Lego Star Wars: The Complete Saga

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
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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.
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Minikit Goal Options

Minikit Goal Amount

Require that a number of Minikits must be acquired as part of your goal. Once the required number of Minikit items have been received/collected, the Minikit goal is completed by interacting with the Minikits display in the outside junkyard area of the Cantina. The number of Minikits required to goal is shown in the Hints shop in the Cantina. Current progress towards the goal can be seen on the Pause screen. If set to zero, Minikits will not be part of the goal, but will still be in the item pool as filler items if Minikit locations are enabled. If set to non-zero, and Minikit locations are disabled, the *Minikit Bundle Size* will be forcefully set to 10. Each enabled episode chapter shuffles 10 Minikits into the item pool, which may be bundled to reduce the number Minikit items in the item pool. Setting this option to *Use Percentage Option* will use the *Minikit Goal Amount Percentage* option's value to determine how many Minikit's are required to goal.
This is a range option.

Accepted values:
Normal range: 0 - 360

The following values have special meanings, and may fall outside the normal range.
  • -1: Use Percentage Option
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Minikit Goal Amount Percentage

The percentage of Minikits in the item pool that must be acquired as part of your goal. 10 Minikits are added to the item pool for each enabled episode chapter, which may be bundled to reduce the number of individual items. This does nothing unless the *Minikit Goal Amount* option is set to *Use Percentage Option* instead of a number. The final number of Minikits required to goal is rounded to the nearest integer, but will always be at least 1.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Minikit Goal Completion Method

Choose how the Minikit Goal is completed. - Instant: The Minikit Goal is completed as soon as you have enough Minikit items to meet your goal. It is recommended to enable a Goal Chapter when the Minikit Goal Completion Method is set to Instant. - Junkyard Minikit Display: Once you have enough Minikit items to meet your goal, the goal must be completed by using the Minikit Display in the outside Junkyard area of the Cantina.
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Bosses Goal Options

Defeat Bosses Goal Amount

Choose how many bosses must be defeated to goal. If set to zero, bosses will not be part of the goal. The Chapter a boss is in must be completed for defeating the boss to count. The bosses that count towards your goal are shown in the Hints shop in the Cantina. Current progress towards the goal can be seen on the Pause screen. Individual progress within an Episode can be seen by standing in front of the door to that Episode once the door is unlocked.
This is a range option.

Accepted values:
Normal range: 0 - 17
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Enabled Bosses Count

Choose the number of bosses that will be present in the world and count towards your goal. More chapters containing bosses than this count can end up in the generated world. If this happens, some of them will not count towards the goal. This will automatically be set at least as high as the number of bosses required to goal. This will automatically be set no higher than the maximum of the number of allowed bosses in allowed Chapters.
This is a range option.

Accepted values:
Normal range: 0 - 17
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Allowed Bosses

Choose bosses that count towards the Defeat Bosses Goal. When bosses must be defeated as part of the goal, the Chapters for the bosses in this list will be added to Allowed Chapters list if they are not already in Allowed Chapters list. allowed_bosses: - Darth Maul (1-6) # Darth Maul - Zam Wesell (2-1) # Bounty Hunter Pursuit - Jango Fett (2-2) # Discovery On Kamino - Jango Fett (2-4) # Jedi Battle - Count Dooku (2-6) # Count Dooku - Count Dooku (3-2) # Chancellor In Peril - General Grievous (3-3) # General Grievous - Anakin Skywalker (3-6) # Darth Vader - Imperial Spy (4-3) # Mos Eisley Spaceport - Death Star (4-6) # Rebel Attack - Darth Vader (5-4) # Dagobah - Darth Vader (5-5) # Cloud City Trap - Boba Fett (5-6) # Betrayal Over Bespin - Rancor (6-1) # Jabba's Palace - Boba Fett (6-2) # The Great Pit Of Carkoon - Darth Sidious (6-5) # Jedi Destiny - Death Star II (6-6) # Into The Death Star

Only Count Unique Bosses

When enabled, only unique bosses will count towards your goal. Defeating the same boss character in two separate Chapters will only count as one boss kill. When unique bosses are enabled, the maximum number of bosses that can count towards the goal will be reduced to 13, or 12 when Anakin Skywalker counts as the same boss as Darth Vader.
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Goal Chapter Options

