Slime Rancher 2

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

Goal

The win condition for this game. - labyrinth_open: Open both Grey Labyrinth entrances using Radiant Projectors. - newbucks: Accumulate a lifetime Newbucks threshold (set by Newbucks Goal Amount). - prismacore: Complete the main story — stabilize the Prismacore. - slimepedia: Unlock all Slimepedia entries across your enabled Slimepedia categories (Slimes, Resources, and/or Radiant Slimes). At least one category must be enabled. The goal fires when every entry in every enabled category is unlocked. - plort_seller: Sell a set number of plorts of EACH type at the Plort Market (amount rolled between Plort Goal Amount Min and Max). All 25 plort types are in scope, including the 5 Grey Labyrinth plorts; Gold and Yolky plorts are excluded with Exclude RNG-Dependent Slimes, and Dervish and Tangle plorts with Exclude Weather-Dependent Checks.
25
0
0
0
0
0

Newbucks Goal Amount

Lifetime Newbucks required to complete the Newbucks goal. Uses lifetime total (unaffected by spending), so farming is always progress. Only relevant when Goal is set to newbucks.
0
0
25
0
0
0
0

Plort Goal Amount Min

The smallest number of plorts of each type that can be required by the plort_seller goal. The actual per-seed amount is rolled between Min and Max (set both to the same value for a fixed goal). If Min is higher than Max, the two values are swapped. Only relevant when Goal is set to plort_seller.
This is a range option.

Accepted values:
Normal range: 1 - 250
0
25
0
0
0
0
0

Plort Goal Amount Max

The largest number of plorts of each type that can be required by the plort_seller goal. Only relevant when Goal is set to plort_seller.
This is a range option.

Accepted values:
Normal range: 1 - 250
0
25
0
0
0
0
0
Locations

Randomize Treasure Pods

Include the 113 Treasure Pods as location checks.
0
25
0

Randomize Gordos

Include up to 17 static Gordo Slimes as location checks. 14 are always in scope; 3 in the Grey Labyrinth are only included for the prismacore and slimepedia goals.
0
25
0

Randomize Map Nodes

Include up to 17 Map Data Nodes as location checks. 10 are always in scope; 7 in the Grey Labyrinth are only included for the prismacore and slimepedia goals.
0
25
0

Randomize Fabricator

Include the 38 Fabricator upgrade crafts as location checks. Crafting a Vacpack upgrade at the Fabricator sends a check instead of granting the upgrade directly — the upgrade arrives via the Archipelago item pool. 27 crafts are always in scope; 11 require Grey Labyrinth access (goal: prismacore or slimepedia).
0
25
0

Randomize Slimepedia (Slimes)

Include the 29 Slimepedia Slimes category entries as location checks.
0
25
0

Randomize Slimepedia (Resources)

Include the 54 Slimepedia Resources category entries as location checks. Covers all food types (veggies, fruits, hens/chicks), craft materials, and special resources (Moondew Nectar, Snowball, Prisma materials).
25
0
0

Randomize Slimepedia (Radiant Slimes)

Include the 22 Radiant Slimepedia entries as location checks. A Radiant Slime entry is unlocked the first time the player catches a radiant variant of that slime type. Radiant slimes are rare random world spawns; use Radiant Spawn Rate Multiplier to increase how often they appear.
25
0
0

Randomize Research Drones

Include 36 Research Drone location checks: 23 main entries (approaching each drone) plus 13 archive pages (reading the drone's second page, unlocked by the Drone Archive Key).
25
0
0

Randomize Ghostly Drones

Include up to 10 Ghostly Drone location checks. 7 are always in scope; 3 in the Grey Labyrinth are only included for the prismacore and slimepedia goals.
25
0
0

Randomize Plort Doors

Controls whether the 28 plort doors (PuzzleSlotLockable, lockTag='plort_door') are included as location checks. These are the coloured plort-locked doors found throughout Ember Valley (4), Rainbow Fields (1), Starlight Strand (12), and the Grey Labyrinth (11). The Powderfall Bluffs region gate door is NOT included here — it is handled separately by the Region Access Mode setting. Grey Labyrinth shadow plort doors (depositor doors) are also NOT included — those are always in the pool when the Grey Labyrinth is in scope. vanilla: Plort doors work as normal; no location checks are sent. locations: Filling a plort door sends an Archipelago location check. The door opens normally.
25
0
0

