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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Goals ↺ Standard
goals
Erweiterte Option · YAML-Wert
Hilfe
Set of all bosses you'll have to beat to successfully win the game.
Valid bosses are: ["Mom", "Mom's Heart", "Isaac", "Satan", "Blue Baby", "The Lamb", "Mega Satan", "Boss Rush", "Hush", "Beast", "Mother", "Delirium"]
Can also be set to "All" to include all bosses, or "Random-#", where # determines the number of random bosses. For example ["Isaac", "Random-3"] will select Isaac and 3 random other Bosses
World-Standard: ["Beast", "Delirium", "Mega Satan", "Mother"]
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Goal Amount ↺ Standard
goal_amount
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
How many of the Goals defined above you need to win the game. (0 == All)
World-Standard: 0
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Character Goals ↺ Standard
character_goals
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should Goals be tied to specific characters?
any: Any character can beat any goal
single: Each goal can only be beaten by a single character, which is randomly assigned when generating the game.
grouped: Each goal can only be beaten by a group of characters, which is randomly assigned when generating the game. The group size is determined by the Goal Amount.
World-Standard: 0
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Excluded characters ↺ Standard
exclude_characters
Erweiterte Option · YAML-Wert
Hilfe
If character_goals is set to single or grouped, you can exclude certain characters from being assigned to goals here.
Valid characters are: ["Isaac", "Magdalene", "Cain", "Judas", "???", "Eve", "Samson", "Azazel", "Lazarus", "Eden", "The Lost",
"Lilith", "Keeper", "Apollyon", "The Forgotten", "Bethany", "Jacob & Esau", "Tainted Isaac",
"Tainted Magdalene", "Tainted Cain", "Tainted Judas", "Tainted ???", "Tainted Eve", "Tainted Samson",
"Tainted Azazel", "Tainted Lazarus", "Tainted Eden", "Tainted Lost", "Tainted Lilith", "Tainted Keeper",
"Tainted Apollyon", "Tainted Forgotten", "Tainted Bethany", "Tainted Jacob"]
You can also use "Tainted" or "Non-Tainted" to exclude all tainted or non-tainted characters respectively.
World-Standard: []
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Excluded areas ↺ Standard
excluded_areas
Erweiterte Option · YAML-Wert
Hilfe
Entire areas to exclude from the game. By excluding an area, none of the entrance methods to the area will be able to spawn and no location checks will be placed in those areas.
Valid areas are: ["The Void", "Ascend", "Alt Path", "Timed Areas"]
World-Standard: []
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Bad RNG Protection ↺ Standard
bad_rng_protection
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
By enabling this, successfully winning a run unlocks all the room location checks per stage which didn't spawn on all the stages you went through during that run.
That means, even if a Mini Boss room didn't spawn in the Flooded Caves, you'll still get the unlock if you have been to the Flooded Caves during that run upon finishing the run successfully.
(Room Types that can be checked this way: Miniboss, Arcade, Challenge Room, Curse Room and Sacrifice Room)
World-Standard: 1
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Heavy RNG rooms ↺ Standard
rng_rooms
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Define how RNG heavy rooms should be handled. These include: Libraries, Bedrooms, Vaults and Dice Rooms.
none: These rooms have no items
no_progression: These rooms can contain anything except progression items
any: These rooms can containy any sort of item
World-Standard: 1
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Ultra Secret room ↺ Standard
ultra_secret_room
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Define how the Ultra Secret room should be handled.
none: This room has no items
no_progression: This room can contain anything except progression items
any: This room can containy any sort of item
any_red_key_logic: This room can containy any sort of item but is only put into logic after unlocking Red Key as a starting item
any_soul_of_cain_logic: This room can containy any sort of item but is only put into logic after unlocking Soul of Cain as a reoccuring drop on every floor
World-Standard: 5
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Error room ↺ Standard
error_room
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Define how the Error room should be handled.
none: This room has no items
no_progression: This room can contain anything except progression items
any: This room can containy any sort of item
any_undefined_logic: This room can containy any sort of item but is only put into logic after unlocking Undefined as a starting item
World-Standard: 1
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Crawl Space ↺ Standard
crawl_space
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Define how the Crawl Space should be handled.
none: This room has no items
no_progression: This room can contain anything except progression items
any: This room can containy any sort of item
any_shovel_logic: This room can containy any sort of item but is only put into logic after unlocking We Need To Go Deeper! as a starting item
any_ehwaz_logic: This room can containy any sort of item but is only put into logic after unlocking Ehwaz as a reoccuring drop on every floor
World-Standard: 4
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Planetarium ↺ Standard
planetarium
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Define how the Planetarium should be handled.
none: This room has no items
no_progression: This room can contain anything except progression items
any: This room can containy any sort of item
any_telescope_lense_logic: This room can containy any sort of item but is only put into logic after unlocking Telescope Lens as a starting trinket
World-Standard: 3
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Planetarium in Chapter 4 ↺ Standard
planetarium_chapter_four
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should the Planetarium be a check in Chapter 4 (Womb/Utero/Scarred Womb)?
