, because nymph can open the door to the left side of Central Hall

World-Standard: 1

logic_difficulty
Hilfe · Gewichtung möglich

`vanilla` is exactly what it sounds like: You will only be expected to do what the vanilla game required. `medium` adds tricks that are easy to execute, once you're aware of them, but may require more effort to notice, set up and/or retry after failure. Specifically: - "Pseudo Air Dashes" using either a talisman ("T-dash") or Charged Strike ("CS-dash") - Using a Cloud Piercer S (or X) arrow to break Charged Strike barriers without Charged Strike - Using a Thunder Buster arrow (any level) to break one-way barriers from the "wrong" side - "Bow Hover" glitch: Press and hold jump, shoot the bow immediately (during the first half of Yi's upward movement) with any arrow equipped, and then simply never let go of the jump button until you're done hovering. - Using the Swift Runner skill to jump with extra horizontal momentum `ledge_storage` adds the following LS-related glitches to logic: - slash vault (also called LS "getup") or parry vault (also called LS "vault") - parry float/hover - moon slash wall slide These are harder to explain, so if you would like to learn them, check out the Ledge Storage section of Herdingoats' Nine Sols trick video: https://youtu.be/X9aii18KecU?t=766 To avoid the complications of skill logic, setting up ledge storage with a skull kick is out of logic. Logic will assume you're doing the setup with either a Talisman dash, Air Dash, or Cloud Leap. Other speedrun tech like respawn manipulation, low gravity, rope storage, invulnerability abuse, dashing between lasers, and combinations thereof like fast Sky Tower climb and miner skip are simply out of logic. No logic level will expect you to carry transient resources (azure sand, qi charges, ledge storage) between areas, or increase your capacity beyond the initial 2 sand and 1 qi. Parrying a flying enemy attack to reset platforming moves is only in logic at the one place in TRC where the vanilla game gives you a respawning enemy for this specific purpose.

World-Standard: 0

Root Nodes · 2 Optionen
first_root_node
Hilfe · Gewichtung möglich

The first root node you can teleport to from Four Seasons Pavilion after starting a randomized game. This is often referred to as your "spawn", although you technically always spawn in FSP. Many root nodes are intentionally excluded from this list, usually because if you started there no locations would be checkable at the start of the game when you have no items yet. Some first_root_nodes will force items to be placed early, since the randomizer would be unbeatable otherwise: - central_transport_hub early-places Tai-Chi Kick - factory_underground early-places one of Air Dash or Cloud Leap - galactic_dock early-places one of Nymph or Tai-Chi Kick - inner_warehouse early-places Wall Climb and one of Cloud Leap, Air Dash or Ledge Grab - power_reservoir_west early-places one of Cloud Leap, Air Dash or Tai-Chi Kick See the descriptions of shuffle_grapple, shuffle_wall_climb and shuffle_ledge_grab for additional cases.

World-Standard: 0

shuffle_some_root_nodes
Hilfe · Gewichtung möglich

Creates a few items representing root nodes. When you receive one of these items in-game, the root node will be immediately unlocked so you can teleport to it. The idea is to prevent a slot from being blocked early, and then opening up all at once, by ensuring there are multiple paths to each side of the map. In particular, this option will always choose nodes in a different part of the map from your first_root_node. If you would rather e.g. use start_inventory or plando on specific node items, currently the following node items are defined: - "Outer Warehouse Root Node" - "Factory (Great Hall) Root Node" - "Apeman Facility (Depths) Root Node" - "Power Reservoir (East) Root Node" - "Radiant Pagoda Root Node" - "Lake Yaochi Ruins Root Node" - "Grotto of Scriptures (East) Root Node" And there is a "Root Nodes" item name group to make e.g. local_items or start_hints easier to apply. It is intentional that not every first_root_node choice has a node item, and vice versa. Especially since some first_root_nodes are only viable because they early-place certain items.

World-Standard: 0

Shuffle Starting Abilities · 3 Optionen
shuffle_grapple
Hilfe · Gewichtung möglich

Takes away Yi's grapple hook and zipline sliding abilities until you collect the 'Grapple' item. If your first_root_node is yinglong_canal, then Grapple will be placed early.

World-Standard: 0

shuffle_wall_climb
Hilfe · Gewichtung möglich

Takes away Yi's ability to climb glowing green walls until you collect the 'Wall Climb' item. If your first_root_node is apeman_facility_monitoring, then Wall Climb will be placed early.

