FTL: Faster Than Light

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

Victories Required

How many times you must beat the Flagship to finish, each time with a different ship layout (Kestrel A and Kestrel B count as two). This is what decides how long your game is. 5 is a good length when you play with friends, 1 or 2 for a first game. Ignored when Goal is victory_selection.
This is a range option.

Accepted values:
Normal range: 1 - 28
0 ❌
25 ❌
0 ❌
0
0
0
0

Victory Difficulty

The lowest difficulty a victory must be played on to count for your goal. any: every victory counts, Easy too. You can also write easy. Pick it if you usually play on Easy. normal: Normal or Hard. hard: only Hard. An easier victory still sends its check, it just does not count for the goal.
0
25
0
0

Archives

How many Archives are hidden in the multiworld, in your own world or in the other players'. Archives are items you need on top of your victories to finish. 0 plays without them.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Archives Required

How many Archives you need to finish. Keep it a little lower than Archives, so one Archive in a bad place cannot block you. If it is higher than Archives, every Archive is needed.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0
Game Size

Ship Layouts

Every ship has up to three layouts (Type A, B and C). Which ones are in the game. type_a_only: only Type A. A smaller game. up_to_type_b: Type A and B. all_layouts: all of them. The biggest game.
0
0
25
0

Layouts in the Seed

How many ship layouts are in the seed, drawn at random among those Ship Layouts allows. Your starting ship and the Kestrel Cruiser A are always in, and a Type B or C only comes with its ship's Type A. The others are left out: no key, no check. Raised to Victories Required if lower.
This is a range option.

Accepted values:
Normal range: 1 - 28
0 ❌
25 ❌
0 ❌
0
0
0
0

Excluded Ships and Layouts

Ships or layouts you never want in the seed: no key, no check, no victory with them. Name a whole ship ("Engi Cruiser") or one layout ("Engi Cruiser B", or "Engi B"). Leaving out a Type A leaves out its whole ship, since the hangar opens a ship by its Type A. Your starting ship and the Kestrel Cruiser A are always in the seed and cannot be left out, nor can a layout listed in Victory Layouts. Valid keys: "Lanius Cruiser", "Engi Cruiser", "Crystal Cruiser", "Zoltan Cruiser", "Federation Cruiser", "Kestrel Cruiser", "Slug Cruiser", "Mantis Cruiser", "Rock Cruiser", "Stealth Cruiser", and any layout name, like those of Victory Layouts.

Sectorsanity

Reaching a sector with a ship sends a check. Most checks come from here. disabled: never. milestones: only sectors 5 and 8. full: every sector. First and Last Sector, in the advanced options, set the range.
0
0
25
0

Systemsanity

Installing a system sends a check. disabled: never. The default: most ships start with half of the systems. first_install: once per system, 16 checks. every_level: every upgrade level too, 68 checks. A much longer game.
25
0
0
0

Ship Achievement Checks

Each ship's three achievements send a check, 30 in all.
0
25
0

General Achievement Checks

Which of the 21 general achievements send a check. disabled: none. basic: the easy ones, like reaching sector 8. most: also the harder ones earned over a run. all: every one, the very hard ones too.
0
0
25
0
0

Crew Checks

The first crew member of each race to join you sends a check: Human, Engi, Zoltan, Mantis, Rock, Slug and Lanius. 7 checks.
0
25
0

Combat Checks per Ship

Winning fights sends checks: with each ship, the first fights you win in a run (by destroying the enemy or killing its crew) send "Fight 1 won", "Fight 2 won"... up to this number. 0 turns them off. A fight that sends a check gives less scrap (see Combat Check Scrap); missiles, fuel and drone parts stay.
This is a range option.

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

Combat Check Scrap (%)

The percentage of a fight's scrap you still get when that fight sends a combat check. Fights that send nothing keep their full reward.
This is a range option.

