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
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.
Five Star Mode
When enabled, a Story Level check is only sent after the player earns all 5 stars on that level.
When disabled, any completion (regardless of star count) sends the check.
Starter Recipes
When enabled, one random item from each of the following pools is placed into a starter location
and added to the player's inventory after completing any story level: a large side, a large soda,
an ice cream flavor, a breakfast drink, a cereal, a toasted item, a soup, and a dinner meat.
Customer orders will include these items from early on, making gameplay immediately more demanding.
Bonus Recipes
When enabled, up to 16 additional trap items are added to the item pool as filler-replacements,
drawn randomly from: Small Vanilla/Chocolate/Strawberry Ice Cream, Small Vanilla/Chocolate/Strawberry
Milkshake, Small Vanilla Cola Float, Chicken Sandwich w/Cheese, Hamburger w/Bacon,
Quadruple Cheeseburger, Quadruple Bacon Cheeseburger, Mug Milk, Plain Pasta, and Dry
Flakes/Fruity Os/Oatmeal Bowl.
Any customer who could order a similar item
will be able to order the bonus version once it is unlocked.
Start with Lollipops
When enabled, Lollipops are added to the player's starting inventory. This is recommended
when Five Star Mode is enabled, otherwise the late-game will be very difficult.
Start with BurgerBot
When enabled, BurgerBot is added to the player's starting inventory. This can make late-game
levels easier when Five Star Mode is enabled.
Customer Slots
Forces every story level to use the same number of customer slots — the positions in the
queue that can hold a waiting customer at once. More slots means more simultaneous orders
and greater difficulty.
If more than 4 customer slots are being used, expect to see a great difficulty spike in the late-game.
Leave this at "vanilla" or 0 to keep each level's original count. Any value from 2 to 9 overrides every level, including
the ones that specify their own count.
This is a range option.
Accepted values:
Normal range: 2 - 9
The following values have special meanings, and may fall outside the normal range.
Character Randomization
Randomizes which customer characters show up in each level. Every level keeps the same
total number of customers.
vanilla: each level uses its original cast.
shuffle_groups: each group of customers becomes a different character of the same size,
so "4 Sumo, 4 Clown" might become "4 Hippy, 4 Punk". Levels keep their original shape.
randomize_counts: only the level's customer total is preserved. Both the number of
characters and how many of each are re-rolled, so "4 Sumo, 4 Clown" could become
"8 Hippy" or "2 Punk, 1 Skater, 3 Mimic, 2 Cowboy".
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.