World-Standard: 0

shuffle_ledge_grab
Hilfe · Gewichtung möglich

Takes away Yi's ability to grab onto ledges and pull himself up until you collect the 'Ledge Grab' item. If your first_root_node is yinglong_canal, then Ledge Grab will be placed early. This is more impactful than it might sound because of 'ledge storage' glitches. See logic_difficulty.

World-Standard: 0

Jade Cost Randomization · 4 Optionen
randomize_jade_costs
Hilfe · Gewichtung möglich

Edit the cost of every jade in this slot to a randomly chosen number between jade_cost_min and jade_cost_max. This includes jades which are not Archipelago items. As a reminder: you start the game with 2 units of computing power, and there are 8 Computing Unit items to find, for a maximum power of 10.

World-Standard: 0

jade_cost_min
Hilfe · Gewichtung möglich

The minimum possible jade cost. Has no effect if randomize_jade_costs is false.

World-Standard: 1

jade_cost_max
Hilfe · Gewichtung möglich

The maximum possible jade cost. Has no effect if randomize_jade_costs is false.

World-Standard: 3

jade_cost_plando
Hilfe

Manually specify the cost of certain jades. For example: { "Stasis Jade": 0, "Steely Jade": 10 } The costs may be any integer from 0 to 10, even if jade_cost_min and jade_cost_max are set to a narrower range.

World-Standard: {}

Shop Unlocks · 4 Optionen
shop_unlocks
Hilfe · Gewichtung möglich

The condition for unlocking the three shops in Four Seasons Pavilion. That is: Kuafu's shop, Chiyou's shop, and Kuafu's extra inventory (visiting Chiyou outside FSP is considered out of logic) - vanilla_like_locations means the shops are unlocked by checking AP locations that try to resemble the vanilla game's unlock conditions (to the extent feasible in a randomizer). In other words: Kuafu's shop is unlocked when you check the "Kuafu's Vital Sanctum" location, Chiyou's shop is unlocked when you check the "Factory (GH): Raise the Bridge for Chiyou" location, and Kuafu's extra inventory is unlocked at the same time as Chiyou's shop. The main change from vanilla is unlocking Chiyou with the bridge location instead of the Prison escape sequence, because forcing you to do the entire escape (up to Factory (Underground)) would be far too linear for a randomizer. - sol_seals will unlock each shop after a certain number of Sol Seal items have been collected. See kuafu_shop_unlock_sol_seals, chiyou_shop_unlock_sol_seals and kuafu_extra_inventory_unlock_sol_seals. - unlock_items will add 3 "Progressive Shop Unlock" items to this slot, and unlock the 3 shops as they're found. Since these are AP items, you can add them to start_inventory, local_items, and other generic options.

World-Standard: 0

kuafu_shop_unlock_sol_seals
Hilfe · Gewichtung möglich

The number of Sol Seals needed to unlock Kuafu's shop in Four Seasons Pavilion. Has no effect unless shop_unlocks is set to sol_seals.

World-Standard: 1

chiyou_shop_unlock_sol_seals
Hilfe · Gewichtung möglich

The number of Sol Seals needed to unlock Chiyou's shop in Four Seasons Pavilion. Has no effect unless shop_unlocks is set to sol_seals.

World-Standard: 3

kuafu_extra_inventory_unlock_sol_seals
Hilfe · Gewichtung möglich

The number of Sol Seals needed to unlock Kuafu's extra inventory in Four Seasons Pavilion. Has no effect unless shop_unlocks is set to sol_seals.

World-Standard: 5

Additional Randomizations · 2 Optionen
randomize_shops
Hilfe · Gewichtung möglich

Randomizes (most of) the content in Kuafu's shop, Chiyou's shop, and the 3D printer in Four Seasons Pavilion. Shop purchases become 43 new AP locations, and the vanilla shop items are added to the AP item pool. See also shop_unlocks. Item details: - Azure Sand Magazines, Pipe Upgrades, Transmute Unto Wealth/Life/Qi, the 8 jades sold by Chiyou and the 3D Printer, and the 7 poisons sold by Chiyou are all added to the item pool by this option. - The unique Arrow: Cloud Piercer item is replaced with 3 Progressive Cloud Piercer items. Same for the other two arrow types. Logic details: - Kuafu's Jin-only shop locations are available as soon as you unlock him and his "extra inventory". The 6 Dark Steel locations and the 8 Herb Catalyst locations still each require 1 DS or HC to purchase. The Nth DS/HC location becomes "in logic" when you receive the Nth DS/HC item. - Chiyou and 3D Printer shop locations are grouped into low, medium and high cost. They'll become "in logic" as you gain access to more of the game world. Depending on your first_root_node, low cost locations may be in logic immediately. Jin can get pretty tight if enough important items land in shops, so consider additional mods such as Jin Multiplier and No Death Penalty.

