Cobalt Core

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
Initial Parameters

Starting Ship

Determines which ship you will start the game with.
25
0
0
0
0
0

Starting Characters Amount

Determines how many characters you will start the game with. If you want to start with less than 3 characters: You need to install the mod "Custom Run Options" and set cro_is_installed to true. It's set to 3 by default to mimic the vanilla game. However, because of this, many items will be available from the start (big sphere 0). If this is an issue for you, lower this number.
This is a range option.

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

Custom Run Options is installed

Only set this on if you have installed the mod "Custom Run Options" (can be found on NexusMods). This will allow you to set starting_characters_amount below 3.
25
0
0

Starting Characters

Determine which characters you will start the game with. If there are less than the amount specified in starting_characters_amount, more will be added at random. Valid names: Dizzy, Riggs, Peri, Isaac, Drake, Max, Books, CAT

Shuffle Ship Parts

Whether to shuffle the parts of every ship from the start. off: The ship parts are not shuffled. at_start: The ship parts are shuffled at the start and stay in that order between runs. every_run: The ship parts are shuffled in a new order every run.
0
25
0
0

Randomize Starting Cards

Whether to randomize which cards each character starts a run with. off: The starting cards are not randomized. at_start: The starting cards are randomized and stay the same between runs. every_run: The starting cards are randomized every run, from the pool of unlocked cards.
0
25
0
0
Difficulty Management

Difficulty Logic

How the generator determines how far you can get with a given character. count_all: Counts all the character's cards and artifacts (including basic ones). This is the safest option, but makes all cards and artifacts progression items. count_rare: Only counts rare cards and boss artifacts (including basic ones). This makes rare cards and boss artifacts progression items. dont_count: A character is considered completable as soon as it's unlocked. You might be forced to do some very difficult runs!
0
25
0
0

Check Card Difficulty

If shuffle_cards is set to true, determines the base cost of cards that send items in the multiworld. This also determines the strength of the A and B upgrades, which cost up to 2 less and 1 less respectively. A value of -1 means that the card costs 0 and lets you draw 1, making it effectively free. Do note that getting these cards is easy and has little impact on your deck since they self-destruct. That is why the cost is set to 2 by default.
This is a range option.

Accepted values:
Normal range: -1 - 4
0
25
0
0
0
0
0
Goal

Win Condition

What the goal is for this player. total_memories: The player will have to accumulate a certain amount of memories across all characters. memory_per_character: The player will have to accumulate a certain amount of memories for every character.
0
25
0

Memories Required (Total)

If win_condition is set to total_memories, how many memories are needed across all characters to complete the goal. Note: also pay attention to additional_character_memories which count towards this.
This is a range option.

Accepted values:
Normal range: 1 - 24
0
25
0
0
0
0
0

Memories Required (Per Character)

If win_condition is set to memory_per_character, how many memories are needed per character to complete the goal. Note: if additional_character_memories is true, Books and CAT will be included.
This is a range option.

Accepted values:
Normal range: 1 - 3
25
0
0
0
0
0

Add Character Memories (for Books and CAT)

Whether the game should add dummy memories for Books and CAT that will count towards the goal.
0
25
0

Shuffle Memories

Whether character memories will be shuffled into the multiworld. This adds 18 checks, or 24 if add_character_memories is set to true.
25
0
0

Unlock Memory For All Characters

If this option is set, when you complete a run, you will be able to unlock one memory for all of your selected characters at once. This is recommended for synced runs.
0
25
0

Do Future Memory to Complete the Game

Whether the player will have to do the Future Memory sequence to complete the game once they have fulfilled their win condition. Otherwise, the game will immediately be completed.
0
25
0
Item Pools

Shuffle Cards

Whether card unlocks will be shuffled into the multiworld. This adds about 160 checks.
0
25
0

Shuffle Artifacts

How Artifact unlocks will be shuffled into the multiworld. This adds about 80 checks. off: Artifacts will not be shuffled into the multiworld. simple: Archipelago artifacts will give one archipelago item. double: Most Archipelago artifacts will give two items (there will be about half as many to find) This is the default because there are relatively few artifact offerings compared to the amount of checks.
0
0
25
0

Modifiers Mode

How daily modifiers will apply to your game. off: There will be no daily modifiers in your game. immediate: Modifiers will be items in the pool. When found, the modifier is applied until the end of the run. (some modifiers are excluded) unlockable: Modifiers will be items in the pool. Once found, new runs can randomly have this modifier. immediate_and_unlockable: Combines both effects. all_at_start: All modifiers can randomly apply to your new runs from the start.
0
25
0
0
0
0

Modifiers Blacklist

Modifiers in this list will never be applied to your runs, neither randomly nor immediately.
 
Immediate Rewards

Immediate Card Rewards

Determines under which conditions the game will immediately add a card to your current deck when it is found in the multiworld (provided you have started a run). never: Do not automatically add found cards to our deck. if_has_deck: Only add the card if you have the corresponding character. if_local: Only add the card if you found it yourself. if_local_and_has_deck: Only add the card if you found it yourself, and you have the corresponding character. always: Always automatically add the card
0
0
0
0
25
0

Received Card's Attributes

If immediate_card_rewards is not set to "never", determines which additional attributes cards received this way will have. You can choose multiple attributes. Note that if you choose neither "Temporary" nor "Single Use", these cards will stay in your deck unless removed by some other means. Also note that infinite cards such as Dice Roll will not disappear even if they're Single Use. (you may want to take a look at immediate_rewards_blacklist) Valid attributes: Temporary, Single Use, Exhaust, Discount, Recycle, Retain

Immediate Artifact Rewards

Determines under which conditions the game will immediately add an artifact to your current run when it is found in the multiworld (provided you have started a run). Remember that some artifacts are not strictly positive! (you may want to take a look at immediate_rewards_blacklist) never: Do not automatically add found artifacts. if_has_deck: Only add the artifact if you have the corresponding character. if_local: Only add the artifact if you found it yourself. if_local_and_has_deck: Only add the artifact if you found it yourself, and you have the corresponding character. always: Always automatically add the artifact
0
0
0
0
25
0

Immediate Rewards Blacklist

For immediate_card_rewards, immediate_artifact_rewards and modifiers_mode, the items in this list will never be given immediately. You can also use item name groups.
 
Miscellaneous Tweaks

Rewards Tweak

Makes unlocked cards and artifacts appear more often in offerings. Otherwise, It might be very hard to get them at the beginning. none: Do not tweak card and artifact rewards. more_unlocked: Get unlocked cards and artifacts a bit more often. all_unlocked: All cards and artifacts found in rewards are unlocked.
0
25
0
0

Auto-Release Characters

When you complete a character by finishing a run with them a certain amount of times, release all items associated with that character instantly, so you don't need to play them anymore. The value corresponds to the amount of memory unlocks that you need to do for that to happen. A value of 0 deactivates this option.
This is a range option.

Accepted values:
Normal range: 0 - 3
25
0
0
0
0
0

Add Node to Swap Characters

Adds a node to every map that allows you to swap one of your characters with any unlocked character. This makes it easier to get specific items you want without commiting an entire run to it. Particularly useful if you're starting with less than three characters.
0
25
0

Filler Items can be Traps

With this setting, filler items can be traps. At the moment, filler items only happen in very specific scenarios (mostly, if you use start_inventory_from_pool)
0
25
0

Pick Missed Items from Every Run

In this mod, there is an option at Cleo's shop to get any AP item that you missed when picking rewards. If this option is off, you can only pick from AP items that you missed this run. If it's on, you can pick from all the AP items that you've missed throughout the game.
0
25
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.