Goal Chapter

Choose a Goal Chapter that must be completed as the final part of your goal. All other enabled goals must be completed to unlock the Goal Chapter, in addition to the Goal Chapter's usual requirements. The Goal Chapter, when enabled, is picked separately from regular Chapters, ignoring the Allowed Chapters option used when picking regular Chapters. The Goal Chapter is enabled in addition to your Enabled Chapter Count, when possible. The Goal Chapter does not add any Minikit items to the item pool, even when it contains Minikit locations. If this option is enabled and part of the goal requires defeating bosses, the Goal Chapter will never have an enabled boss, potentially reducing the maximum number of bosses. If this option is enabled and part of the goal requires completing levels, the maximum possible number of required levels to be completed to goal won't include the Goal Chapter.
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Goal Chapter Locations Mode

Choose how locations within the Goal Chapter are generated. - Removed: Locations within the Goal Chapter are removed from the multiworld. Gold Bricks from the Goal Chapter will not be included in Gold Brick logic. - Excluded: Locations within the Goal Chapter are marked as Excluded, disallowing Progression and Useful items being placed there. Gold Bricks from the Goal Chapter will not be included in Gold Brick logic. - Normal: No changes will be made to the locations in the Goal Chapter, or to Gold Brick logic. Not recommended unless playing without ``!release`` after goaling.
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Other Goal Options

Goal Level Completion Percentage

Require that a percentage of enabled Chapters and Gold Brick Door Bonuses (if Bonuses are enabled) must be completed as part of your goal. The final number of levels that must be completed to goal is rounded to the nearest integer, but will always be at least 1 if the percentage is greater than 0.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Goal Requires 7 Kyber Bricks

Require that 7 Kyber Brick items must be acquired as part of your goal. The 7 Kyber Brick items only contribute to your goal and do nothing else. There are only 7 added to the item pool when this option is enabled. It is recommended to enable a Goal Chapter when the Kyber Bricks Goal is enabled.
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Kyber Brick Goal Completion Method

Set how the Kyber Brick part of the Goal is completed. - Instant: The Kyber Brick goal is completed as soon as 7 Kyber Brick items are acquired. It is recommended to enable a Goal Chapter when the Kyber Brick Goal Completion Method is set to Instant.
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Chapter Options

Enabled Chapter Count

Choose how many randomly picked chapters from Allowed Chapters should be enabled. If there are fewer allowed chapters than the count to enable, all the allowed chapters will be enabled.
This is a range option.

Accepted values:
Normal range: 1 - 36
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Allowed Chapters

Choose the chapter levels that are allowed to be picked when randomly choosing which chapters will be enabled. Individual chapters can be specified, e.g. "1-1", "5-4". Special values: - "All": All chapters will be allowed. - "Prequel Trilogy": All chapters in episodes 1, 2 and 3 will be allowed. - "Original Trilogy": All chapters in episode 4, 5 and 6 will be allowed. - "Episode {number}": e.g. "Episode 3" will allow all chapters in Episode 3, so 3-1 through to 3-6. Examples:: # Enable only 1-1 (Negotiations) allowed_chapters: ["1-1"] # Enable only 1-1 (Negotiations) (alt.) allowed_chapters: - 1-1 # Enable all allowed_chapters: ["All"] # Enable all (alt.) allowed_chapters: - All # Enable only vehicle levels allowed_chapters: - 1-4 - 2-2 - 2-5 - 3-1 - 4-6 - 5-1 - 5-3 - 6-6 # A mix of values allowed_chapters: - Prequel Trilogy - Episode 4 - 5-2 - 5-3 - 6-5

Allowed Chapter Types

Specify additional filtering of the allowed chapters that can be enabled. - All: No additional filtering, all chapters specified in the Allowed Chapters option are allowed. - No Vehicles: No vehicle chapters (1-4, 2-1, 2-5, 3-1, 4-6, 5-1, 5-3, 6-6) will be allowed.
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Starting Chapter