World-Standard: 0

randomize_skill_tree
Hilfe · Gewichtung möglich

Randomizes the 27 skill tree nodes that you would normally spend skill points to unlock in the vanilla game (i.e., excluding the nodes for starting abilities like Parry or major abilities like Air Dash). Spending skill points on these tree nodes will now check AP locations, and the actual skills are instead granted by 19 new AP item types. Item details: - The item and location counts differ because several unique skills become progressive items: Progressive Bullet Deflect, Progressive Water Flow, Progressive Full Control, Qi Boost, Enhanced Talisman, and Enhanced Blade - "Enhanced Qi Blast" remains a regular unique item because basic Qi Blast is always a starting ability. - On logic_difficulty: vanilla, Progressive Bullet Deflect is the only progression item added by this option, because of its use in the Grotto tomb parry challenges. - On logic_difficulty: medium or higher, Swift Runner is also progression. Location details: - The locations are named after the skills they would unlock in vanilla, e.g. "Skill Tree Node: Bullet Deflect" - For skill names that appear multiple times in the tree, the exact node is disambiguated with a parenthetical, e.g. "Skill Tree Node: Qi Boost (Top Left)" and "Skill Tree Node: Enhanced Talisman (Right)". Logic details: - Skill tree locations are grouped into low, medium and high cost. They'll become "in logic" as you gain access to more of the game world. Depending on your first_root_node, low cost locations may be in logic immediately. - For now, a skill tree node is defined as low/medium/high cost if it needs at most 3/9/10 skill points to unlock itself and all of its prerequisite nodes. For example, Enhanced Water Flow takes 15 "total skill points" so it's "high cost", while Swift Runner takes only 1 so it's "low cost". - Like vanilla, some skill tree locations cannot be checked until you have Tai-Chi Kick, or Unbounded Counter, or the bow/any arrow. - The vanilla game has a level cap of 30 so that Tao Fruits are required to complete the skill tree. The randomizer mod raises this level cap to 99, since "Tao Fruit logic" would be more trouble than it's worth. Experience can get pretty tight if enough important items land in the skill tree, so be aware there's an "Experience Multiplier" in the mod's F1 settings.

World-Standard: 0

Item & Location Options · 10 Optionen
local_items
Hilfe

Forces these items to be in their native world.

World-Standard: []

non_local_items
Hilfe

Forces these items to be outside their native world.

World-Standard: []

start_inventory
Hilfe

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

World-Standard: {}

start_inventory_from_pool
Hilfe

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

World-Standard: {}

start_hints
Hilfe

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

World-Standard: []

start_location_hints
Hilfe

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

World-Standard: []

exclude_locations
Hilfe

Prevent these locations from having an important item.

World-Standard: []

priority_locations
Hilfe

Prevent these locations from having an unimportant item.

World-Standard: []

item_links
Hilfe

Share part of your item pool with other players.

World-Standard: []

plando_items
Hilfe

Generic items plando.

World-Standard: []

YAML / Expertenansicht

Gewichtete Spiele/Namen, Trigger, Linked Options und komplexe Werte bleiben erhalten. Formularänderungen schreiben die YAML neu und ersetzen ihre Formatierung und Kommentare. Ohne Änderung bleibt der Originaltext erhalten.

Gewichtungen und exotische Optionen werden als „Erweiterte Option“ dargestellt. Ungültige und unbekannte Werte werden nicht automatisch korrigiert. Die Schema-Prüfung ersetzt die isolierte Core-Prüfung nicht.

Sichere YAML-Grenzen

2 MiB, keine Aliase/Anker oder doppelten Schlüssel; 32 Auswahlwerte, 32 Trigger/Linked-Options und 128 Optionsblöcke. requires.version und requires.game werden geprüft. Optionswerte werden beim Slot-Upload mit World.from_any/verify und acht Core-Würfelproben je World geprüft. Gemeinsame Platzierung, endgültige Namen und Generierbarkeit stehen erst nach erfolgreicher Seedgenerierung fest.

„Konfiguration speichern“ speichert einen Entwurf pro Spiel und Konto ausschließlich in diesem Browser. Auf gemeinsam genutzten Geräten danach löschen. Für eine unabhängige Kopie YAML herunterladen. Bei einem World-Update werden Schemaänderungen vor dem Laden angezeigt.

Anmelden und eine Lobby öffnen, um die YAML einem eigenen Slot zuzuweisen. Die Core-Prüfung ist für freigegebene Worlds verfügbar.