A Little to the Left

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

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.
25
0
0
The Run

Puzzle Count

How many puzzles the run contains, 10 to 130. The run has no chapters: its puzzles are drawn from the sources under "Where The Puzzles Come From" and opened pack by pack. The smallest run, 10, is two full packs of 5. The largest, 130, is where the level select's overview strip reaches the smallest it will draw; the game's own campaign is 79. THE DEFAULT IS 70, NOT 79, AND THAT IS ABOUT THE LEVEL SELECT. The game lays out one dot per card along the bottom of that screen, sized for its own widest campaign - about 85. A run adds a pack divider between blocks, so 79 puzzles builds 92 cards and the strip runs off the edge of the screen. 70 puzzles at the default pack size is 70 + 13 dividers + the credits = 84, which fits. Turn it up if you want the whole game; the strip scales itself down past that, it just gets smaller.
This is a range option.

Accepted values:
Normal range: 10 - 130
0 ❌
25 ❌
0 ❌
0
0
0
0

Puzzles Per Pack

How many puzzles each Puzzle Pack unlocks, 5 to 20. Vanilla hands you one level at a time. Five means you always have several things to work on, so a single hard puzzle never stops the run. It is also the least the run opens at a time, so the run cannot start on a puzzle an unlucky ability draw has locked. EVERY BLOCK IS THIS SIZE, including the free opening - only the last is short, because a run rarely divides evenly. If the run is long enough that packs of this size would need more packs than it can carry, they all grow together rather than the run growing a ramp: at 79 puzzles every pack is 6. So this is a floor on how much the run opens at a time, not the rate for the first pack only.
This is a range option.

Accepted values:
Normal range: 5 - 20
25 ❌
0 ❌
0
0
0
0

Goal

What unlocks the credits. Beat Levels counts a puzzle once you have finished it any one way - every solution the level has, or a Skip. Collect Stars counts stars: one for every solution found, the stars the level select counts in each pack's header. A puzzle with three solutions holds three. A Skip fills in every check on the puzzle it clears, its solutions included, so a skipped puzzle's stars count too. That matches how skips count toward beating - but it does mean skip_count is as much a shortcut to a star goal as to a beaten one.
25
0
0

Puzzles To Beat

How many puzzles to beat before the credits unlock, 1 to 130. A puzzle counts once you have solved it any one way, or skipped it. Skips do count. Clamped to the puzzle count.
This is a range option.

Accepted values:
Normal range: 1 - 130
0 ❌
25 ❌
0 ❌
0
0
0
0

Stars To Collect

How many stars to collect before the credits unlock, 1 to 300: one star per solution found. Only used when the goal is Collect Stars; ignored otherwise. A default run of 70 puzzles holds about 91 stars (84 to 100, measured over 200 seeds), so the default of 65 is what beating 50 of them is worth. The most any run can hold is 279. Clamped to the stars the run holds.
This is a range option.

Accepted values:
Normal range: 1 - 300
0 ❌
25 ❌
0 ❌
0
0
0
0
DLC

Cupboards and Drawers DLC

Include the Cupboards and Drawers DLC. Twenty-five more puzzles, built around cupboards, drawers and nested containers. Off by default because a seed containing them cannot be played without the DLC - the mod refuses to connect rather than hand you a puzzle that will not load. Turn this on only if you own it. Whoever generates the multiworld does not have to.
25
0
0

Seeing Stars DLC

Include the Seeing Stars DLC. Thirty-seven more puzzles and a hundred more solutions - more alternate solutions than the entire base campaign has, which makes this the DLC that changes a Star Levels goal most. Five of its puzzles are the ones the game itself locks behind a star total; the mod opens those for you. Off by default because a seed containing them cannot be played without the DLC. Turn it on only if you own it.
25
0
0
Where The Puzzles Come From

