Rimworld

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

Plando Items

Generic items plando.
This option cannot be modified here. Please edit your .yaml file manually.

Basic Research Location Count

The number of basic research locations in the game. These will only require the basic research bench.
This is a range option.

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

Hi-Tech Research Location Count

The number of hi-tech research locations in the game. These will only require the hi-tech research bench (which requires Microelectronics.)
This is a range option.

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

Multi-Analyzer Research Location Count

The number of multi-analyzer research locations in the game. These will only require the hi-tech research bench and the multi-analyzer (and the research for them.)
This is a range option.

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

Research Base Cost

The amount of research points required to research research locations.
This is a range option.

Accepted values:
Normal range: 10 - 8000
0
25
0
0
0
0
0

Research Max Prerequisites

The max number of prerequisites for the generated Archipelago research. The higher this is, the more restricted your selection of research will be.
This is a range option.

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

Craft Location Count

The number of craft locations in the game. These locations require crafting two random items together.
This is a range option.

Accepted values:
Normal range: 0 - 400
0
25
0
0
0
0
0

Raid Trap Count

The guaranteed number of raid traps in the game.
This is a range option.

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

Craft Location Count

The chance random filler will become trap items, like raids.
This is a range option.

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

Victory Condition

The way to win. Choosing "any" will ensure one of these is considered "in-logic." They also require a "basic" set of research that isn't strictly required to win, so royalty will consider pianos and noble apparel in logic, while anomaly will consider basic bioferrite research in logic. The monument victory condition will require building a room with special archipelago statues and some number of randomized room conditions.
0
25
0
0
0
0
0

Monument Statue Count

If the monument victory condition is enabled, this specifies how many Archipelago statues will be required to create a monument and win the game.
This is a range option.

Accepted values:
Normal range: 1 - 30
0
25
0
0
0
0
0

Monument Other Building Requirement Count

If the monument victory condition is enabled, this specifies how many non-statue building requirements will be required to create a monument and win the game.
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

MonumentWealthRequirement

If the monument victory condition is enabled, this specifies how much wealth is required in the monument room to win.
This is a range option.

Accepted values:
Normal range: 0 - 350000
0
25
0
0
0
0
0

Royalty Enabled

Enable the Royalty DLC. If you disable any DLC in yaml and enable it in client, all research will be researchable and excluded from the generator.
0
25
0

Ideology Enabled

Enable the Ideology DLC. If you disable any DLC in yaml and enable it in client, all research will be researchable and excluded from the generator.
0
25
0

Biotech Enabled

Enable the Biotech DLC. If you disable any DLC in yaml and enable it in client, all research will be researchable and excluded from the generator.
0
25
0

Anomoly Enabled

Enable the Anomaly DLC. If you disable any DLC in yaml and enable it in client, all research will be researchable and excluded from the generator.
0
25
0

Starting Research Level

If "none" is selected, the player will have access to NO research, regardless of starting scenario. Tribal and Crashlanded will give the player those starting research (regardless of starting scenario.)
25
0
0
0

ResearchScoutType

How research project scouting works - this will show you what items research projects will send. "None" will show no information for all research. "Summary" options will show the player name and item type (Chris's progressive item). "Fullitem" options will show player name and item name (Chris's progressive item, Master Sword). "Available" options will show only if the research can be started now. "All" options will hint all research.
0
0
25
0
0
0

ResearchScoutSecretTraps

If turned on, the game will lie about scouted trap items. If the scout type shows the player and item name, all traps will be replaced by a random progression item from another player (instead of showing Alex's freeze trap, it will show Chris's Master Sword.) If the scout type only shows item type, it will simply show traps as progression items.
25
0
0

Neolithic Item Weight

How likely it will be that low/no-tech items are chosen for crafting locations. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
This is a range option.

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

Medieval Item Weight

How likely it will be that low-tech items are chosen for crafting locations. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
This is a range option.

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

Industrial Item Weight

How likely it will be that mid-tech items are chosen for crafting locations. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
This is a range option.

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

Spacer Item Weight

How likely it will be that high-tech items are chosen for crafting locations. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
This is a range option.

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

Hard To Make Item Weight

How likely it will be that complicated items are chosen for crafting locations. These items usually require specific/unique investment, like multiple advanced components and the like. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
This is a range option.

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

Anomaly Item Weight

How likely it will be that Anomaly-specific items are chosen for crafting locations. These items will often require bioferrite, and investment into the anomaly expansion to craft. Higher weights make this category more likely. 0 will exempt it from the list. Note that these categories are slightly different than the vanilla "Tech Level," to help account for how challenging they are to craft.
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 these items.

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.