Choose the starting chapter. The Episode the starting Chapter belongs to will be accessible from the start. Known issues: - If the starting Chapter belongs to an Episode other than Episode 1, when starting a new save file and connecting to the Archipelago server, the starting Episode door will appear locked (red light), but this is only visual. - If the starting Chapter belongs to an Episode other than Episode 1, when starting a new save file and connecting to the Archipelago server, the Episode 1 door will be open, but it will correctly lock itself upon re-entering the main room of the Cantina. - Due to the way the logic currently assumes the player has access to a Jedi and a Protocol Droid, if access to the chosen starting Chapter does not include a Jedi and Protocol Droid in its requirements, a Jedi character and/or a Protocol Droid character will be added to the starting inventory. Due to the character requirements being shared between some Chapters, some starting Chapters will result in additional Chapters being open from the start: Starting with 1-1 will also open 1-6. Starting with 1-2 will also open 1-6. Starting with 1-3 will also open 1-6. Starting with 1-5 will also open 1-6. Starting with 3-2 will also open 3-6. Starting with 4-3 will also open 4-2. Starting with 5-3 will also open 6-6 if the Episode Unlock Requirement is set to Open. Starting with 6-6 will also open 5-3 if the Episode Unlock Requirement is set to Open.
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Preferred Chapters

When the generator picks which chapters should be enabled, it will pick from these preferred chapters first. If a preferred chapter is not allowed to be picked because it is not included in the Allowed Chapters option, it will not be picked. This option can be used to guarantee that certain chapters are present in a generated world. Individual chapters can be specified, e.g. "1-1", "5-4". Special values: - "Prequel Trilogy": All chapters in episodes 1, 2 and 3 will be preferred. - "Original Trilogy": All chapters in episode 4, 5 and 6 will be preferred. - "Episode {number}": e.g. "Episode 3" will make all chapters in Episode 3, so 3-1 through to 3-6, be preferred. Examples:: # Prefer 1-1 (Negotiations) preferred_chapters: ["1-1"] # Prefer 1-1 (Negotiations) (alt.) preferred_chapters: - 1-1 # Prefer vehicle levels preferred_chapters: - 1-4 - 2-2 - 2-5 - 3-1 - 4-6 - 5-1 - 5-3 - 6-6 # A mix of values preferred_chapters: - Prequel Trilogy - Episode 4 - 5-2 - 5-3 - 6-5

Prefer Entire Episodes

When enabled, after the generator has picked a chapter to be enabled out of the allowed chapters, it will continue picking additional chapters from the same episode until it runs out of allowed chapters in that episode. For example, if the generator picks 3-2 as the first enabled chapter, its next picked chapters will be guaranteed to be picked from the allowed chapters out of 3-1, 3-3, 3-4, 3-5 and 3-6. The Starting Chapter is always the first picked enabled chapter. With all chapters allowed to be enabled and an Enabled Chapters Count set to a multiple of 6, this option will result in whole episodes being enabled. When combined with the Preferred Chapters option, this option can be used to guarantee entire episodes.
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Location Options

Enable Minikit Locations

Enable locations for collecting each Minikit in enabled Chapters. Minikit locations are progressive within each Chapter (to be changed in the future), so collecting 4 Minikits in any order in a Chapter will send the location checks for Minikit 1, Minikit 2, Minikit 3 and Minikit 4, in that Chapter, in order. All Minikits in a Chapter enter logic at the same time, when it is logically possible to reach all Minikits in that Chapter. If Minikit locations are not enabled, but the goal requires Minikits, the Minikit Bundle Size will be forcefully set to 10. When Minikit locations are not enabled, Bonus levels will not consider the 10/10 Minikit Gold Bricks as part of Gold Brick logic.
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Enable True Jedi Locations

Enable locations for completing True Jedi in each enabled Chapter. Some True Jedi logically expect 1 Progressive Score Multiplier because they are otherwise too difficult or impossible with only the Story characters for the Chapter: - 1-6 - 2-6 - 3-3 - 3-5 - 3-6 - 5-1 - 5-2 - 5-6 - 6-5 The logic for difficult True Jedi is intended to be reworked in the future to account for additional characters giving access to more studs within a Chapter, therefore making True Jedi easier to complete. When True Jedi locations are not enabled, Bonus levels will not consider True Jedi Gold Bricks as part of Gold Brick logic.
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Level Completion Character Unlocks

