Pokepelago

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

Dexsanity

If enabled, each Pokemon has its own location check ('Guess {Pokemon}'). Access is gated by whichever lock options are active (Type Keys, Region Passes, Route Keys, Line Unlocks, Gym Badges, etc.). Disabling removes all per-Pokemon locations, leaving only milestone-based checks. Automatically enabled when Route Locks or Line Locks is on.
0
25
0

Starting Location Count

Number of free 'Oak's Lab' starting locations to include (0-8). These are immediately accessible checks (Oak's Parcel Delivery, Pokedex Received, etc.) that kickstart your adventure. Set to 0 to disable them entirely.
This is a range option.

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

Goal Type

How the goal is defined. Percentage: guess a percentage of the active Pokemon pool (see 'Goal Percentage'). Count: guess a fixed number of Pokemon (see 'Goal Count').
25
0
0

Goal Percentage

Percentage of the active Pokemon pool that must be guessed to complete the game. Only used when 'Goal Type' is set to 'percentage'. For example, 80 with 386 active Pokemon means guessing 309 to win.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Goal Count

Fixed number of Pokemon that must be guessed to complete the game. Only used when 'Goal Type' is set to 'count'. Automatically capped to the total active Pokemon across selected regions.
This is a range option.

Accepted values:
Normal range: 1 - 1025
0
25
0
0
0
0
0
Regions

Regions

Which game regions to include. Each region adds its Pokemon to the pool. Provide a YAML list of region names, for example: regions: - Kanto - Johto - Hoenn (Inline form also works: regions: [Kanto, Johto, Hoenn].) At least one region is always active (defaults to Kanto if the list is empty). This manual list is honored by default. It is ONLY ignored if you set 'random_region_count' to a non-zero value, which randomizes the regions instead. Valid regions: Kanto, Johto, Hoenn, Sinnoh, Unova, Kalos, Alola, Galar, Hisui, Paldea.

Random Region Count

Override the manual Regions list with a random selection. Set to 0 (or disabled) to use the manual Regions list above (THIS IS THE DEFAULT, so your 'regions:' list is honored unless you change this). Set to 1-10 to ignore the manual list and randomly pick that many regions (or generations if grouping is on). Set to random to also randomize how many are picked. When 'Group Hisui & Galar' is enabled, this picks from 9 generation units (Gen 8 = Galar + Hisui together) instead of 10 individual regions.
This is a range option.

Accepted values:
Normal range: 0 - 10

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • -1: Random
25
0
0
0
0
0

Group Hisui & Galar

When enabled, Galar and Hisui are treated as a single 'Gen 8' unit for random region selection. Picking Gen 8 always includes both regions. When disabled, Galar and Hisui are independent picks. Only affects random_region_count; the manual Regions list is unaffected.
0
25
0

Region Locks

If enabled, non-starting regions require a Region Pass item to access. Disabling this makes all selected regions freely accessible from the start.
0
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0

Starter Region

Which game region your adventure starts in. Determines which Pokemon starters are available and which Type Keys begin pre-collected. 'any': a random active region is chosen each seed. Specific region: must also be included in the Regions option. If the chosen region is not active, falls back to a random active region.
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0
0
0
0
0
0
0
0
0
0
0

Starter Pokemon

Which starter Pokemon to begin with. 'any': a random starter from the starting region's list. 'first'/'second'/'third': by position in the starting region's list. 'random_starter': picks randomly from ALL regional starters across active regions. 'random_any': picks from ALL active base-form Pokemon (fully random). Starter Count controls how many starters are chosen (1-3) for random modes.
25
0
0
0
0
0
0

Starter Count

How many starter Pokemon to begin with (1-3). Each starter pre-collects its Type Keys, Route Key, Line Unlock, and Region Pass (if the starter is in a non-starting region). More starters = more open early game with wider type/route/line coverage. Only used when Starter Pokemon is set to 'random_starter' or 'random_any'.
This is a range option.

