Crash Team Racing

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

Oxide Goal

What finishing the game means. - **any_percent** (default): beat Oxide, the retail ending. - **101_percent**: beat Oxide's Final Challenge. - **none**: Oxide is not part of the goal; both Oxide races stay as optional checks. - **disabled**: Oxide's garage never opens and both Oxide races leave the seed. With none or disabled, set Bosses Required Goal or Gems Required Goal above 0. Every goal condition you set must be met.
0
25
0
0
0

Oxide 1 Optional

Whether you must beat Oxide 1 before Oxide 2. Only applies when Oxide Goal is 101_percent. - **mandatory** (default): beat Oxide 1 first. - **optional**: the garage offers Oxide 2 once its own requirements are met. Oxide 1 stays a normal check, and winning Oxide 2 also collects it. - **filler**: like optional, and Oxide 1 always holds Wumpa Fruit.
25
0
0
0

Bosses Required Goal

How many of the 4 boss races you must win for the goal. Ripper Roo, Papu Papu, Komodo Joe and Pinstripe. 0 (default) turns this condition off. Only a won boss race counts; holding trophies or Keys does not. Every goal condition you set with Oxide Goal and Gems Required Goal must be met.
This is a range option.

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

Gems Required Goal

How many of the 5 Gems you must hold for the goal. 0 (default) turns this condition off. Every goal condition you set with Oxide Goal and Bosses Required Goal must be met. With Include Gem Cup Warp Pads off, Shuffle Gems is turned off for you and each Gem stays on its own cup.
This is a range option.

Accepted values:
Normal range: 0 - 5
25 ❌
0 ❌
0
0
0
0

Oxide's Final Challenge Unlock

Which relics open Oxide's Final Challenge. Oxide's Final Challenge Relic Count sets how many. - **sapphire_relics** (default), **gold_relics**, **platinum_relics**: that many relics of that tier. - **any_relic_type**: any one tier reaches the count. - **total_relics**: all relics added together reach the count. A Platinum relic does not count toward a Gold requirement. Generation fails if the tiers you ask for have too few relics for the count.
25
0
0
0
0
0

Oxide's Final Challenge Relic Count

How many relics Oxide's Final Challenge Unlock asks for. With **total_relics** this can be 1 to 54. Every other mode counts one tier, so 1 to 18; a higher value counts as 18. **all** means 18 in every mode.
This is a range option.

Accepted values:
Normal range: 1 - 54

The following values have special meanings, and may fall outside the normal range.
  • 18: All
0 ❌
25 ❌
0 ❌
0
0
0
0

Oxide Final Challenge Track

Venue for N. Oxide's Final Challenge. The opponent remains Nitros Oxide for both choices.
25
0
0
Warp Pad Unlocking

Warp Pad Unlock Requirements

How warp pads unlock. - **randomized** (default): every warp pad gets a randomized entry requirement (trophies, tokens, relics, keys, gems...), always collectable before that pad opens. - **vanilla**: pads open on their vanilla trophy counts, like the original adventure. - **random_without_4_keys**: like randomized, but no pad needs all 4 Keys. Pads can still ask for 1 to 3 Keys. For no Keys on pads at all, set Requirement Variety to custom and `Key: 0` in Requirement Weights.
0
25
0
0

Two-Stage Gate Density

How often a warp pad asks for something twice. A two-stage pad opens for racing at the first requirement, then wants a second before its time trials, token challenge, and letter locations unlock. It spreads a track's checks across the seed instead of handing them all over at once. - **off**: every pad opens fully at its first requirement. - **light** / **standard** / **deep** / **full** (default): progressively more pads get a second stage.
0
0
0
0
25
0

Requirement Variety

Which mix of items randomized warp pads ask for. Only used with randomized unlock requirements. - **icebound_beta5** (default): Icebound's rebalanced mix. Trophies are the most common, with plenty of CTR Tokens, Relics and Keys and a few Gems. - **trophy_heavy_legacy**: the older mix, with more Trophies. - **custom**: use the weights from Requirement Weights.
25
0
0
0