Enable locations for unlocking Story mode characters that would normally unlock when completing a Chapter/Bonus in vanilla. In vanilla, completing any Chapter/Bonus with C-3PO as a playable Story mode character would unlock C-3PO. In vanilla, this would mean completing either 2-3, 4-1, 5-2, 6-1 or A New Hope, because Chapters within an Episode unlock in order in vanilla, but the AP randomizer allows for Chapters to be unlocked out-of-order, so, additionally, completing any of 4-2, 4-3, 4-4, 4-5, 5-6, 6-2 or 6-4, would also send the Story Character Unlock location for C-3PO. The first Chapter/Bonus completed that would unlock a Story mode character will send the Unlock location for that character. Because Story mode is skipped in the AP randomizer, these character unlock locations are sent when the Chapters are completed in Free Play. With all Chapters enabled, this adds 56 locations. With all Chapters and all Bonuses enabled, this adds 57 locations.
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Bonuses

The Bonuses Door in the Cantina has a number of levels that require Gold Bricks to access. When this option is enabled, completing each of these Bonus levels (in Story Mode if they have a Story mode) will be a location to check. Additionally, watching the Lego Indiana Jones trailer (it can be skipped once started), and purchasing Indiana Jones from the shop are added as locations to check. Gold Brick logic currently only counts Gold Bricks earned from Chapter completion, True Jedi, 10/10 Minikits in a Chapter, and the singular Gold Bricks awarded for completing other Bonus levels. Depending on other options, not all Chapters could be enabled, so if there are not enough Gold Bricks logically available for a Bonus level to be accessed, that Bonus level will not be included in the multiworld. With all Chapters enabled, this adds 8 locations.
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'All Episodes' Character Purchases

Enable the expensive character purchase locations for *IG-88*, *Dengar*, *4-LOM*, *Ben Kenobi (Ghost)*, *Anakin Skywalker (Ghost)*, *Yoda (Ghost)* and *R2-Q5*. In vanilla, these locations unlock after completing Story mode for every chapter, but the AP randomizer changes these shop purchases to unlock according to the All Episodes Character Purchase Requirements option. Even when the locations are disabled, the vanilla characters, *IG-88*, *Dengar* etc. may still be added to the item pool. Attempting to purchase the vanilla characters from the shop while the locations are disabled will not unlock the vanilla characters. This adds 7 locations.
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Non Power Brick Extra Purchases

Enable locations for purchasing the Extras from the shop that do not require Power Bricks to unlock, and allow those Extras to be shuffled into the item pool. Adds 7 locations usually accessible from the start. These are: - Purchase Extra Toggle - Purchase Fertilizer - Purchase Disguise - Purchase Daisy Chains - Purchase Chewbacca Carrying C-3PO - Purchase Tow Death Star - Purchase Beep Beep They are all classified as Filler items, except Extra Toggle, which is classified as Useful because of Mouse Droid's high movement speed and a few Extra Toggle characters having abilities (in the future Extra Toggle will be Progression). If this option is not enabled, the locations will still exist in the multiworld, but will contain their vanilla items.
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Ridesanity Locations

Enable locations for riding each unique type of ridable 'character' (creature, vehicle, turret, crane control) in the game. This notably adds a few extra checks to the LEGO City and New Town bonus levels. If none of your enabled levels contain a specific ridable character, then the location riding for that character will not exist in the generated world. Ridesanity adds up to 27 locations. There are 27 unique ridable characters: - AT-AT (6-3) - AT-ST (4-3, 6-3, 6-4, LEGO City) - Bantha (4-2, LEGO City, New Town) - Basketball Cannon (New Town) - Big Skiff Cannon (6-2) - Cantina Car (Cantina) - Clone Walker (3-4, New Town) - Cloud Car (5-6, LEGO City, New Town) (the red car) - Crane Control (4-1, 4-4, 4-5, 5-5, 5-6) (also controls Magnets, Window Cleaners and Turbolasers) - Dewback (4-2, 4-3, LEGO City, New Town) - Ewok Catapult (6-4) - Firetruck (New Town) - Flash Speeder (1-5) - Landspeeder (4-2, 4-3, LEGO City, New Town) - Lifeboat (New Town) - Moon Car (4-1, LEGO City, New Town) (the orange car) - Mos Eisley Cannon (4-3) (used to get a Minikit) - Service Car (1-5, 1-6, 4-5) (the floating car with no wheels) - Skiff Cannon (6-2) - Speeder Bike (6-3) - Snowmobile (5-2) - STAP (1-1) - Stormtrooper Cannon (5-2, 5-5) - Tauntaun (5-2, LEGO City, New Town) - Town Car (4-1, LEGO City, New Town) (the white van-like car) - Tractor (5-4, 6-4, LEGO City, New Town) - Wookie Flyer (LEGO City)
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Logic and Difficulty Options