Generated Puzzle Weight

How strongly to favour procedurally generated puzzles, 0 to 100. Sixteen of the game's puzzles are generators that build a fresh layout from a seed, so they are new even if you have finished the game. This and the four weights below are RELATIVE, compared with each other: they do not have to add up to 100, and 80/10/10 means the same as 8/1/1. A weight of 20 is twice as likely as 10; 0 means never. Every puzzle the mechanic reserve does not place rolls one source, each weight divided by the sum of those in play, so turning a DLC on adds its weight to the sum and every other share shrinks a little. With the defaults a puzzle rolls a generator 80% of the time, 73% with one DLC on and 67% with both. A one-shot source that runs out falls back to generators, and if every weight is 0 the run is all generators.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Event Puzzle Weight

How strongly to favour the seasonal event puzzles, 0 to 100. A relative weight, compared with the other puzzle weights (see Generated Puzzle Weight). Good Tidings, Trick or Tidy, Merry Mess, Snack Pack, Something Eggstra and Drawer Chores were limited-time events, so most players have never seen them. They are also the richest levels for checks.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Campaign Puzzle Weight

How strongly to favour puzzles from the main campaign, 0 to 100. A relative weight, compared with the other puzzle weights (see Generated Puzzle Weight). The 69 hand-made campaign puzzles are by far the largest pool of one-shot levels in the game - more than the events and generators together - so this is what stops a long run repeating the same generator over and over. Set it to 0 and the campaign appears only where Mechanic Coverage below drags a level in.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Cupboards and Drawers Weight

How strongly to favour Cupboards and Drawers puzzles, 0 to 100. Ignored unless that DLC is turned on. A relative weight, compared with the other puzzle weights (see Generated Puzzle Weight). Covers all 25 of its puzzles, Trophy Cabinet included - the DLC marks it randomizable, but the seed does not change its layout, so it is drawn once like the rest.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Seeing Stars Weight

How strongly to favour Seeing Stars puzzles, 0 to 100. Ignored unless that DLC is turned on. A relative weight, compared with the other puzzle weights (see Generated Puzzle Weight). Worth more than its share if you are playing a Star Levels goal, since its puzzles carry most of the game's alternate solutions. Covers all 37 of its puzzles, Water Glasses, Figurines and Bread Crusts included - marked randomizable, but the seed does not change their layout, so each is drawn once like the rest.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Event Packs

Which seasonal event packs may appear. Removing a pack removes its puzzles. Note the jigsaw mechanic exists only in event packs, so turning enough of them off drops jigsaws from the run and the ability along with them.

Mechanic Coverage

How many puzzles are guaranteed for each mechanic no generator can make, 0 to 10. Some mechanics only exist as hand-made puzzles, so without this they turn up by luck or not at all. Raising it makes the run's mechanics more even and brings in more hand-made puzzles; without a DLC, 4 uses up every jigsaw puzzle and 5 every drawer one, so every run would contain all of them. Stacking and containers have more puzzles than that, and a DLC adds drawer and jigsaw puzzles, so higher numbers still reserve more. The scarce ones are stacking, containers, drawers and jigsaws, with or without the DLCs: their four puzzles the game calls randomizable keep the same layout whatever the seed, so each appears once and cannot stand in for the hand-made ones. Seeing Stars also adds distributing, which nothing generates. ABOVE ZERO, EVERY MECHANIC IS GUARANTEED AT LEAST ONE PUZZLE - not only the scarce ones. The rest come from generators and turn up on their own in a full-length run, but a short one can miss them by chance: at 20 puzzles, Rotating was absent from half the seeds measured. This number is the count for the scarce ones; the rest get one each. Set it to 0 for a simpler run: that turns the whole reserve off, including the one-of-each floor, and leaves every mechanic to the weighted draw. This is a floor, not the only door: campaign puzzles are also drawn by the campaign weight above.
This is a range option.

