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
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.
Starting Ingredients
Which ingredients you begin the run with already unlocked (precollected).
Valid values are the purchasable ingredients: Espresso, Coffee, Chocolate,
Tea, Milk, Cream, Sugar, Ice, Boba, Sprinkles, Whipped Cream, Caramel Sauce,
Cocoa Powder. (Breast Milk is always available and cannot be listed here.)
At least one 'base' ingredient — one a drink can actually be built on
(Espresso, Coffee, Chocolate, Tea, Milk, or Cream) — MUST be included, or no
order can be fulfilled and generation fails. Sugar, Ice, Boba, and the other
ingredients are add-ons only; they are never a drink's base, so a start made
of just those is invalid. Defaults to Milk + Coffee.
Drinks Per Check
How many drinks with each ingredient you must serve to earn one check.
Example: with 3 drinks per check and 3 checks per ingredient,
checks fire when you've served 3, 6, and 9 drinks with that ingredient.
This is a range option.
Accepted values:
Normal range: 1 - 20
Checks Per Ingredient
How many location checks exist per ingredient (14 ingredients have serve
checks: the 13 unlockable ones plus always-available Breast Milk).
At the default of 4, with 10 shop slots, all cosmetics fit in the pool with
room to spare. More than that pads the game out with filler; fewer checks
per ingredient will triage away cosmetics (and then useful items).
Minimum 2: below that the mandatory items don't fit (14*2 + 10 = 38 >= 31).
This is a range option.
Accepted values:
Normal range: 2 - 10
Shop Locations
How many shop location checks exist across the run.
The in-game shop shows the next 6 unpurchased slots at a time;
buying one sends a check and reveals the next slot in the queue.
Capped at 25: slot gating needs max(2, ceil((slot+1)/2)) ingredients, so
slot 25 already requires all 13 unlockable ingredients and slot 26 would
need 14 - unreachable no matter what.
This is a range option.
Accepted values:
Normal range: 0 - 25
Extra Candy
Additional Stretchy Candy (milk-capacity upgrades) added to the pool
beyond the amount required to win. The goal is the in-game 'barista
overflows' good end; in Arcade mode 19 candy are required to grow the
barista enough to trigger it. Extras are a buffer and let you keep growing
past the requirement.
This is a range option.
Accepted values:
Normal range: 0 - 30
Milk Flow Increases
How many 'Milk Flow Increase' items are in the pool. Each one raises the
barista's actual milk production rate. Set to 0 to have none.
Note: useful and cosmetic items are only added until locations are filled, so
high values here combined with low check counts may result in fewer items
being placed than requested.
Also note: There is currently no way to lower this flow once received. Only
play with the max flow you're willing to play with.
This is a range option.
Accepted values:
Normal range: 0 - 20
Shop Base Price
Starting price (in coins) for the first shop slot.
Logic gating uses slot position, not actual price, so changing this only
affects in-game cost, not item accessibility.
This is a range option.
Accepted values:
Normal range: 10 - 100
Shop Price Step
How much each subsequent shop slot costs compared to the previous one.
Slot N costs base + step*(N-1), capped at 550.
Logic gating is based on slot position (every 2 slots = 1 more ingredient
required), so changing this only affects in-game cost.
This is a range option.
Accepted values:
Normal range: 5 - 50
Minimum Drink Quality
Minimum drink rating required to earn a serve-location check.
Perfect is the strictest; Okay is the most lenient.
death_link
When you die, everyone who enabled death link dies. Of course, the reverse is true too.
DeathLink Send Quality
When DeathLink is enabled, serving a drink rated at this quality or
worse sends a death to all DeathLink participants. Ratings run from best to
worst: Great, Good, Okay, Meh, Bad, Ruined. (Perfect is excluded — it can
never be a death trigger.)
DeathLink Penalty
How much happiness the barista loses when a DeathLink is received
from another player. 0 = no effect; 100 = full happiness wipe.
This is a range option.
Accepted values:
Normal range: 0 - 100
Censorship Mode
Hide the mod's lewd item/location names from the multiworld. Purely a
naming/display change — there is NO effect on gameplay, logic, IDs, or which
items go where. When on:
- 'Serve Breast Milk #n' locations become 'Serve Secret Ingredient #n'
- cosmetics become 'Cosmetic Top/Pants/Extra #n'
- the 'Milk Flow Increase' item becomes 'Supply Rate Increase'
Per-slot: only your slot's names are censored in the spoiler/trackers; other
players' Cowtastic slots are unaffected by your setting.
Allow Milk Rate Adjustment
Let the player manually control the milk production rate. When on, the two
left-hand shop buttons return to being milk-rate up/down controls (free to
use, in 5 ml steps); the other four buttons remain randomizer shop slots.
The rate floor stays at 1 step (5 ml); the ceiling is (items received + 1)
steps, so each 'Milk Flow Increase' item both raises the cap AND bumps the
current rate up one notch (the first item already grants headroom above the
floor). Purely a client-side control change; no effect on generation,
logic, or item placement.
Scout Shop
Automatically create scout hints for the randomizer shop's contents, so
you (and the item owners) can see what each shop slot will hand out without
spending hint points.
- none: no shop scouting.
- visible: hint only the shop slots currently on display (the cheapest
unpurchased ones); as you buy and new slots surface, they're
hinted too.
- all: hint every shop slot up front.
Purely a client-side hint convenience; no effect on generation, logic, or
item placement.