Requirement Weights

Your own mix of warp-pad requirements, used only when Requirement Variety is custom. Each entry is `item name: weight`. Higher means picked more often, 0 means never; Trophy must stay above 0. Items you leave out keep their icebound_beta5 weight, which is also what the pre-filled values show. Valid keys: Trophy, Key, the five CTR Token colours, the three Relic tiers and the five Gem colours.
This option cannot be modified here. Please edit your .yaml file manually.
Warp Pad Shuffle

Warp Pad Shuffle Categories

Which destinations take part in destination shuffle. Anything left out always loads its own content. - **tracks**: the 16 trophy races plus Slide Coliseum and Turbo Track. - **cups**: the 5 Gem Cups (needs Include Gem Cup Warp Pads on). - **crystals**: the 4 Battle Arenas (needs Include Battle Arena Warp Pads on). Default: all three. An empty set turns destination shuffle off. With vanilla unlock requirements, tracks and crystals shuffle only among themselves and cups stay fixed.

Warp Pad Shuffle Grouping

How warp-pad destinations are shuffled among each other. - **per_category**: tracks swap with tracks, cups with cups, arenas with arenas. Each pad still leads to the same kind of thing. - **merged** (default): everything shuffles together, so a track pad can lead to a Gem Cup and back again. Only matters when Warp Pad Shuffle Categories has something in it.
0
25
0

Include Battle Arena Warp Pads

Include the 4 Battle Arenas and their Crystal Challenges in the seed. - **on** (default): their checks are normal locations and, with randomized unlocks, their warp pads get a randomized requirement. - **off**: the arenas stay as in the retail game and nothing in the seed requires them. You can still play them, but their Purple CTR Tokens are out of logic and can open a pad that asks for any CTR Tokens earlier than the tracker expects.
0
25
0

Include Gem Cup Warp Pads

Include the 5 Gem Cups and their races in the seed. - **on** (default): the cup checks are normal locations and, with randomized unlocks, their warp pads get a randomized requirement. - **off**: the cups stay as in the retail game and each Gem stays on its own cup. Shuffle Gems moves the Gem items; this option decides whether the cup races are part of the seed.
0
25
0

Randomize Gem Cup Tracks

Shuffle which four tracks each Gem Cup runs. The retail Gem Cups always run the same four tracks. Turn this on and every leg is drawn independently from the 16 trophy tracks. A track may appear more than once, while Slide Coliseum and Turbo Track are not drawn. The cup still awards its Gem. Only the tracks change.
25
0
0

Custom Tracks

Race a community custom track in place of a Gem Cup. The cup keeps its warp pad, but behind it is one race on the custom track instead of four retail tracks. Leave this empty (the default) for a normal seed. You also need the track's files and a client that can load them. Use the track's exact entry rather than writing your own: generation refuses an entry this version does not know, and the game refuses files that do not match it. The only known track is baby-t-park, and only purple_gem_cup can be replaced.
This option cannot be modified here. Please edit your .yaml file manually.
Extra Checks

Item Box Locations

Turn item boxes on the track into checks. Around 240 weapon crates across the game become Archipelago locations. Drive through one in any Adventure race on that track and it pays out. Boxes are the densest source of checks in the game, so this makes for a much longer seed. Some sit past jumps or shortcuts you need boost for; Shortcut Knowledge decides how much the logic expects of you there.
25
0
0

Shortcut Knowledge

How much shortcut skill the logic assumes you have. Higher settings expect you to take routes that need boost, precise jumps or wall rides, so checks behind them come into reach sooner and the seed asks more of you. - **easy** (default): only shortcuts anyone can take. - **medium**: the well-known ones. - **hard**: everything, including the routes that need Ultimate Sacred Fire. Mostly matters with Item Box Locations on, since that is where most of the shortcut-gated checks live.
25
0
0
0

Itemsanity

Turn weapons into items you have to unlock. Until a weapon arrives from the multiworld you cannot get it from a crate; the roulette hands you Wumpa Fruit instead. Using each weapon for the first time is itself a check, and using one while holding ten fruit is a second. It changes how the whole game plays, not just what you collect.
25
0
0

