Blue Prince

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
Sanity Options

Room Draft Sanity

Room Draft Sanity puts every single room (sans a single one chosen at random) into the item pool. Rooms can not be drafted until they are received from the item pool.
0
25
0

Number of Starting Rooms

This is the number of starting rooms the player begins with in their inventory, randomly pulled from those that can be drafted from the Entrance Hall. This only applies when room draft sanity is on. Will not choose any that are already in the starting inventory. Closet is always added in addition due to technical limitations.
This is a range option.

Accepted values:
Normal range: 2 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0

Common Locked Trunks

This is the number of common locked trunks per room that need to be opened for archipelago items. Example: Bedroom and Den trunks.
This is a range option.

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

Rare Locked Trunks

This is the number of rare locked trunks per room that need to be opened for archipelago items. Exmple: Drawing Room trunk.
This is a range option.

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

Complex Locked Trunks

This is the number of complex locked trunks per room that need to be opened for archipelago items. Example: Entrance Hall trunks from The Twins constellation or Laboratory experiments.
This is a range option.

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

Trunk Counts

This allows the user to set the number of trunk locations per-room. If not specified, will use the values from the previous three options for the corresponding trunk type.

Item Logic Mode

This option controls which possible item spawns are considered for an item being obtainable. Room upgrades are currently not considered at all. - **default:** Only common, simple spawn locations are considered. - **rare:** All simple spawn locations are considered, including ones that require high luck. - **complex:** All common spawn locations are considered, including ones that require multiple rooms/items. Also includes trunk contents. - **rare_complex:** Everything is considered except for ||Spiral of Stars||, ||Advanced Experiments||, ||Trading Post||, ||Freight Mail||, and extra complex ||Trunk locations||. - **extreme:** Everything is considered.
25
0
0
0
0
0

Standard Item Sanity

This option enables standard item sanity checks. That is, standard items can not be picked up or used until they are unlocked.
0
25
0

Dev: Workshop Sanity

Not Implemented - Dev Use Only. This option enables workshop item sanity checks. That is, workshop crafted items can not be crafted until they are unlocked.
25
0
0

Upgrade Disk Sanity

This option enables upgrade disk sanity checks. That is, upgrade disk items can not be picked up until they are unlocked.
25
0
0

Key Sanity

This option enables key sanity checks. That is, special keys can not be picked up until they are unlocked.
0
25
0
Filler Options

filler_item_distribution

This option allows the user to set the weight chance of any particular item to show up as a filler item.

trap_type_distribution

This allows the user to set the weight chance of any particular trap to show up. Possible traps are - **Freeze Trap**: Freeze items as if the player entered a freezer. - **Lose Steps Trap**: Lose between one and five steps. - **Lose Item Trap**: Loose an item as if the player entered the lost and found. - **Lose Stars Trap**: Lose one or more stars - **End Day Trap**: End the day immediately. Setting the trap with a number will remove that many specifically. Setting the option without a number following will pick the count based on default weights.

Trap Percentage

This is the percentage that a given fill item will be a trap instead of an item.
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
0
0
Death Link Options

Death Link Type

Sets the circumstances under which a death-link is sent out. - **none:** Death Link is disabled. - **eod:** A Death Link is sent whenever the day ends. - **bedroom:** A Death Link is sent whenever the player ends outside a bedroom. - **steps:** A Death Link is sent whenever the player runs out of steps.
25
0
0
0
0

Death Link grace

Death Link Grace is the number of times that the player may trigger the death link circumstance before the death link will actually be sent. - When 0, a death link will be triggered upon every matching circumstance. - When 1, the death link will be deferred once before being triggered. AKA death link will trigger every other time.
This is a range option.

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

Death Link Protection

Death Link Protection is the number of times a death link will be blocked before the player will actually die from a death link.
This is a range option.

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

Death Link Monk Exception

Death Link will be ignored if the "Blessing Of The Monk" is currently active.
0
25
0
Goal Options

Goal

This selection determines what goal the player needs to aim for. - **antechamber:** Reach the antechamber once - **room46:** Reach room 46 once - **sanctum:** Open a select number of sanctum keys - NOT IMPLEMENTED. - **ascend:** Ascend the throne - NOT IMPLEMENTED. - **blueprints:** Find the Blue Prints - NOT IMPLEMENTED.
25
0
0
0
0
0

Goal: Sanctums Solved

GoalSanctumSolves is the number of sanctum keys to find, and sanctum doors to open for the goal to be achieved.
This is a range option.

Accepted values:
Normal range: 1 - 8
0 ❌
25 ❌
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 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.