Progression Balancing ↺ Standard
progression_balancing
Erweiterte Option · YAML-Wert
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
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Accessibility ↺ Standard
accessibility
Erweiterte Option · YAML-Wert
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
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Goal ↺ Standard
goal
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich The victory condition for your Archipelago run.
Song of Five: Reach the Eye
Song of Six: Reach the Eye after meeting Solanum
World-Standard: 0
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Spawn ↺ Standard
spawn
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Where you wake up at the start of each loop.
'vanilla' is the same as the base game: you wake up in TH Village, talk to Hornfels to get the Launch Codes, then walk by the Nomai statue to start the time loop.
All other options (including timber_hearth) will spawn you in your spacesuit, with the time loop already started, and the Launch Codes item placed randomly like any other AP item.
The idea is that non-vanilla spawns will require you to play "shipless" for a while, possibly using Nomai Warp Codes to visit other planets. The ship will still spawn nearby, so you can use the ship log/tracker right away.
When playing with non-vanilla spawns, we recommend:
- Consider enabling randomize_warp_pads for greater variety if you get warp codes early
- Consider enabling early_key_item in non-solo games, or else your first session may end after only 4-10 checks
- Install a fast-forward mod such as Alter Time or Cheat And Debug Mod, since you may need to do a lot of waiting for e.g. Ash Twin sand or Giant's Deep islands
World-Standard: 0
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Early Key Item ↺ Standard
early_key_item
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Ensure that either Translator, Nomai Warp Codes, or Launch Codes will be somewhere in sphere 1 and
in your own world, guaranteeing you can find it without waiting on other players.
`any` randomly selects one of these items to place early.
Recommended for games with non-vanilla spawns, especially async games.
In addition, without this AP seems to almost always put Launch Codes in sphere 1, so `any` also helps increase variety.
World-Standard: 0
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Randomize Coordinates ↺ Standard
randomize_coordinates
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomize the Eye of the Universe coordinates needed to reach the end of the game.
World-Standard: 1
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Randomize Orbits ↺ Standard
randomize_orbits
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomizes:
- The order of the five planets (the Hourglass Twins as a whole, Timber Hearth, Brittle Hollow, Giant's Deep, Dark Bramble), i.e. which ones are closer or farther from the sun
- The orbit angles of the five planets, as well as four satellites (Sun Station, Attlerock, Hollow's Lantern, and the Orbital Probe Cannon)
- The axes of rotation for Ember Twin, Ash Twin, Timber Hearth and Brittle Hollow. This often causes the Hourglass Twins' sand pillar to pass through different areas.
World-Standard: 1
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Randomize Warp Platforms ↺ Standard
randomize_warp_platforms
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Randomize which Nomai warp platforms are connected to each other.
Warp connections are still 'coupled', i.e. if platform A warps to platform B, then B will take you back to A.
Highly recommended when playing with non-vanilla spawns.
World-Standard: 0
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Randomize Dark Bramble Layout ↺ Standard
randomize_dark_bramble_layout
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomizes which Dark Bramble 'rooms' link to which other rooms, so you can't rely on your memory of the vanilla layout.
Be aware that randomized layouts are often significantly harder to navigate than vanilla Dark Bramble, since they allow several paths to the same room and more complex loops / recursion.
'hub_start' forces the first room to be Hub (same as the vanilla game), which tends to generate shorter and simpler paths than full randomization.
World-Standard: 0
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Trap Chance ↺ Standard
trap_chance
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich The probability for each filler item (including unique filler) to be replaced with a trap item.
The exact number of trap items will still be somewhat random, so you can't know
if you've seen the 'last trap' in your world without checking the spoiler log.
If you don't want any traps, set this to 0.
World-Standard: 15
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Trap Type Weights ↺ Standard
trap_type_weights
Erweiterte Option · YAML-Wert
Hilfe When a filler item is replaced with a trap, these weights determine the
odds for each trap type to be selected.
If you don't want a specific trap type, set its weight to 0.
Setting all weights to 0 is the same as setting trap_chance to 0.
World-Standard: {"Audio Trap": 1, "Nap Trap": 2, "Ship Damage Trap": 2}
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Death Link ↺ Standard
death_link
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When you die, everyone dies. Of course the reverse is true too.
The "default" option will not include deaths to meditation, the supernova or the time loop ending.
Be aware that the game mod provides a 'Death Link Override' setting, in case you change your mind later.
World-Standard: 0
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Logsanity ↺ Standard
logsanity
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Adds 176 locations for all the (non-DLC, non-rumor, non-missable) ship log facts in the game.
World-Standard: 0
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Shuffle Spacesuit ↺ Standard
shuffle_spacesuit
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Puts the spacesuit into the Archipelago item pool, forcing you to play suitless until it's found.
This option is incompatible with non-vanilla spawns (i.e. generation will fail), since those imply playing "shipless" at first, and almost nothing can be done both shipless and suitless.
World-Standard: 0
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