Randomize Plort Market

Include up to 25 Plort Market location checks — one per sellable plort type. The first time each plort type is deposited at the market sends a check. 20 plorts are always in scope; 5 in the Grey Labyrinth (Shadow, Sloomber, Twin, Hyper, Prisma) are only included for the prismacore and slimepedia goals.
25
0
0

Randomize Polestar Provisions Shop

Include location checks for buying items at the Polestar Provisions shop (Conservatory — always open, Newbucks only). A random selection of the shop's 149 items become checks, spread across the shop's price tiers; the number of checks is rolled between Shop Check Count Min and Max. 84 items are on sale from the start of the game; the other 65 only appear in the shop after visiting Ember Valley (14), Starlight Strand (7), Powderfall Bluffs (1), or the Grey Labyrinth (43), and carry matching regional logic. Grey Labyrinth shop items are never selected when the goal is Open the Grey Labyrinth. The first purchase of a selected item sends the check instead of granting its decoration blueprint, and that item then reads as sold out. Items that were not selected behave completely vanilla.
25
0
0

Shop Check Count Min

The smallest number of Polestar Provisions shop items that can become location checks. Only used when Randomize Polestar Provisions Shop is enabled. If this is higher than Shop Check Count Max, the two values are swapped. Counts above the number of eligible items (e.g. with Grey Labyrinth shop items excluded by the goal) are clamped.
This is a range option.

Accepted values:
Normal range: 1 - 149
0
25
0
0
0
0
0

Shop Check Count Max

The largest number of Polestar Provisions shop items that can become location checks. Only used when Randomize Polestar Provisions Shop is enabled.
This is a range option.

Accepted values:
Normal range: 1 - 149
0
25
0
0
0
0
0

Randomize Conservatory Expansions

Include the 5 Conservatory expansion terminals as location checks. The expansions unlock: The Gully, The Tidepools, The Archway, The Den, The Digsite. Interacting with a terminal sends a check at no Newbucks cost. The expansion itself only unlocks when the corresponding Access item is received from the item pool.
25
0
0

Randomize Sanctuary Content

Include post-game Sanctuary content in the seed. Currently adds one location: "Slimepedia: Sprinkles", which is unlocked by bringing radiant slimes and decorations to the Sanctuary after finishing the main story. With this off, Sprinkles is neither a check nor required by the Complete the Slimepedia goal, so that goal can be finished without post-game content. Requires Randomize Slimepedia (Resources) for the location to appear.
25
0
0

Conversation Checks

Controls which CommStation conversations count as location checks. - none: No conversations are location checks. All ranchers give vanilla gifts directly. - conditional: The 10 conversations with confirmed zone or chain access conditions. Includes the full rancher intro-call chain (Viktor/Mochi/Ogden/Thora), Viktor's Radiant Projector Blueprint, Thora's Gordo Snare Advanced, Mochi's Archive Key, and BOb's intro call, first gift, and story call (BOb requires visiting Ember Valley and Starlight Strand). - all: Every conversation — decorative gifts, story/lore, and deflect dialogue (~120 total). WARNING: Only recommended for async (asynchronous) multiworld games. Many conversations are gated behind real-world time delays of 1–3 in-game days each, and the full chain of all conversations can take many play sessions to complete. In a synchronous game where other players are waiting on your checks, this mode is likely to become a bottleneck. Use `conditional` for synchronous play.
25
0
0
0

Exclude RNG Slimes

When enabled, removes location checks that depend on rare slimes the player cannot reliably control: - Slimepedia: Gold Slime, Lucky Slime, Yolky Slime - Radiant Slimepedia: Yolky - Fabricator: Golden Sureshot I, II, and III (require Gold Plorts to craft) - Plort Market: Gold Plort, Yolky Plort - Polestar Provisions: Golden Yolky Statue (only appears in the shop after a Yolky discovery) When the goal is set to slimepedia, these entries are also excluded from the win condition — the goal fires without them being unlocked. Useful for players who find passive-spawn-only checks frustrating or RNG-gated.
25
0
0

Exclude Weather Checks

When enabled, removes location checks that depend on weather events the player cannot control: - Slimepedia: Tangle Slime, Dervish Slime - Radiant Slimepedia: Tangle, Dervish - Slimepedia Resources: Lightning Mote, Storm Glass, Drift Crystal - Plort Market: Dervish Plort, Tangle Plort When the goal is set to slimepedia, these entries are also excluded from the win condition — the goal fires without them being unlocked. Useful for players who prefer not to wait on specific weather patterns.
25
0
0
Ranch Randomization