Hit Character Checks

Add a check for each of the 16 racers, paid the first time you hit them in an Adventure race. The 8 retail Adventure racers can race you from the start. The other 8 join once you win their boss race or the tracks that unlock them. If that race is not in your seed, Keys unlock them instead; the spoiler log lists which racers use Keys.
25
0
0

Relic Race Perfect Checks

Add a check to each Relic Race for breaking every time crate in it. You get the check even when your time does not earn a relic, and it never changes which relic you get.
25
0
0

Lettersanity

Turn the C-T-R letters into checks, items, or both. Every track hides the three letters that spell CTR. Normally collecting all three wins you a token. - **off** (default): letters work as they do in the retail game. - **locations_only**: collecting a letter is a check. - **locations_and_items**: collecting one is a check, and the letters themselves also arrive from the multiworld. - **items_only**: letters arrive as items and are not checks.
25
0
0
0
0

Letters Per Track

How many of each track's three letters are used. Lower it to shorten location-bearing Lettersanity modes. The seed randomly chooses this many of each track's C, T, and R locations; at 3 all count. This does not reduce **items_only**, which uses all 48 letter items and no letter locations. It has no effect while Lettersanity is off.
This is a range option.

Accepted values:
Normal range: 1 - 3
0 ❌
25 ❌
0
0
0
0

Slide Coliseum Races

Add race checks to Slide Coliseum's warp pad, which normally runs only relic races. - **off** (default): relic races only, as in the retail game. - **trophy_race**: adds a Trophy Race check. - **trophy_and_ctr_challenge**: adds a Trophy Race and a CTR Token Challenge check.
25
0
0
0

Turbo Track Races

Add race checks to Turbo Track's warp pad, which normally runs only relic races. - **off** (default): relic races only, as in the retail game. - **trophy_race**: adds a Trophy Race check. - **trophy_and_ctr_challenge**: adds a Trophy Race and a CTR Token Challenge check.
25
0
0
0

Cortex Vortex Track

Add Cortex Vortex as a regular track: a Trophy Race, three Time Trials and a CTR Token Challenge. It takes the warp pad of one other destination, chosen per seed, and that destination's checks leave the seed. A boss race on that track still runs. Crossing the finish line needs Ultimate Sacred Fire. Cortex Vortex has no item boxes.
25
0
0

Podium Placement Checks

Turn race placements into checks. Each track can pay out for finishing, for finishing on the podium, and for holding a position during the race. The four options below choose which of those count. A generous source of checks that does not ask you to win everything.
0
25
0

Podium Finish Rungs

Include the finish-line rungs on each trophy race (needs Podium Placement Checks on): "Finish on Podium" (top 3) and "Finish (Any Position)". Toggle the any-position half with Podium: Any-Position Rung.
0
25
0

Podium: Any-Position Rung

Also include the "Finish (Any Position)" rung on each trophy race, earned by simply crossing the finish line. Off keeps only "Finish on Podium". Needs Podium Finish Rungs on.
0
25
0

Held-Position Rungs

Include the live-position "held" rungs on each trophy race (needs Podium Placement Checks on): "Held 1st" and "Held 3rd", earned the moment you hold that position on track. Add "Held 5th" with Podium: Held 5th Rung. With Progressive Boost on, on easy and medium Logic Difficulty, logic expects "Held 1st" only once you have your first Progressive Boost, or one useful weapon when Itemsanity is on. On Cortex Castle and Hot Air Skyway it needs Ultimate Sacred Fire, and on Oxide Station too unless Shortcut Knowledge is hard. "Held 3rd" and "Held 5th" need nothing extra.
0
25
0

Podium: Held 5th Rung

Also add a "Held 5th" rung to each trophy race, earned by holding 5th place or better at any point. Needs Held-Position Rungs on. Off by default; turn it on for 16 extra early checks.
25
0
0
Items & Pool

Shuffle Gems

Shuffle the 5 Gems into the multiworld item pool. - **on** (default): the Gems can appear anywhere; their Gem Cup locations become normal checks. - **off**: each Gem stays on its own Gem Cup reward (vanilla placement). With Include Gem Cup Warp Pads off, each Gem stays on its own cup anyway.
0
25
0