Accepted values:
Normal range: 0 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0

Generated Puzzle Repeat Limit

How many times one generated puzzle may appear in a run, 1 to 8. Only the 16 generated puzzles can repeat, each copy a new layout ("Pencils (Randomized)", "Pencils (Randomized) #2", ...); every other puzzle appears at most once. The card art is the same on every copy, so a low limit trades variety of picture for variety of source. 0, from older yamls, is read as 8.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0
0
0
0
Abilities

Ability Locks

Lock puzzle mechanics behind items. On, the objects for a mechanic you have not unlocked sit dimmed and untouchable, so a puzzle can be partly solved and returned to later. Off, every mechanic works from the start and the packs are the only gate.
0
25
0

Starting Abilities

How many mechanics you begin with, 0 to 13 (every mechanic). The run may start you with more if its opening would otherwise have too little to do.
This is a range option.

Accepted values:
Normal range: 0 - 13
0 ❌
25 ❌
0 ❌
0
0
0
0

Guaranteed Open Puzzles

How many of the opening puzzles must be solvable with the abilities you start with, 4 to 20. Insurance against an opening where everything needs a mechanic you do not have yet. The default, 5, is the whole opening at the default pack size. At least 4: below that there is too little to do for a seed to be built. At most the size of the opening, which is Puzzles Per Pack - a higher number means all of it. Ignored when Ability Locks is off.
This is a range option.

Accepted values:
Normal range: 4 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0
Items And Checks

Skips

How many Skip items are shuffled in, 0 to 50. A Skip clears a puzzle you are stuck on outright: every solution, every controller group, its achievements and the "beaten" credit are all sent, so a skipped puzzle is finished and its card completes. Skipped puzzles DO count towards the credits requirement, so a large number of Skips is a shortcut to the goal. That is the trade for a skipped card being able to complete at all - withholding the credit left the card one location short for the rest of the run. Lower this if the shortcut bothers you.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Hint Coverage

Percentage of this seed's hint pages that get a Hint Page item, 0 to 100. A percentage rather than a count, because how many pages a run contains depends on what it drew: every puzzle in the game has at least one, most have exactly one, and some run to five. This is a percentage of whatever your seed actually holds, so 50 means about half its pages - enough to open the hints you actually reach for, without the pool being nothing but hints. Turn it up if you want the reassurance of knowing every notepad in the run can be opened. Note that at 100 the hint items crowd out almost everything else, and can exceed the number of item slots the seed has to give. A floor, not the only source: the filler left after the traps and these is split evenly between more Hint Pages and Background Reset Tokens, so a seed usually holds more. Without a Hint Page the notepad still opens, so you can see that a hint exists and how long it is - you just cannot erase the scribble.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Cat Trap Chance

Percentage of filler items that are the cat knocking your work over, 0 to 100. Costs you time, never progress. 0 means no Cat Traps.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Background Change Trap Chance

Percentage of filler items that are Background Change Traps, 0 to 100. A Background Change Trap recolours every backdrop - the puzzle, the pause screen and the level select - and a puzzle's pieces can hide against the new colour. A Background Reset Token, spent from the pause menu, puts them back. 0 means no Background Change Traps. Taken from the same filler as the Cat Traps. Whatever filler is left after the traps and the Hint Pages is split evenly between more Hint Pages and Background Reset Tokens.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Achievements

Make the game's puzzle achievements checks: 7 in the base game, 17 with both DLCs. Off by default. Each belongs to one puzzle - Exacting Eggs to Eggs, Draw Me A Rainbow to Junk Drawer, I'll Take My Water Neat to Water Glasses - and is a check only when that puzzle is in the run, earned the way the game awards it, whether or not your Steam profile already has it. Achievements that name no puzzle (chapters, hints, finishing the campaign), that need two puzzles (Sweep Them On The Floor) or that repeat a check the run has (Path of Destruction) are not included - their clean-up checks (crumbs, shavings, leaves, spill) stay - and neither is Keep Away, which never fired in a run. An achievement check is a check like any other: it can hold anything, including what your run needs, and it needs every mechanic its puzzle uses. A puzzle's star waits for its achievements, and a Skip sends them, so a hard one never has to block you. Steam achievements themselves stay off while the mod is loaded.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

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

Start Location Hints

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

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.