Randomize Ranch Plots

Add the ranch's 32 plot spots to the item pool as per-area progressive unlocks (Conservatory 8, The Gully 5, The Tidepools 5, The Archway 5, The Den 5, The Digsite 4). Empty plots cannot be built on until enough "Ranch Plot" items for that area have been received; each item lets you build on one more plot of your choice in its area. Demolishing a building frees its slot again. Starting Plots pre-grants some Conservatory plots so early ranching is possible.
25
0
0

Starting Plots

How many Conservatory plot unlocks you start with when Randomize Ranch Plots is enabled. The remaining Conservatory unlocks go into the item pool. Set to 0 for no ranching at all until your first Ranch Plot item arrives.
This is a range option.

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

Randomize Plot Buildings

Add the 6 plot building types (Corral, Coop, Garden, Silo, Pond, Incinerator) to the item pool as "... Plans" items. A building type cannot be constructed on any plot until its Plans item has been received — its entry is hidden from the plot build menu until then.
25
0
0

Randomize Plot Upgrades

Add all 21 plot building upgrades (corral walls, garden sprinkler, silo storage slots, plort collectors, ...) to the item pool. An upgrade cannot be purchased on any plot until its item has been received — its entry is hidden from the plot menu until then. Deluxe Coop / Deluxe Garden still also require their vanilla prerequisites.
25
0
0
Difficulty

Region Access Mode

Controls how region gate switches are handled. - vanilla: Region gates work as in the base game — activating a switch opens the zone immediately. No region access items are added to the pool. - locations: Gate switches become blocked location checks. The corresponding region gate will not open until the matching Region Access item is received from the item pool. - bundled: Same as locations, but also grants the corresponding zone teleporter blueprint automatically when the Region Access item is received.
25
0
0
0

Disable Tarr

When enabled, Tarr slimes (traps and checks) are removed from the randomizer entirely: - The Slimepedia Tarr entry is excluded from the location pool (even when Randomize Slimepedia is on). - Tarr Spawn Trap and Tarr Rain Trap are removed from the trap pool regardless of their individual weight settings. Use this if you prefer to play without Tarr.
25
0
0

Tarr Instakill

When enabled, Tarr bites always kill the player instantly regardless of current health or the Incoming Damage Multiplier setting. Off by default — Tarr deal their normal 20 base damage (scaled by the multiplier).
25
0
0

Incoming Damage Multiplier

Multiplier applied to all incoming damage the player receives. 1 = normal damage (default). 2 = double damage. 5 = five times normal damage. Note: a Tarr bite deals 20 base damage. At 5x this equals 100, which kills the player at default health — but is survivable with Health Tank upgrades.
This is a range option.

Accepted values:
Normal range: 1 - 5
25
0
0
0
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Quality of Life

Start with Resource Harvester

When enabled, the Resource Harvester upgrade is granted at the start of the game instead of being shuffled into the item pool. The Resource Harvester allows the player to gather craft materials from resource nodes. Useful for players who find early crafting progression gating frustrating.
25
0
0

Gordo Feed Requirement

Percentage of the vanilla feed count required to pop a Gordo. Vanilla gordos require 50 slimes (most types) or 25 (some types). This option scales that count by the given percentage. 100 = vanilla feed counts (default). 75 = 75% of vanilla — e.g. 50-slime gordos require 38. 50 = half the vanilla count — e.g. 50-slime gordos require 25. 25 = quarter of the vanilla count — e.g. 50-slime gordos require 13. 10 = minimum allowed — approximately 5 slimes for a standard gordo. 150 = 150% of vanilla — e.g. 50-slime gordos require 75. 200 = double the vanilla count — e.g. 50-slime gordos require 100. The result is always at least 1 regardless of the percentage. Applies to all gordos including player-placed Gordo Snares.
This is a range option.

Accepted values:
Normal range: 10 - 200
0
25
0
0
0
0
0

Plort Market Mode

Controls plort market saturation at game start. - disabled: Vanilla behavior — market prices start at their normal levels and decrease as you sell plorts. - 5_items: The market starts fully saturated (minimum prices for all plort types). Five Market Recovery (20%) items are added to the pool; each restores 20% of every plort's price. Collecting all five returns prices to their normal maximum. - 10_items: Same as 5_items, but ten Market Recovery (10%) items are added instead — finer-grained price recovery at the cost of needing more items to reach full prices. While this mode is active, selling plorts does not increase market saturation — Market Recovery items are the only thing that changes plort prices.
25
0
0
0