Shuffle Keys

Shuffle the 4 boss Keys into the multiworld item pool. - **on** (default): the Keys can appear anywhere; the Boss Race locations become normal checks. - **off**: each Key stays on its Boss Race reward (vanilla placement).
0
25
0

Trap Fill Percentage

What percentage of this slot's filler items are replaced by traps. - **0**: no traps, filler stays Wumpa Fruit. - **10** (default): a taste of sabotage. - **100**: every filler slot becomes a trap. Which trap you get is decided by Trap Weights. Traps never gate anything. A received trap arms silently and fires mid-race on a later lap.
This is a range option.

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

Trap Weights

How often each trap is picked when Trap Fill Percentage turns a filler item into a trap. Weights are relative: higher means more often, 0 means never. Traps you leave out keep their default weight. `first_person`, `wireframe`, `upside_down`, `mirror_mode` and `demo_camera` change the camera or the screen and can be visually intense. Set a trap to 0 to turn it off; `upside_down` is 0 by default. Setting every trap to 0 while Trap Fill Percentage is above 0 is an error.
This option cannot be modified here. Please edit your .yaml file manually.

Tizi Helper

Adds a Useful item to the pool that guarantees a Mask from the first row of crates on Papu's Pyramid. This allows for a more consistent chance of being able to pull off the 'Tiziano' ultra shortcut. With Itemsanity on you also need to have unlocked the Mask for it to appear.
25
0
0

Wumpa Bundles

Let filler contain bundles of Wumpa Fruit. Small bundles give 3 fruit and big bundles fill your kart to 10. Plain single-fruit filler remains the most common result. This adds variety to existing filler slots; it does not add items or locations.
25
0
0

Progressive Starting Wumpa

How many Progressive Starting Wumpa items to add. Each one permanently raises the fruit you start every race with by one. 0 (default) keeps the retail zero-fruit start; 10 fills your kart at the start of every race. These items use slots that would otherwise be filler and add no locations of their own.
This is a range option.

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

Wumpa Check

Add checks for reaching 10 Wumpa Fruit during a race. - **off** (default): no Wumpa checks. - **global**: one check, the first time you reach 10 fruit in any race. - **per_track**: one check for each track you race on in this seed, instead of the global one. Different from Itemsanity's juiced weapon checks, which pay out when you fire a weapon at 10 fruit.
25
0
0
0

Turbo Grant

Add one useful item that puts a Turbo into your weapon slot. If you are outside a race or your slot is occupied, it waits until it can be delivered. With Itemsanity on, it also waits for the Turbo weapon to be unlocked. Progressive Boost still controls how strong the fired Turbo is. This uses one filler slot and adds no location.
25
0
0
Capability Items

Progressive Boost

Make boost an item you have to find. Boost arrives in stages: normal boost, then Ultimate Sacred Fire, plus a Blue Fire tier if Progressive Boost: Blue Fire is on. Some checks need the speed, such as the climb on Hot Air Skyway, and every CTR Token Challenge waits for your first boost. - **off** (default): every kart boosts normally. - **shared_global**: one boost ladder for every racer. - **per_character**: a ladder for each of the 16 racers, 32 to 48 items. Needs a large seed; generation stops if they do not fit.
25
0
0
0

Progressive Boost: Blue Fire

Add a Retro Fueled-style Blue Fire tier after Ultimate Sacred Fire. The final Progressive Boost turns turbo pads into Blue Fire pads with one second of reserves. Powerslides can stack those reserves without losing Blue Fire, U-turns retain reserves, and active Blue Fire exhaust is blue. - **off** (default): the ladder stops at Ultimate Sacred Fire. - **on**: one more tier, so one more Progressive Boost to find. No effect while Progressive Boost is off.
25
0
0

Progressive Stats

Make top speed, acceleration and turning items you have to find. Karts start at the bottom of all three and climb as the stats arrive, ending above the retail maximum. - **off** (default): karts keep their normal stats. - **shared_global**: one set of stat ladders for every racer. - **per_character**: a set for each of the 16 racers, 192 items. Needs a large seed.
25
0
0
0

