shapez

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

Sets the goal of your world. - **Vanilla:** Complete level 26. - **MAM:** Complete a specified level after level 26. Every level before that will be a location. It's recommended to build a Make-Anything-Machine (MAM). - **Even fasterer:** Upgrade everything to a specified tier after tier 8. Every upgrade before that will be a location. - **Efficiency III:** Deliver 256 blueprint shapes per second to the hub.
25
0
0
0
0

Goal amount

Specify, what level or tier (when either MAM or Even Fasterer is chosen as goal) is required to reach the goal. If MAM is set as the goal, this has to be set to 27 or more. Else it will raise an error.
This is a range option.

Accepted values:
Normal range: 9 - 500

The following values have special meanings, and may fall outside the normal range.
  • 27: Minimum Mam
  • 50: Recommended Mam
  • 120: Long Game Mam
  • 9: Minimum Even Fasterer
  • 16: Recommended Even Fasterer
  • 35: Long Play Even Fasterer
0
25
0
0
0
0
0

Required shapes multiplier

Multiplies the amount of required shapes for levels and upgrades by value/10. For level 1, the amount of shapes ranges from 3 to 300. For level 26, it ranges from 5k to 500k.
This is a range option.

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

Allow floating layers

Toggle whether shape requirements are allowed to have floating layers (like the logo or the rocket shape). However, be aware that floating shapes make MAMs much more complex.
25
0
0

Randomize level requirements

Randomize the required shapes to complete levels.
0
25
0

Randomize upgrade requirements

Randomize the required shapes to buy upgrades.
0
25
0

Randomize level logic

If level requirements are randomized, this sets how those random shapes are generated and how logic works for levels. The shuffled variants shuffle the order of progression buildings obtained in the multiworld. The standard order is: **cutter -> rotator -> painter -> color mixer -> stacker** - **Vanilla:** Level 1 requires nothing, 2-4 require the first building, 5-6 require also the second, 7-8 the third, 9-10 the fourth, and 11 and onwards the fifth and thereby all buildings. - **Stretched:** After every floor(maxlevel/6) levels, another building is required. - **Quick:** Every Level, except level 1, requires another building, with level 6 and onwards requiring all buildings. - **Random steps:** After a random amount of levels, another building is required, with level 1 always requiring none. This can potentially generate like any other option. - **Hardcore:** All levels (except level 1) have completely random shape requirements and thus require all buildings. Expect early BKs. - **Dopamine (overflow):** All levels (except level 1 and the goal) require 2 random buildings (or none in case of overflow).
0
0
25
0
0
0
0
0
0
0
0
0

Randomize upgrade logic

If upgrade requirements are randomized, this sets how those random shapes are generated and how logic works for upgrades. - **Vanilla-like:** Tier II requires up to two random buildings, III requires up to three random buildings, and IV and onwards require all processing buildings. - **Linear:** Tier II requires nothing, III-VI require another random building each, and VII and onwards require all buildings. - **Category:** Belt and miner upgrades require no building up to tier V, but onwards all buildings, processors upgrades require the cutter (all tiers), rotator (tier III and onwards), and stacker (tier V and onwards), and painting upgrades require the cutter, rotator, stacker, painter (all tiers) and color mixer (tiers V and onwards). Tier VII and onwards will always require all buildings. - **Category random:** Each upgrades category (up to tier VI) requires a random amount of buildings (in order), with one category always requiring no buildings. Tier VII and onwards will always require all buildings. - **Hardcore:** All tiers (except each tier II) have completely random shape requirements and thus require all buildings. Expect early BKs.
0
25
0
0
0
0

Throughput levels ratio

If level requirements are randomized, this sets the ratio of how many levels (approximately) will require either a total amount or per second amount (throughput) of shapes delivered. 0 means only total, 100 means only throughput, and vanilla (-1) means only levels 14, 27 and beyond have throughput.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: Only Total
  • 50: Half Half
  • 100: Only Throughput
25
0
0
0
0
0

Complexity growth gradient

If level requirements are randomized, this determines how fast complexity will grow each level. In other words: The higher you set this value, the more difficult lategame shapes will be. Allowed values are floating numbers ranging from 0.0 to 10.0.
This option allows custom values only. Please enter your desired values below.
25

Same late upgrade requirements

If upgrade requirements are randomized, should the last 3 shapes for each category be the same, as in vanilla?
0
25
0

Early balancer, tunnel, and trash

Makes the balancer, tunnel, and trash appear in earlier spheres. - **None:** Complete randomization. - **5 buildings:** Should be accessible before getting all 5 main buildings. - **3 buildings:** Should be accessible before getting the first 3 main buildings for levels and upgrades. - **Sphere 1:** Always accessible from start. **Beware of generation failures.**
0
0
25
0
0

Lock Belt and Extractor

Locks Belts and Extractors and adds them to the item pool. **If you set this to true, achievements must also be included.**
25
0
0

Include Achievements

Include up to 45 achievements (depending on other options) as additional locations.
0
25
0

Exclude softlock achievements

Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level.
0
25
0

Exclude long playtime achievements

Exclude 2 achievements, that require actively playing for a really long time.
0
25
0

Exclude progression items in softlock and long playtime achievements

Exclude progression and useful items from being placed into softlock and long playtime achievements.
0
25
0

Shapesanity amount

Amount of single-layer shapes that will be included as locations.
This is a range option.

Accepted values:
Normal range: 4 - 1000
0
25
0
0
0
0
0

Traps Percentage

The probability of any filler item (in percent) being replaced by a trap.
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: None
  • 4: Rare
  • 10: Occasionally
  • 100: Maximum Suffering
25
0
0
0
0
0

Include Whacky Upgrades

Includes some very unusual upgrade items in generation (and logic), that greatly increase or decrease building speeds. If the goal is set to Efficiency III or throughput levels ratio is not 0, decreasing upgrades (aka traps) will always be disabled.
25
0
0

Split Inventory Draining Trap

If set to true, the inventory draining trap will be split into level, upgrade, and blueprint draining traps instead of executing as one of those 3 randomly.
25
0
0

Toolbar Shuffling

If set to true, the toolbars (main and wires layer) will be shuffled (including bottom and top row). However, keybindings will still select the same building to place.
0
25
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.