World-Standard: 1
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Error Room Logic ↺ Standard
error_room_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should Womb, Sheol, Cathedral, Chest and Dark Room be in logic after Undefined or Red Key are unlocked? (Those floors can be reached via Error Rooms)
World-Standard: 0
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Trapdoor Logic ↺ Standard
trapdoor_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should Womb and Sheol be in logic after We need to go deeper! or Ehwaz are unlocked?
World-Standard: 1
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Sacrifice Room Logic ↺ Standard
sacrifice_room_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should Dark Room always be in logic as it can be reached via Sacrifice Rooms?
World-Standard: 0
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Soul of Cain Logic ↺ Standard
soul_of_cain_logic
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Should Mega Satan, Corpse and Home be in logic after Soul of Cain is unlocked? (These doors can be opened with the rune)
World-Standard: 0
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Floor Variations ↺ Standard
floor_variations
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Whether or not locations and unlocks should exist for each variation of a floor.
If set to true: Floor variations like Womb, Utero and Scarred Womb will be treated as different floors, which all have their own locations and need to be unlocked individually
If set to false: Floor variations like Womb, Utero and Scarred Womb will be treated as a single floor with one set of locations and be unlocked all together with a single unlock
World-Standard: 1
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Additional Item Locations per Stage ↺ Standard
additional_item_locations_per_stage
Erweiterte Option · YAML-Wert
Hilfe
Number of available AP Items that occasionally replace regular items.
Picking up an AP Item is a location check. Once all the checks have been completed no more AP Items will spawn.
(Maximum 10 per floor)
World-Standard: {"???": 2, "Ashpit": 3, "Basement": 3, "Boss Rush": 1, "Burning Basement": 3, "Catacombs": 3, "Cathedral": 0, "Caves": 3, "Cellar": 3, "Chest": 2, "Corpse": 1, "Dank Depths": 3, "Dark Room": 2, "Depths": 3, "Downpour": 3, "Dross": 3, "Flooded Caves": 3, "Gehenna": 3, "Home": 0, "Mausoleum": 3, "Mines": 3, "Necropolis": 3, "Scarred Womb": 1, "Sheol": 0, "The Void": 3, "Utero": 1, "Womb": 1}
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Item Location Percentage ↺ Standard
item_location_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Chance for an item to be replaced with an AP item (if there are still AP Item checks available for the current stage)
Story and quest items are not replaced.
World-Standard: 50
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Additional Boss Rewards ↺ Standard
additional_boss_rewards
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
If enabled, beating each of the main bosses for the first time gives an additional amount of location checks:
The amount of checks is determined by how deep the boss is in the run:
Mom = 1
Mom's Heart/Boss Rush = 2
Isaac/Satan/Hush = 3
Blue Baby/The Lamb = 4
Mega Satan/Mother/Beast/Delirium = 5
World-Standard: 1
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Scatter Previous Items ↺ Standard
scatter_previous_items
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
When disabled, items you received in previous runs are given to you immediately on the start of a new run
When enabled, items you received in previous runs are spread across the first six floors on a new run
World-Standard: 1
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Junk Percentage ↺ Standard
junk_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Percentage of junk items (Non-Collectable Pickups like Coins, Bombs etc.)
World-Standard: 75
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Trap Percentage ↺ Standard
trap_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Percentage of junk items to be replaced by traps
World-Standard: 10
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Item Weights ↺ Standard
item_weights
Erweiterte Option · YAML-Wert
Hilfe Specify the distribution of items that should be placed into the pool.
If you don't want a specific type of item, set the weight to zero.
World-Standard: {"Angel Deal Item": 6, "Boss Item": 12, "Curse Room Item": 4, "Devil Deal Item": 6, "Golden Chest Item": 8, "Library Item": 1, "Planetarium Item": 1, "Red Chest Item": 4, "Secret Room Item": 8, "Shop Item": 15, "Treasure Room Item": 15}
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Retain Items Percentage ↺ Standard
retain_items_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Fraction of the items you received that are re-given to you on a new run.