Logic Difficulty

How much the logic expects you to manage in races while boost is randomized. Only matters when Progressive Boost is on. Platinum Time Trials follow it too. Below, "boost" means your first Progressive Boost, or three useful weapons when Itemsanity is on. The useful weapons are Mask, Missile, Bomb, Warpball and N. Tropy Clock. - **easy**: winning, finishing on the podium and holding 1st need boost. - **medium** (default): winning needs boost. - **hard**: no extra requirement. On easy and medium, holding 1st needs your first Progressive Boost, or one useful weapon when Itemsanity is on. Some tracks need Ultimate Sacred Fire whatever you pick here: finishing Cortex Castle, Hot Air Skyway and Cortex Vortex, and holding 1st on Cortex Castle and Hot Air Skyway. Oxide Station needs it for both, unless Shortcut Knowledge is hard.
0
25
0
0
Characters

Starting Character

Which racer you begin with. - **random_starter** (default): one of the 8 retail Adventure racers. - **random_any**: any of the 16 playable racers. - A racer's name: always begin as that racer. With Character Unlocks on, the other 15 racers become items. With it off, this still decides who is seated when Adventure starts, but the whole roster is immediately available from the hub picker.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Starting Stat Class

Which stat class your starting kart uses. Leave it on **vanilla** to keep that racer's usual class, or override the starting racer with balanced, acceleration, speed, or turning stats. This affects only the racer you start as. Progressive Stats overrides it, and logic never requires a particular value.
25
0
0
0
0
0

Character Unlocks

Make the roster something you unlock instead of something you start with. You begin with one racer and the rest arrive as items. Until then the character select only offers who you actually have. With this off, every racer is available from the start, as in the retail game.
0
25
0

Remove Playable Oxide

Take Nitros Oxide out of the racers you can unlock. His unlock item is not created, so the pool gets one more filler or trap instead. Random Any never starts you as him and no warp pad is locked to him. He still races against you as the boss, and his Hit Character check stays. Needs Character Unlocks on. Cannot be used with Starting Character set to Nitros Oxide.
25
0
0

Racer-Locked Warp Pads

The most warp pads that can require a specific racer. To enter a locked pad you need that racer unlocked; the game seats you as them for that destination. 0 (default) turns this off. A seed with few randomized pads gets fewer locks than you asked for. Your starting racer is never required. Needs Character Unlocks on.
This is a range option.

Accepted values:
Normal range: 0 - 27
25 ❌
0 ❌
0
0
0
0

Penta Penguin Stats

Which version of Penta Penguin's stats to use. Penta is the one racer whose stats differ by region. - **ntsc** (default): the unfinished NTSC-U version, which reuses Polar and Pura's turning stats. - **pal**: the finished PAL version, with top values in every category. This makes him the strongest racer in the game. Progressive Stats or Editable Stats overrides this choice.
25
0
0

Editable Stats

Tune your kart's stats yourself from the hub stat panel. - **off** (default): no editing; the panel just shows what you have. - **global**: one custom setup shared by every racer. - **per_character**: a separate setup for each of the 16 racers. Progressive Stats wins if you enable both: the panel goes read-only and no edit controls appear.
25
0
0
0
Relic Difficulty

Sapphire Relic Count

How many Sapphire Relics exist in the seed. Relics come from relic races. This sets how many of the sapphire tier are in the item pool, which is also the most you can be asked to collect. Lower it for a shorter seed. Set it to 0 to remove Sapphire checks and items. Gold or Platinum checks on the same relic races can still exist.
This is a range option.

Accepted values:
Normal range: 0 - 18
0 ❌
25 ❌
0
0
0
0

Gold Relic Count

How many Gold Relics exist in the seed. Same idea as Sapphire, one tier up. Set it to 0 to remove the tier and its checks entirely.
This is a range option.

Accepted values:
Normal range: 0 - 18
0 ❌
25 ❌
0
0
0
0

Platinum Relic Count

How many Platinum Relics exist in the seed. The hardest relic tier. Set it to 0 to remove it and its checks entirely, which is a reasonable choice if you do not intend to chase platinum times.
This is a range option.