Episode Unlock Requirements

Choose how Episodes are unlocked. Note: If an Episode is unlocked, but no Chapters within that Episode are unlocked, the Episode's door in the Cantina will remain locked until one of the Chapters is unlocked. Note: If an Episode's door unlocks while you are in the same room of the Cantina as the Episode doors, the light above the Episode door that unlocked will remain red until the room is reloaded, but the door will open normally. The Episode of your starting Chapter will always be unlocked from the start. - Open: All Episodes will be unlocked from the start. - Episode Item: Each Episode will unlock after receiving an unlock item for that Episode, e.g. "Episode 5 Unlock".
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Chapter Unlock Requirements

Choose how Chapters within an Episode are unlocked. The requirements to access your starting Chapter will be given to you at the start. - Story Characters: A Chapter unlocks once its Story mode characters have been unlocked. - Chapter Item: A Chapter unlocks after receiving an unlock item specific to that Chapter, e.g. "Chapter 2-3 Unlock". The logic for the Chapter Item setting is overly restrictive, so it is easy to get many checks out-of-logic. The logic is in the process of being overhauled to be more accurate. - Random Characters (not implemented): Each Chapter requires randomly chosen characters to unlock. - Open (not implemented): All chapters within an Episode are unlocked as soon as the Episode is unlocked.
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Easier True Jedi

When enabled, the True Jedi requirements in Free Play will be set to the Story True Jedi requirement, which is usually less. True Jedi in Free Play usually has higher requirements than True Jedi in Story and can be very difficult, if not impossible, with just the Story characters for that Chapter. Without this option enabled, the following Chapters will gain a logical requirement for Score x2 due to their difficulty/impossibility of achieving True Jedi in Free Play with just the Story characters for the Chapter: - 1-6 - 2-6 - 3-3 - 3-5 - 3-6 - 5-1 - 5-2 - 5-6 - 6-5
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Scale True Jedi With Multipliers

Scale True Jedi requirements with the number of Progressive Score Multipliers acquired. If Easier True Jedi is not enabled, the True Jedi that logically require Score x2 will also scale but only with Score x4 and higher. The scaling is applied only when entering a Chapter and will not adjust dynamically if you receive/find additional Progressive Score Multiplier items while within the entered Chapter.
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Most Expensive Purchase Without Score Multipliers

The most expensive individual purchase the player can be expected to make without any score multipliers, *in thousands of Studs* (number of Blue Studs). For example, an option value of 100 means that purchases up to 100,000 studs in price can be expected to be purchased without any score multipliers. The logical requirements for expensive purchases will scale with this value. For example, if a purchase of up to 100,000 Studs is expected with no score multipliers, then a purchase of 100,001 up to 200,000 Studs is expected with a score multiplier of 2x. "Score x2" costs 1.25 million studs (1250 * 1000) in vanilla, so, for a more vanilla experience with potentially more farming for Studs, set this option to 1250. The most expensive purchase is "Score x10", which costs 20 million studs (20000 * 1000). Setting this options to 20000 means that all purchases are logically expected without score multipliers.
This is a range option.

Accepted values:
Normal range: 6 - 20000

The following values have special meanings, and may fall outside the normal range.
  • 6: Minimum (6000 Studs)
  • 10: 10000 Studs
  • 25: 25000 Studs
  • 50: 50000 Studs
  • 75: 75000 Studs
  • 100: Default (100000 Studs)
  • 250: 250000 Studs
  • 500: 500000 Studs
  • 750: 750000 Studs
  • 1000: 1 Million Studs
  • 1250: Vanilla (1.25 Million Studs)
  • 2500: 2.5 Million Studs
  • 5000: 5 Million Studs
  • 7500: 7.5 Million Studs
  • 10000: 10 Million Studs
  • 20000: No Score Multipliers Expected
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'All Episodes' Character Purchase Unlock Requirements

