Casualties: Unknown

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

Goal Requirement

Where is the goal placed? Reach Depth: Reach a chosen depth starting from a random or chosen layer. Depth Extenders allow you to go deeper. Escape Overgrown Depths: Start in Gravel Lands and goal upon escaping Overgrown Depths. Progressive Layers allow you to go deeper. Defeat Elder Thornback: Start in a random layer that isn't Overgrown Depths and goal upon killing an Elder Thornback.
25
0
0
0

Starting Layer

Only has an effect if your goal is Reach Depth or Defeat Elder Thornback. Determines which layer you'll start with. You will have to unlock the other layers through the multiworld. If your goal is Defeat Elder Thornback, your starting layer cannot be Overgrown Depths.
0
0
0
0
0
25

Goal Depth

Only has an effect if your goal is Reach Depth. How deep do you have to go in one run to goal? Must be a multiple of 100, and will be automatically rounded if it isn't. Each 300m requires a Depth Extender progression item. There will be the amount needed +5 in the item pool, unless your goal is 1500m or less, where there will be the exact amount needed.
This is a range option.

Accepted values:
Normal range: 100 - 5000
0 ❌
25 ❌
0 ❌
0
0
0
0
Moodlesanity

Moodlesanity

Each possible moodle (status effect) is a check. Does not include Anxious and Deceased, as they are impossible to get. Disabled: Moodles do not send checks. Questboard: Adds a new UI that shows 'quests'. You must get the shown moodle to send its check. More moodles and questboard slots are unlocked via items. Each "Progressive Quests" item (12 in total) unlocks 15 moodles. Open: All moodle locations are available in sphere 1 (minus a few). Creates VERY LARGE sphere 1. Use with caution. With every Moodle enabled, adds 166 locations.
25
0
0
0

Moodlesanity Exclusions

What Moodlesanity locations will be excluded? Only has an effect if Moodlesanity is on. The 'Minimal' preset excludes only Last Stand, Tachycardia, and Bradycarda The 'Deadly' preset excludes locations that will almost always kill Experiment (lung failure, comatose, etc...) The 'Difficult' preset excludes locations that rely on a specific item (drug overdose, rapid neuron regeneration sickness, etc...) The 'Deadly and Difficult' preset includes everything from the three presets above You can specify your own list as well.

Moodlesanity Questboard Cooldown Time

How long should the cooldown between refreshes on the Questboard be? Only has an effect if Moodlesanity is set to Questboard. Time is in seconds. Set to 0 to disable the cooldown.
This is a range option.

Accepted values:
Normal range: 0 - 120
0 ❌
25 ❌
0 ❌
0
0
0
0
Recipes

Randomize Recipes

If Recipes should be randomized. If enabled, all 132 Recipes become items to recieve. Blueprints will still spawn, but will only give INT experience (unless Archipelago Items is above 0).
25
0
0

Free Samples

Only has an effect if Randomize Recipes is on. Receiving recipes spawns a free copy of the item the recipe makes, but only once. This does not work on items that only exist in liquid form.
25
0
0

Craftsanity

Makes crafting each individual recipe in the game a location. Will be sphere 1 without additional options like Skillsanity and Randomize Recipes. Note: **Item qualities required for crafting are not considered in logic.** Adds 132 locations.
25
0
0

Skillsanity

Each skill level up to level 15 is a location, and up to level 18 is an item. Adds 45 locations and 54 items.
25
0
0
Other Locations

Randomize Minigames

Start without the ability to play Minigames (ex: lockpicking, removing shrapnel) until they are received through Archipelago. Suicide and self harm minigames are never randomized. Disabled: Minigames are always unlocked. As One: There is only one item that unlocks all minigames. Individual: Each of the 9 minigames is an individual item.
25
0
0
0

Limb Unlocks

Start with Experiment's arms being amputated, with them being unlocked progressively through the multiworld. Each arm has three progressive items, one for each limb. There is NO LOGIC applied to this. Use at your own risk, as you will not be able to break tiles without arms. Adds 6 items.
25
0
0

Archipelago Items

How many Archipelago Items can be found throughout the cave system? When used, they check a location and give 10 INT Experience. They are guarenteed to drop from destroying traps, opening containers, and killing enemies. Each Survivor is also guarenteed to have at least one free Archipelago Item in their trades.
This is a range option.

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

Trap Percentage

Globally changes how many filler items are replaced with traps. For specific item weights, see the next option. Treat as a percentage, with 100(%) being all filler items are traps. Set to 0(%) to disable traps.
This is a range option.

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

Trap Item Weights

Weights of each trap item. To disable all trap items, see the previous option.
Cross-Game Interactions

EnergyLink Trading

Allow depositing and withdrawling EnergyLink currency for Survivor trading value. Deposit a positive amount to add to the pool, and deposit a negative amount to withdrawl. No energy is lost on transfer. (1:1 conversion)
25
0
0

SleepLink

When another player with SleepLink enabled goes to sleep, you will too. When you go to sleep, all other players with SleepLink also fall asleep. The only other game that is planning to support this is Stardew Valley's Beta, so this is mainly meant for servers with more than one Casualties: Unknown game.
25
0
0

Gifting

Allows gifting inventory items between games. Sending gifts to other Casualties: Unknown games will give that player the exact same item. Sending gifts to any other game will attempt to translate the gift into something similar. Most items are supported, but not all of them. Use the `apgift` command in-game to send gifts to others.
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, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} 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.