Bloons TD6

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

death_link

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

Goal

How you complete the randomizer. Collecting enough of the "Medal" item will unlock a victory map (marked by the archipelago logo) Default: Beat the victory map on the highest available difficulty in the pool. Boss: Defeat a random Boss Bloon event on the victory map. Elite Boss: Defeat a random Elite Boss Bloon event on the victory map. Note: Boss Events are guaranteed to take place on Beginner or Intermediate maps.
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0
0
0

Total Medals

The total number of Medal items placed in the item pool. These are the collectables required to unlock the goal map.
This is a range option.

Accepted values:
Normal range: 20 - 100
0
25
0
0
0
0
0

Medal Requirement Percentage

The Percentage of the Total Medals required for you to access the Goal Map For my own sanity and the randomizers this is hard bottomed at 50% so it can't be cheesed
This is a range option.

Accepted values:
Normal range: 50 - 100
0
25
0
0
0
0
0
Map Options

Mode Pool

Which difficulty/mode checks are eligible to be assigned to maps. Each included map will randomly draw `modes_per_map` modes from this pool. Available modes: Easy, Medium, Hard, Impoppable, Chimps, PrimaryOnly, MilitaryOnly, MagicOnly, Deflation, Apopalypse, Reverse, DoubleMoabHealth, HalfCash, AlternateBloonsRounds Note: Completing milestone rounds on higher difficulties will still send checks for lower difficulties assigned to that map (e.g. round 60 on Impoppable sends Medium if Medium is in that map's pool).

Modes Per Map

How many modes from the Mode Pool are randomly assigned as checks for each map. If this exceeds the pool size, it is capped at the pool size and every mode in the pool will be on every map.
This is a range option.

Accepted values:
Normal range: 1 - 14
0
25
0
0
0
0
0

Random Mode Amount Per Map

When enabled, each map receives a random number of modes between 1 and Modes Per Map (capped at the pool size). Every map may have a different count.
25
0
0

Total Map Count

The number of maps to be included (not including starting maps).
This is a range option.

Accepted values:
Normal range: 10 - 85
0
25
0
0
0
0
0

Starting Map Count

The number of maps that will be automatically unlocked at the start.
This is a range option.

Accepted values:
Normal range: 1 - 6
0
25
0
0
0
0
0

Minimum Map Difficulty

The Minimum Map Difficulty for selected maps (including starting and goal map) 0 = Beginner 1 = Intermediate 2 = Advanced 3 = Expert
This is a range option.

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

Maximum Map Difficulty

The Maximum Map Difficulty for selected maps (including starting and goal map) 0 = Beginner 1 = Intermediate 2 = Advanced 3 = Expert
This is a range option.

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

Map Blacklist

Maps to never include in this randomizer, entered by display name. Example: ["Monkey Meadow", "#ouch", "Bloonarius Prime"] If a map appears in both the blacklist and whitelist, the blacklist wins.

Map Whitelist

Maps that are guaranteed to be included in the pool (starting maps or unlockable maps), as long as they fall within the selected difficulty range and are not blacklisted. Other maps outside this list can still fill remaining slots. Entered by display name. Example: ["Monkey Meadow", "Bloonarius Prime", "Infernal"]
Monkey Options

Category Lock

False/Off: Monkeys are unlocked individually as normal. True/On: Monkeys are unlocked by category (Primary, Military, Magic, Support). You start with one random category and the other three are sent as items. When enabled, starting monkeys are always randomized (ignores Random Starting Monkeys option).
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0
0

Random Starting Monkeys

Would you like to randomize all starting monkeys or include the Dart Monkey in the starting monkeys? Only relevant if Category Lock is disabled. True/On: All Starting Monkeys will be random. False/Off: The first starting monkey no matter how many you include will always be the Dart Monkey.
25
0
0

Starting Monkey Amount

How many random starting Monkeys would you like? Only relevant if Category Lock is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 3
25
0
0
0
0
0
Progression Options

