Viscera Cleanup Detail

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

Level pool

The levels the seed plays, keyed by display name. Every level is a valid key; the default is all of them. A level left out generates no checks and no access item. With randomize_level_pool on, this is the set the random draw picks from. The find_bob goal forces the Digsite and the six note levels into the pool. The Digsite's gate-locked checks (Open the Digsite Gates, Find Bob, the Red Keycard, the Bolter) only exist when the pool holds the Digsite and every note level.

Randomize level pool

Play a random subset of level_pool instead of the whole set. Each seed draws the subset size at random, from the smallest set the goal allows (goal_amount_levels levels for complete_levels, enough collectible-holding levels for collect_collectibles, the Bob chain for find_bob) up to the whole pool. Off by default.
25
0
0

Milestone step

How finely each level's cleanliness is checked. 5 percent gives 20 checks per level; 1 percent gives 100 (a very large world, more still with above_and_beyond). The 100 percent rung (Employee of the Month) exists at every step, and steps finer than 5 keep the 5 percent step's ladder ceiling and logic margins, so no check gets closer to a level's known maximum than at the 5 percent step.
0
0
25
0
0

Above and beyond

Extend each level's milestone ladder past 100 percent (levels overfill via restorables and bonus points). The ladder tops out a full step under the level's known maximum cleanliness, so the last rung stays attainable. Those top rungs lean on the punch-out report, which the auto_fill_punchout_report option can fill for you. Off by default.
25
0
0

Speedrunsanity

Add a Speedrun check to every level: punch out at least 95 percent clean within the level's par time. Off by default, so seeds carry no speed pressure unless asked for.
25
0
0

Toolsanity

Lock each level's tools and machines behind per-level items: hands (carrying), the laser welder, the shovel, the J-HARM lift, the vendor, and the incinerator become progression, while the sniffer, broom, and bin dispenser become useful unlocks. Every level starts with just the mop and the Slosh-O-Matic, and higher cleanliness milestones need the tools that can physically reach them. On by default.
0
25
0

Random starting kit

With toolsanity on, each level independently rolls its free starting pair: mop plus Slosh-O-Matic, or hands plus incinerator (the displaced pair becomes that level's items). A hands start is the hard way: debris can burn, but blood waits for the mop. On a hands-start level the Self-Cleaning Mop counts as the Slosh-O-Matic in logic, since a mop that never dirties needs no rinse bucket. Off by default (every level starts mop and Slosh-O-Matic).
25
0
0

Hard start Squeaky Clean Boots

With random_starting_kit on, a level that rolls the hands and incinerator start also starts with its Squeaky Clean Boots, so the janitor tracks no bloody footprints while the mop is still locked. That level's boots item is granted up front instead of entering the pool. On by default. Does nothing without random_starting_kit.
0
25
0

Auto fill punchout report

Fill the punch-out report for the janitor. The form's paperwork counts toward cleanliness, and some of its answers (the causes of death on each PID, the casing and bullet-hole counts) cannot be known from playing, so this fills the whole form in: the report fills itself when you first use the punch clock, and each PID chip fills its own death report when you feed it into the machine. You still have to find the chips. While this is on the mod keeps the form filled, so your own writing in it does not stick. Off by default.
25
0
0

Trap percentage

The share of filler items that become traps: a mess dump near the janitor, a spilled bucket, thirty seconds of walking at half or double speed, a magnet pull that yanks everything loose nearby toward the janitor, or thirty seconds of near-zero gravity. Traps arrive from the multiworld while cleaning; they are never required by logic. 0 disables traps.
This is a range option.

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

Useful percentage

The share of filler items that become useful supplies: a bucket of clean water or an empty bin dropped next to the janitor. Supplies arrive from the multiworld while cleaning; they are never required by logic. When trap_percentage and useful_percentage together pass 100, traps take their share first. 0 disables supplies.
This is a range option.

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

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too. Either way the whole shift goes down together: every janitor in the session dies with the first, and the remains are yours to clean up. A death that arrives while no level is loaded is dropped, never held. Off by default.
25
0
0

Trap Link

Link trap activations with every other player who enabled trap link: when a trap fires in your game it also fires in theirs, and their linked traps arrive here as the closest of this game's traps (one with no close equivalent is ignored). Linked traps arrive even with trap_percentage 0. Off by default.
25
0
0

Goal

The win condition. complete_levels: punch out of `goal_amount_levels` levels. find_bob: follow the notes and find Bob in the Digsite (needs the six note levels plus the Digsite). collect_collectibles: bank `goal_amount_collectibles` collectibles in the trunk.
25
0
0
0

Goal amount levels

How many levels the complete_levels goal needs. It must fit the level pool: asking for more levels than the pool holds fails generation. `all` is every level. The other goals ignore it.
This is a range option.

Accepted values:
Normal range: 1 - 26

The following values have special meanings, and may fall outside the normal range.
  • 5: Few
  • 13: Half
  • 20: Most
  • 26: All
0
25
0
0
0
0

Goal amount collectibles

How many collectibles the collect_collectibles goal needs. It must fit the level pool: asking for more collectibles than the pooled levels hold fails generation. `all` is every collectible. The other goals ignore it.
This is a range option.

Accepted values:
Normal range: 1 - 39

The following values have special meanings, and may fall outside the normal range.
  • 5: Few
  • 20: Half
  • 30: Most
  • 39: All
0
25
0
0
0
0

Starting levels

How many levels are unlocked at the start of the seed.
This is a range option.

Accepted values:
Normal range: 1 - 10

The following values have special meanings, and may fall outside the normal range.
  • 1: One
  • 3: Few
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 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.