The vanilla unlock requirements for purchasing IG-88, Dengar, 4-LOM, Ben Kenobi (Ghost), Anakin Skywalker (Ghost), Yoda (Ghost) and R2-Q5 from the shop, are completing every Story mode chapter. The randomizer changes this unlock condition because completing every Story mode chapter is unreasonable in most multiworlds and is impossible if not all chapters are enabled. - Episodes Unlocked: The shop purchases will unlock when the "Episode # Unlock" item for each Episode with enabled Chapters has been received. If the Episode Unlock Requirement is set to Open or there is only 1 enabled Episode, this will be forcefully changed to "Episodes Tokens" instead. - Episodes Tokens: 6 "Episode Completion Token" items need to be acquired to unlock the characters for purchase. The number of "Episode Completion Token" items in the item pool is equal to your number of enabled chapters divided by 6 and rounded to the nearest integer, but always at least 1. The remaining "Episode Completion Token" items will be added to your starting inventory. For example, if you have 28 chapters enabled, 28 / 6 = 4.666 -> 5 in the pool and 1 in your starting inventory.
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Item Options

Minikit Bundle Size

Minikit items in the item pool are bundled into items individually worth this number of Minikits. Low bundle sizes can cause generation times to increase and are more likely to result in generation failing with a FillError when generating Lego Star Wars: The Complete Saga on its own, or with other games that can struggle to place all items. Low bundle sizes also mean fewer filler items in the item pool.
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Start With Detector Extras

Start with the Minikit Detector and Power Brick Detector unlocked. When these Extras are enabled, the locations of Minikits and Power Bricks in the current level are shown with arrows.
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Preferred Characters

Specify characters that the generator should try to always include in the item pool. When the number of enabled Chapters is reduced from the maximum, the number of items to add to the item pool is also reduced, so not all characters may get added to the item pool. The names of all items can be found by starting the Lego Star Wars: The Complete Saga client and entering the ``/items`` command. If no vehicle Chapters are enabled, no vehicle characters will be included in the item pool.

Preferred Extras

Specify Extras that the generator should try to always include in the item pool. When the number of enabled Chapters is reduced from the maximum, the number of items to add to the item pool is also reduced, so not all Extras may get added to the item pool. The names of all items can be found by starting the Lego Star Wars: The Complete Saga client and entering the ``/items`` command. Score Multipliers that are logically required, due to the Most Expensive Purchase With No Score Multiplier option, will always be included in the item pool. When Progressive Score Multiplier items are enabled (always enabled currently), preferring "Score x{number}" to be included in the item pool will try to ensure there are enough Progressive Score Multiplier items to unlock that score multiplier.

Filler Reserve: Characters

When enabled, reserve space in the item pool for at least as many Characters as enabled locations that would normally unlock Characters in vanilla. When disabled, the only reserved space in the item pool for Characters will be the Characters needed to reach all locations. Additional Characters will only get added to the item pool through the Filler Weight: Characters option.
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Filler Reserve: Extras

When enabled, reserve space in the item pool for at least as many Extras as enabled locations that would normally unlock Extras in vanilla. When disabled, the only reserved space in the item pool for Extras will be the Extras needed to reach all locations. Additional Extras will only get added to the item pool through the Filler Weight: Extras option.
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Filler Weight: Characters

This option controls the weight of characters when choosing which items to fill out the rest of the space in the item pool. A higher weight in comparison to the other Filler Weight options results in more characters in the item pool, compared to other items used to fill out the rest of the item pool. The generator tries to fill the item pool with as many Characters and Extras as would be unlocked, in vanilla, by all the enabled locations. Archipelago locations that don't have a corresponding vanilla item, and Minikits being bundled, results in some free space in the item pool for any kind of item.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Filler Weight: Extras

This option controls the weight of Extras when choosing which items to fill out the rest of the space in the item pool. A higher weight in comparison to the other Filler Weight options results in more Extras in the item pool, compared to other items used to fill out the rest of the item pool. The generator tries to fill the item pool with as many Characters and Extras as would be unlocked, in vanilla, by all the enabled locations. Archipelago locations that don't have a corresponding vanilla item, and Minikits being bundled, results in some free space in the item pool for any kind of item.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Filler Weight: Junk

This option controls the weight of Studs, Power Ups and other junk filler Archipelago items when choosing which items to fill out the rest of the space in the item pool. A higher weight in comparison to the other Filler Weight options results in more Studs and other filler Archipelago items in the item pool, compared to other items used to fill out the rest of the item pool. The weight of each Junk Filler item can be controlled with the separate Junk Weights option. The generator tries to fill the item pool with as many Characters and Extras as would be unlocked, in vanilla, by all the enabled locations. Archipelago locations that don't have a corresponding vanilla item, and Minikits being bundled, results in some free space in the item pool for any kind of item.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Junk Weights