Progressive Knowledge

False/Off: Each individual Monkey Knowledge node is its own item in the multiworld pool. Receiving one unlocks that specific node in the Knowledge Tree (original behaviour). True/On: All 134 individual knowledge items are replaced with 7 "Progressive Knowledge" items. Each one you receive unlocks the next full layer of the Knowledge Tree across all branches.
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0

Progressive Prices

False/Off: Tower and upgrade costs behave normally based on the selected difficulty. True/On: All tower and upgrade costs start at Impoppable pricing (1.20x). Receiving "Progressive Prices" items progressively decreases costs across all difficulties: Impoppable (1.20x) -> Hard (1.08x) -> Medium (1.00x) -> Easy (0.85x)
25
0
0

Maximum Level

What do you want to be the maximum level of the randomizer? Levels start at 0, if at 0 they are disabled.
This is a range option.

Accepted values:
Normal range: 0 - 150
0
25
0
0
0
0
0

Static XP Requirement

Only relevant if "XP Curve Behaviour" is set to false. Min Req. 500 XP Max Req. 10,000 XP
This is a range option.

Accepted values:
Normal range: 500 - 10000
0
25
0
0
0
0
0

XP Curve Behaviour

The scaling of the XP requirements for Level Up checks. False/Static: A Configurable Amount of XP is Required to Level Up EACH time. True/Curved: Uses the default XP Curve from BTD6
25
0
0
Extra Locations

Pop Tier Checks

False/Off: Monkey upgrade tiers are not locked behind pop counts. True/On: Tier 3, 4, and 5 upgrades for each monkey are locked until that monkey has accumulated enough pops. Hitting each threshold sends a check. {Adds 72 checks}
25
0
0

Tier 3 Pop Requirement

Number of pops in a single game required with a monkey type to unlock its Tier 3 upgrades and send a check. Only relevant if Pop Tier Checks is enabled.
This is a range option.

Accepted values:
Normal range: 100 - 1000
0
25
0
0
0
0
0

Tier 4 Pop Requirement

Number of pops in a single game required with a monkey type to unlock its Tier 4 upgrades and send a check. Only relevant if Pop Tier Checks is enabled.
This is a range option.

Accepted values:
Normal range: 1000 - 10000
0
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0
0
0
0
0

Tier 5 Pop Requirement

Number of pops in a single game required with a monkey type to unlock its Tier 5 upgrades and send a check. Only relevant Pop Tier Checks is enabled.
This is a range option.

Accepted values:
Normal range: 5000 - 100000
0
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0
0
0
0
0

Upgrade Sanity

{Experimental - logic does not account for this} False/Off: Monkey upgrade paths are freely available as normal. True/On: Each monkey's three upgrade paths (Top, Middle, Bottom) become items in the multiworld pool. Receiving e.g. "DartMonkey-MiddlePath" unlocks Dart Monkey's tier 4 and 5 upgrades on the middle path. Tiers 1-3 remain freely purchasable on all paths. {Adds 75 items to the pool}
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0

Round Sanity

Adds location checks for completing rounds on any map. Set to 0 to disable. Otherwise, a check is sent every N rounds up to round 100. Examples: 5 = checks at rounds 5, 10, 15, 20, ..., 100 (20 checks per map) 20 = checks at rounds 20, 40, 60, 80, 100 (5 checks per map) 60 = check at round 60 only (1 check per map)
This is a range option.

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

Custom Round Checks

Specify exact rounds to send checks on, in addition to or instead of the Round Sanity interval. Enter round numbers between 1 and 100. Example: ['98', '95', '93', '78'] If Round Sanity is also set, both sets of checks are included.
Trap Options

Trap Percentage

Replace a percentage of filler items in the item pool with random traps.
This is a range option.

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

Trap Weights

Specify the weights determining how many copies of each trap item will be in your itempool. If you don't want a specific type of trap, you can set the weight for it to 0. If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option. For information on what the traps do, check the wiki: https://archipelago.miraheze.org/wiki/Bloons_TD6
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.