All Radiant Slimes

When enabled, every slime encounter spawns as a radiant variant — the shuffle-bag algorithm is bypassed entirely and DrawFromRadiantShuffleBag always returns true. If this is on, Radiant Spawn Rate Multiplier has no additional effect and can be left at its default value of 1. Only relevant when Randomize Slimepedia (Radiant Slimes) is enabled; harmless otherwise.
25
0
0

Radiant Spawn Rate Multiplier

Multiplier applied to radiant slime spawn frequency. SR2 uses a shuffle-bag algorithm: each slime type has a bag of N encounters; when the bag empties the next encounter with that type is guaranteed radiant. This option divides all bag sizes by the multiplier, making radiant slimes appear proportionally more often. 1 = vanilla rates (default). Typical bag sizes range from 25 (Yolky) to 2000 (Pink). 2 = radiant slimes appear ~2× as often. 5 = radiant slimes appear ~5× as often. 10 = radiant slimes appear ~10× as often. 50 = radiant slimes appear ~50× as often (near-guaranteed on every other encounter; bag sizes are floored at 2 so a radiant is never certain on every spawn). Has no effect when All Radiant Slimes is enabled. Only relevant when Randomize Slimepedia (Radiant Slimes) is enabled; harmless otherwise.
This is a range option.

Accepted values:
Normal range: 1 - 50
25
0
0
0
0
0

Gold/Lucky Spawn Rate Multiplier

Multiplier applied to Gold and Lucky slime spawn weight. SR2 uses a weight-based system: each DirectedActorSpawner has a SlimeSet where each member has a Weight value. Gold and Lucky slimes have very small weights (typically 1–5) compared to common slimes (50–200+), making them rare. This option multiplies all Gold and Lucky member weights by the given value. 1 = vanilla weights (default). 2 = Gold/Lucky weights doubled — roughly 2× more frequent. 5 = Gold/Lucky weights ×5 — noticeably more common. 10 = Gold/Lucky weights ×10 — frequent encounters in most zones. 35 = Gold/Lucky weights ×35 — very common; note that Gold slimes drop large amounts of Newbucks, so high values will significantly accelerate the economy and may trivialize the Newbucks goal.
This is a range option.

Accepted values:
Normal range: 1 - 35
25
0
0
0
0
0

Force Heavy Weather

When enabled, weather events always spawn at their maximum severity (Heavy tier). Light and Medium weather phases are skipped — patterns jump directly to Heavy as soon as they start. Flat single-state patterns (Slime Rain, Snow) are unaffected. On by default — ensures players can reliably farm the zone-specific resources that only appear during severe weather (Slime Rain spawns, snow-exclusive items, etc.).
0
25
0

Weather Frequency Multiplier

Multiplier applied to weather event frequency. SR2 schedules weather events every 0.25–1.0 in-game hours by default. This option divides that interval by the multiplier, making weather changes start more often but last for less time 1 = vanilla interval (default). 2 = weather starts twice as frequently. 4 = weather starts four times as frequently.
This is a range option.

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

Trap Percentage

Percentage of filler item slots that are replaced with trap items. Set to 0 to disable traps entirely. Which trap types appear and how often is controlled by the individual Trap Weight options.
This is a range option.

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

Tarr Spawn Trap Weight

Relative weight of the Tarr Spawn Trap in the trap pool. Tarr Spawn places two Tarr directly next to the player. Set to 0 to exclude this trap type entirely.
This is a range option.

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

Teleport Trap Weight

Relative weight of the Teleport Trap in the trap pool. Teleport sends the player to a random accessible zone entrance. Set to 0 to exclude this trap type entirely.
This is a range option.

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

Tarr Rain Trap Weight

Relative weight of the Tarr Rain Trap in the trap pool. Tarr Rain triggers the Slime Rain weather event, but Tarr fall from the sky instead of slimes. Set to 0 to exclude this trap type entirely.
This is a range option.

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

Vacpack Spew Trap Weight

Relative weight of the Vacpack Spew Trap in the trap pool. Vacpack Spew launches all items currently in the player's vacpack as physical world objects and clears every slot — everything you were carrying flies out at once. Set to 0 to exclude this trap type entirely.
This is a range option.

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

Vacpack Fill Trap Weight

Relative weight of the Vacpack Fill Trap in the trap pool. Vacpack Fill fills every empty slot in the player's vacpack with Pink slimes to capacity. Set to 0 to exclude this trap type entirely.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
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 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.