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

Prefer Lab Starters

When Starter Pokemon is 'random', prefer traditional starters (Bulbasaur, Charmander, Squirtle, Chikorita, etc.) over wild Pokemon. Gives a 5x weight to Professor's Lab Pokemon in the random selection.
0
25
0
Lock Gates

Enable Type Locks

If enabled, guessing a Pokemon requires all Type Keys matching its elemental types (e.g. Bulbasaur needs both Grass Type Key and Poison Type Key). Generation cost: adds one progression item per active type (up to 18). Pokemon of a type can only be caught with that Type Key, so most Type Keys must go in non-type-gated locations (starting slots + "Guessed N" milestones + dexsanity "Guess X" locations). Disabling Dexsanity removes the per-Pokemon locations and can squeeze Type Key placement on small regions -- see the Hisui-only case in the backlog history and the Line Locks perf note below.
0
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0

Route Locks

Require Route Key items to access Pokemon by game area. Routes are grouped into meaningful areas (e.g. Melemele Island, Wild Area North, Hoenn Early Routes). Each area adds one Route Key to the item pool. A Pokemon is accessible if you have ANY area key for a route it appears on. Forces Dexsanity ON (needed for enough locations to hold all Route Keys). Note: enabling this will auto-disable Line Locks if both are on. YAML key: route_locks_enabled (NOT route_locks). The dataclass attribute in PokepelagoOptions uses the _enabled suffix; AP silently ignores unknown keys, so a YAML with `route_locks: true` will generate with this option set to its default (0) and the setting will appear to have no effect.
25
0
0

Line Locks

Require a Line Unlock item for each evolution family. Every active evolution family adds one Line Unlock to the item pool. Required for ALL members of the family (base forms and evolutions). Evolution-only Pokemon inherit route access from their base form. Forces Dexsanity ON (needed for enough locations to hold all Line Unlocks). Auto-disabled when Route Locks is also enabled, or when the active region pool is too small for the number of progression items it would create (prevents fill algorithm failures). -- GENERATION PERFORMANCE ------------------------------------------------- Line Locks is the single biggest cost on generation time, because it adds one progression item per evolution family across every active region (~50-100 per region, 300+ across many regions). Stacking Line Locks with: - 5+ active regions, AND - Type Locks + Region Locks + Badge Level Gating, AND - 3+ of {legendary, trade, baby, fossil, paradox, stone, ultra_beast} locks ...pushes the progression-item count into the 700-900 range. `fill_restrictive` complexity scales with progression-items x locations, so these configs can take 30-60s to generate on modest hardware (vs. <5s for typical configs). The heuristic at `__init__.py:76-99` auto-disables Line Locks when the estimated progression-to-location ratio exceeds 55% -- this prevents outright FillErrors but not slow-but-completes generation. If you want all-locks-on with many regions, be prepared to wait on generation.
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0

Badge Level Gating

Gate Pokemon behind Gym Badges based on their encounter level. Higher-level Pokemon require more badges (Lv1-10: 0 badges, Lv11-20: 1, etc.). When combined with Legendary Locks, uses the higher requirement of the two. Requires Gym Badges in the item pool (enabled automatically).
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Legendary Locks

Gate legendary Pokemon behind Gym Badge items. Collect 6 Badges for sub-legendaries (trios, regis, tapus, etc.), 7 Badges for box legendaries (version mascots), and 8 Badges for mythics (event-only Pokemon like Mew, Celebi, Arceus). When Badge Level Gating is also on, uses the higher badge requirement. 8 Gym Badge items are added to the item pool when enabled.
0
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0

Trade Evolution Lock

Require a Link Cable item before guessing trade-evolved Pokemon (Alakazam, Machamp, Golem, Gengar, Scizor, Steelix, Conkeldurr, etc.).
0
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0

Baby Pokemon Lock

Require Daycare item(s) before guessing baby Pokemon (Pichu, Cleffa, Igglybuff, Togepi, Tyrogue, Smoochum, Elekid, Magby, etc.).
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0

Daycare Items Required

Number of Daycare items required to unlock baby Pokemon. Only used when Baby Pokemon Lock is enabled. Set higher for a more gradual unlock; all copies must be received.
This is a range option.

