A Space Archipelago

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

Goal

Choose what is required to finish the game. Warp Sling Array: Activate the Warp Sling Array. Megastructures: Build all once-per-planet-type megastructures, then activate the Warp Sling Array.
25
0
0

Start Planet

The planet to start the game on. Riger II: A vulcanic planet focused on metal forging, fast early game progression Riger IV: A ocean planet focused on power generation via steam turbines, slower start but better acceleration Both: You start with both viable starting planets in the Riger system.
25
0
0
0

Soft Logic

If enabled, turns certain researches from technically possible to reasonably possible. If it is off, anything that is technically possible even if it takes hundreds of hours will be considered valid.
0
25
0

Double Important Items

Double the number of times important items are in the item pool, for a smoother progression.
0
25
0
Technologies

Minimum General Science Pack Cost

The cheapest a Technology can be in Science Packs.
This is a range option.

Accepted values:
Normal range: 1 - 10000000
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum General Science Pack Cost

The most expensive a Technology can be in Science Packs. The default of half a million is meant for long/async games, for quick games the recommended value is 50000.
This is a range option.

Accepted values:
Normal range: 1 - 10000000
0 ❌
25 ❌
0 ❌
0
0
0
0

Minimum Specialized Science Pack Cost

The cheapest a Technology can be in Specialized Science Packs, such as Geological, Astronomy or Hydrothermal.
This is a range option.

Accepted values:
Normal range: 1 - 10000000
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum Specialized Science Pack Cost

The most expensive a Technology can be in Specialized Science Packs, such as Geological, Astronomy or Hydrothermal. The default of 100000 is meant for long/async games, for quick games the recommended value is 10000.
This is a range option.

Accepted values:
Normal range: 1 - 10000000
0 ❌
25 ❌
0 ❌
0
0
0
0

Research Tree Layout

The layout of the research tree. Individual Trees: Each science type has its own tree. Single Tree: All science types are in the same tree. Layered Tree: A single tree but each science type is weighted towards a random depth, creating layers within a tree.
25
0
0
0

Research With General Science

Percentage chance that a research with a specialized science pack will also require General Science
This is a range option.

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

Technology Cost Bias

A bias that shifts the average technology cost in Science Packs. Lower -> cheaper, higher -> more expensive, 5-> No bias.
This is a range option.

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

Early Construction Slots

Make 0-2 Construction Projects researches available in local sphere 1.
This is a range option.

Accepted values:
Normal range: 0 - 2
0 ❌
25 ❌
0 ❌
0
0
0
0

Early Colony Ship

Make sure the Colony Ship research is available in local sphere 1.
0
25
0
Traps

Empty Traps

Trap items that when received empty a random planets inventory.
This is a range option.

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

Yoink Traps

Trap items that when received teleport a random spaceship back to its start point, resetting its travel progress.
This is a range option.

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

Forget Traps

Trap items that when received undo all progress of a random ongoing research.
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
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 Inventory from Pool

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

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.