World-Standard: 30
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Junk Weights ↺ Standard
junk_weights
Erweiterte Option · YAML-Wert
Hilfe Specify the distribution of junk that should be placed into the pool.
If you don't want a specific type of junk, set the weight to zero.
World-Standard: {"Random Bomb": 5, "Random Card": 3, "Random Chest": 2, "Random Coin": 6, "Random Heart": 5, "Random Key": 5, "Random Pill": 3, "Random Trinket": 1}
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Retain Junk Percentage ↺ Standard
retain_junk_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Fraction of the pickups you received that are re-given to you on a new run.
World-Standard: 10
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Trap Weights ↺ Standard
trap_weights
Erweiterte Option · YAML-Wert
Hilfe Specify the distribution of traps that should be placed into the pool.
If you don't want a specific type of trap, set the weight to zero.
World-Standard: {"Curse Trap": 20, "Paralysis Trap": 20, "Retro Vision Trap": 20, "Teleport Trap": 20, "Troll Bomb Trap": 20, "Wavy Cap Trap": 20}
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1-UPs ↺ Standard
one_ups
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Amount of 1-UPs you can receive during the session. Useful for balancing out the death link.
World-Standard: 3
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Retain 1-UPs Percentage ↺ Standard
retain_one_ups_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Fraction of the 1-UPs you received that are re-given to you on a new run. (Will always be given immediately and not spread across floors.)
World-Standard: 100
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Exclude items as rewards ↺ Standard
exclude_items_as_rewards
Erweiterte Option · YAML-Wert
Hilfe
Actively harmful items can be excluded here from being given as a reward to the player.
Valid items are: ["A Pound of Flesh", "Blood Oath", "Blood Puppy", "Cursed Eye", "Curse of the Tower", "Isaac's Heart", "Kidney Stone", "Missing No", "Shard of Glass", "TMTrainer", "Ipecac", "Dr. Fetus", "Epic Fetus", "Bob's Brain", "Fire Mind"]
World-Standard: ["Missing No", "TMTrainer"]
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Progressive Mapping Upgrades ↺ Standard
progressive_mapping_upgrades
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Adds three permanent mapping upgrades to the pool of items to be able to receive: Map -> Compass -> Blue Map
World-Standard: 1
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Progressive Inventory Upgrades ↺ Standard
progressive_inventory_upgrades
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Adds four permanent inventory upgrades to the pool of items to be able to receive: Polydactyly -> Belly Button -> Deep Pockets -> Schoolbag
World-Standard: 1
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permanent_stat_upgrades ↺ Standard
permanent_stat_upgrades
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Adds x amount of upgrades for each stat to the pool of items to be able to receive. Amount of each stat up is equivalent to what a pill would increase.
These upgrades are permanent and will be retained when starting a new run.
World-Standard: 3
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start_out_nerfed ↺ Standard
start_out_nerfed
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Amount of stat downs to start a run with, setting this to 1 means your base stats are lowerd by what one pill would decrease in each stat.
World-Standard: 0
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Fortune Machine Hint Percentage ↺ Standard
fortune_machine_hint_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Chance for a Fortune Telling Machine to give a hint.
World-Standard: 30
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Crystal Ball Hint Percentage ↺ Standard
crystal_ball_hint_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Chance for a Crystal Ball to give a hint.
World-Standard: 100
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Fortune Cookie Hint Percentage ↺ Standard
fortune_cookie_hint_percentage
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Chance for a Fortune Cookie to give a hint.
World-Standard: 50
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Hint types from Fortunes ↺ Standard
hint_types_from_fortunes
Erweiterte Option · YAML-Wert
Hilfe
The type of items you are able to get Hints for through fortunes.
Valid types are: ["Progression Items", "Useful Items", "Junk Items", "Traps"]
World-Standard: ["Progression Items", "Useful Items"]
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Death Link ↺ Standard
death_link
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When you die, everyone who enabled death link dies. Of course, the reverse is true too.
World-Standard: 0
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Death Link Severity ↺ Standard
death_link_severity
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
If death link is enabled, this defines how punishing the death link is for you.
mild: When death link is triggered, you'll receive 4 hits of damage (= 2 full hearts, or 4 full hearts on Womb+).
normal: When death link is triggered it tries to kill you but invincibility or revives will keep the run alive.
severe: When death link is triggered it kills you and ends your run regardless of invincibility or how many revives you had stocked up.
World-Standard: 1
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