Accepted values:
Normal range: 1 - 5
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0
0
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0

Fossil Lock

Require a Fossil Restorer item before guessing fossil-revived Pokemon (Omanyte, Omastar, Kabuto, Kabutops, Aerodactyl, Lileep, Cranidos, etc.).
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0

Ultra Beast Lock

Require an Ultra Wormhole item before guessing Ultra Beasts (Nihilego through Blacephalon, plus Necrozma which also originates from Ultra Space).
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0

Paradox Lock

Require a Time Rift item before guessing Paradox Pokemon (Great Tusk, Roaring Moon, Iron Valiant, etc., plus Koraidon and Miraidon). Only relevant when Paldea is active.
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0
0

Stone Evolution Lock

Require the matching evolutionary stone item before guessing stone-only evolutions. Each stone type that gates at least one active Pokemon adds one stone item to the pool. Examples: Fire Stone -> Arcanine/Ninetales/Flareon, Water Stone -> Starmie/Vaporeon/Cloyster.
0
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0
Items

Include Shiny Charms

Add Shiny Charm filler items to the item pool. Receiving a Shiny Charm makes a random Pokemon in your caught list display its shiny sprite. Purely cosmetic -- no gameplay effect.
0
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0

Master Ball Bypasses Gates

If enabled, Master Balls can catch any Pokemon regardless of lock gates. If disabled, Master Balls can only be used on Pokemon you could normally guess.
0
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0

Pokedex/Pokegear as Filler

Classify Pokedex and Pokegear as filler instead of useful items. They behave identically in-game (reveal a Pokemon's type/identity); this only lowers their fill priority so they stop crowding the useful-item tier when you end up with a large surplus. Master Ball is unaffected. Off by default (Pokedex and Pokegear remain 'useful').
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0
0

Stop Auto-submit After Goal

Default for the client's 'stop auto-submit after goal' toggle. When on, once your goal is reached the client stops auto-submitting remaining guesses. This only sets the client's initial preference -- players can still override it locally. Off by default (auto-submit keeps running after goal). Has no effect on generation or logic.
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0

Trap Chance

Percentage chance (0-100) that a filler item slot will be replaced by a trap item. 0 means no traps; 100 means all filler items will be traps.
This is a range option.

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

Trap Weights

Controls the relative weight of each trap type when a trap slot is filled. Higher values mean that trap appears more often. Set a trap to 0 to disable it entirely. The overall chance of a trap appearing is controlled by 'Trap Chance'. Traps: small_shuffle, big_shuffle, derpy_mon, release.

Filler Item Weights

Controls the relative weight of each filler item category. Higher values mean that category appears more often. Set a category to 0 to disable it entirely. Traps are controlled separately by the 'Trap Chance' option. Categories: master_ball, key_items, splash.

Local Filler Percent

Percentage of this world's own filler items to force into this world's own locations before the multiworld fill runs, keeping them out of other players' games. Only filler is localized (Pokedex, Pokegear, Master Ball, Shiny Charm, traps, and the splash filler); progression and useful gate items are never localized, so the seed stays completable and cross-game progression is unaffected. Higher values keep more of Pokepelago's large Dexsanity filler pool out of an async/multiworld. Dexsanity can create up to ~1025 'Guess {Pokemon}' locations, which forces an equally large filler pool; without this, most of that filler floods other games. 'off' (0) keeps the classic behavior. 'auto' (-1, the default) scales a forced minimum by how inflated the pool is: 0 when Dexsanity is off, otherwise 50% for one region and +10% per additional region, capped at 90% so some filler still travels to the rest of the multiworld.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Off
  • -1: Auto
0
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 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.