Accepted values:
Normal range: 0 - 18
25 ❌
0 ❌
0
0
0
0
Quality of Life

One-Lap Cup Races

Make Cup races one lap each instead of the usual three. On by default. Only cup races shorten (including the Gem Cups); single races, boss races, relic time trials and CTR Token challenges keep their normal lap count. Changes nothing about logic or which locations exist; everything is just faster.
0
25
0

Warp Pad Item Display

How each warp pad shows the rewards still waiting behind it. Pads use three floating slots and cycle through their remaining reward models, including CTR rewards and Archipelago items. - **one_pile** (default): every remaining reward shares the three slots. - **by_reward_type**: each reward type keeps its own slot and rotates within it, making the kinds of checks left easier to distinguish.
25
0
0

AP Item Type Colours

Colour the Archipelago markers by what kind of item is behind them. On by default, so colour tells you whether a check holds progression, something useful, filler or a trap. Turn it off to make every marker the same greyish-white.
0
25
0

Item Box Colours

Colour each AP item box by the kind of item inside it. On (default): a box shows the Archipelago colour of its item before you break it: - purple: progression - blue: useful - cyan: filler - salmon: trap Off: every AP item box is pink for everyone in this slot, so the colour gives nothing away. Use this for races and tournaments. Players can also turn the colours off in the game under Options, Archipelago, Item Box Colours. When this option is off, that row shows "OFF (SEED)". Only does something when Item Box Locations is on.
0
25
0
DeathLink

DeathLink

What happens to you when another DeathLink player dies. DeathLink Send chooses what makes you send a death. - **off** (default): disabled, nothing is sent or received. - **mask_reset**: a received death forces the full mask reset on you. - **race_loss**: a received death ends your current race on the spot as a last-place loss, and nothing that race would have paid out (placement, trophy, relic, and similar checks) is awarded. In a Gem Cup the cup carries on, and if that was the last race and you still win the cup on points, the cup reward is still paid. - **any_hit**: legacy value, kept so older YAML files still load. It receives exactly like mask_reset. While DeathLink Send is left at its default it also sends on every weapon hit. While DeathLink Send is left at its default, this option also decides what you send, as it did before DeathLink Send existed: mask_reset sends on mask grabs, any_hit on mask grabs and weapon hits, race_loss on mask grabs and race losses. Set DeathLink Send to choose sending yourself; listing any trigger there while this is off turns this on as mask_reset, because a slot that sends deaths also receives them. Deaths are only sent and received during adventure-mode races; a received death is never saved for a later race.
25
0
0
0
0

DeathLink Send

What makes you send a DeathLink. Only matters while DeathLink is not off. - **mask_grab**: falling off the track or being eaten. - **weapon_hit**: getting hit by a weapon. - **race_loss**: losing a race or the whole Gem Cup, or restarting or exiting to the map from the pause menu, but only while that race's win is in logic for you and not collected yet. Losing a race you already won, or one you are not expected to win yet, sends nothing. Default: **follow_death_link**, the only value that is not a trigger. It sends what DeathLink used to imply: mask_reset sends on mask grabs, any_hit on mask grabs and weapon hits, race_loss on mask grabs and race losses, off sends nothing. Any list you write replaces that, so every trigger you want must be in it (follow_death_link listed together with triggers is ignored). To receive DeathLinks without sending any, use an empty list (`death_link_send: []`). A death that was forced on you by a received DeathLink is never sent back. There is no send-only DeathLink: if you list any trigger while DeathLink is off, DeathLink is turned on as mask_reset (the mildest receive effect) and generation prints a notice. Set DeathLink to mask_reset or race_loss yourself to choose the receive effect.

DeathLink Amnesty

How many of your deaths must pile up before one is actually sent. 1 (default) sends every death; N sends one per N. Meant for weapon hits, which are frequent. Incoming deaths are unaffected; amnesty only throttles what you send.
This is a range option.

Accepted values:
Normal range: 1 - 30
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 the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

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.