Control the weight of each Junk Filler item. If all weight are set to zero, all Junk will be Blue Studs. Purple Studs give 10000 Studs when received. Blue Studs give 1000 Studs when received. Gold Studs give 100 Studs when received. Silver Studs give 10 Studs when received. Received studs are multiplied by unlocked Score Multipliers and any active Power Up. Power Up items give 20 seconds of invincibility, 2x score multiplier and a number of other beneficial effects. Power Up items will not be used while in the Cantina, LEGO City, New Town or Battle Over Coruscant (3-1). Unused Power Up items do not carry over to the next play session.
Client Options

Received Item Messages

Determines whether an in-game notification is displayed when receiving an item. Note: Dying while a message is displayed results in losing studs as normal, but the lost studs do not drop, so cannot be recovered. Note: Collecting studs while a message is displayed plays the audio for collecting Blue/Purple studs, but this has no effect on the received value of the studs collected. - All: Every item shows a message - None: All items are received silently.
0
25
0
0

Checked Location Messages

Determines whether an in-game notification is displayed when checking a location. Note: Dying while a message is displayed results in losing studs as normal, but the lost studs do not drop, so cannot be recovered. Note: Collecting studs while a message is displayed plays the audio for collecting Blue/Purple studs, but this has no effect on the received value of the studs collected. - All: Every checked location shows a message - None: No checked locations show a message
0
25
0

Uncap Original Trilogy High Jump

Original Trilogy Chapters, Bonuses and the Cantina cap High Jump height to about the same as a Jedi double jump because they were not designed for being able to High Jump. Enabling this option will remove the cap, restoring High Jump height to the same as seen in Prequel Trilogy Chapters. The logic does not currently account for this option being enabled.
25
0
0

Progression + Useful Item Color

Choose the color used to display the names of items that have both the Progression classification and the Useful classification. These are typically the most powerful progression items for a game. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
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0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
25
0
0
0
0

Progression Item Color

Choose the color used to display Progression classification item names. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
0
0
0
0
0
0
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Useful Item Color

Choose the color used to display Useful classification item names. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
0
0
0
0
0
0
0
0
0
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Filler Item Color

Choose the color used to display Filler classification item names. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
0
0
0
0
0
0
0
0
0
0
0
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0

Trap Item Color

Choose the color used to display Trap classification item names. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
0
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Player Name Color

Choose the color used to display player names in Received Item and Checked Location messages. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
0
0
0
0
0
0
0
0
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0
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0
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0
0
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0
0
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0

Location Name Color

Choose the color used to display location names in Received Item and Checked Location messages. ``/color_test`` in the game's client will demonstrate each of the colors in-game.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Death Link Options

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too. Death Link can be toggled on/off in the client with ``/toggle_death_link``. Known issues: - Studs are not dropped when receiving a death, however, you can use the Death Link Studs Loss option to cause a loss of studs when receiving a death.
25
0
0

Normal Death Link Amnesty

The number of deaths allowed before the next death is sent through Death Link. 0 means that every death will be sent through Death Link, 1 means every other death will send through Death Link, etc. Applies to most Chapters and other levels (every level not covered by Vehicle Death Link Amnesty).
This is a range option.

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

Vehicle* Death Link Amnesty

The number of deaths allowed before the next death is sent through Death Link. \*Applies to top-down vehicle levels and bonus vehicle levels that are easier to die in. Applies to: - 2-1 (Bounty Hunter Pursuit) - 2-5 (Gunship Cavalry) - 4-6 (Rebel Attack) - 5-1 (Hoth Battle) - 5-3 (Falcon Flight) - 6-6 (Into The Death Star) - Mos Espa Pod Race (Original) - Anakin's Flight - Gunship Cavalry (Original) Does not apply to: - 1-4 (Mos Espa Pod Race) - 3-1 (Battle Over Coruscant)
This is a range option.

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

Death Link Studs Loss

Choose how many studs are lost when receiving a death from Death Link. The studs will not spawn around you, and will be permanently lost. This is a temporary option while it is not possible for the client to perform a normal death that spawns studs.
0
0
25
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0
0
0
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0
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0

Death Link Studs Loss Scaling

When enabled, the stud loss from receiving a death from Death Link is multiplied by your maximum combined score multiplier.
25
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 needs to be configured manually in the YAML file.