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

Archipelago Shop Checks (minimum)

The smallest number of packages in the Archipelago shop, a special shop at one beacon per sector. Buying a package sends it to the player it belongs to. This is a total for the whole shop, not a number per ship. If your options create more items than there are checks, packages are added by themselves (up to 400) until every item has a place. With Archipelago Shop per Ship, the packages are then split between the ships.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
Playing with Others

death_link

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

Death Link Trigger

With Death Link on: what sends your death to the other players. ship_destroyed: only losing the run. Best in a big multiworld or for a first game. crew_death: losing any crew member. both: either one. Crew members die often, so this sends a lot of deaths.
0
0
25
0

Death Link Cloned Crew

With Death Link on: whether a crew member the Clone Bay brings back counts as a death. Off: only a crew member who does not come back sends a death, for example when the Clone Bay has no power at the jump or the last crew member dies. On: every crew death is sent, even one the Clone Bay will undo.
25
0
0

Death Link Effect

With Death Link on: what a death from another player does to you. None of them can destroy your ship or kill your last crew member. major_incident: a breach and a fire in a system room. The hardest one. crew_member: one crew member dies. hull_damage: your hull takes damage. fire: a fire starts somewhere. boarding: one enemy Mantis comes aboard. varied: one of the four milder ones, at random each time.
0
0
0
0
25
0
0

Energy Link

Share a fuel reserve with the other Energy Link players. Your extra fuel goes in, and you get some back when you are almost out.
25
0
0

Trap Link

Traps are shared with the other Trap Link players: when one of you gets a trap, the others get one too, even if your own game has no traps.
25
0
0

Trap Chance

Percentage of filler items that become traps: fire, hull breach, boarding party and more. 0 means no traps. Traps wait for a quiet beacon and never destroy your ship on their own.
This is a range option.

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

Starting Ship

The ship you start with. The Kestrel Cruiser is always unlocked too. You get the Type A layout; Type B and C are found like the other ships'.
0
0
0
0
0
25
0
0
0
0
0

Head Starts

Head Start items give a free system level, or a reactor bar, at the start of every future run. They make each new run a little stronger.
0
25
0

Mod Language

Language of the mod's messages, menus and shop. game: the same as FTL, chosen by itself. Recommended. The others force a language, for example to play FTL in English but read the mod in French. Item and location names always stay in English, because every player and tracker shares them.
25
0
0
0
0
0
0
0

Sectorsanity First Sector

The shallowest sector that is worth a check. Must not be higher than Sectorsanity Last Sector. Sectors below this one send nothing, whatever Sectorsanity says. Raising it is the cheapest way to trim a seed: with every layout in play, sectors 1 and 2 alone are 56 checks that you collect just by taking off.
This is a range option.

Accepted values:
Normal range: 1 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Sectorsanity Last Sector

The deepest sector that is worth a check. Sectors beyond this one send nothing. This is the option that decides how LONG your seed is, where Sectorsanity First Sector decides how much of the shallow filler it carries. Why it matters: a check at sector 8 costs a whole run to collect - forty-five minutes, and only if you survive. A check at sector 4 falls out of a run you were playing anyway. Lowering this to 5 or 6 keeps the same number of layouts in play while cutting the tail of the seed, which is the part that makes a multiworld wait for you. Leaving it at 8 is the full experience, and the right setting when FTL is your only game.
This is a range option.

Accepted values:
Normal range: 1 - 8
0 ❌
25 ❌
0
0
0
0

Victory Collects the Layout

What beating the Flagship with a layout also sends, among its checks still due. off: nothing more than the victory. sectors: every sector check of that layout. everything: its sector checks, and its ship's achievements, per-ship system checks and fight checks.
0
25
0
0

Layout Unlocks

How the Type B and Type C layouts become available. items: each layout is its own Archipelago item, and you also need the ship's key to fly it. vanilla: layouts unlock the way FTL does it, by earning that ship's achievements. No layout items are created, and owning a ship key puts every one of its layouts in logic.
25
0
0

Cross-Run Achievement Checks

Whether the three achievements that cannot be earned inside a single run are checks. They are "Rule Ten: Greed is Eternal" (10,000 scrap across all games), "Warlord" (1000 ships destroyed across all playthroughs) and "Your Own Fleet" (unlock every ship). Leaving this off is strongly recommended for a short seed: the first two may simply never happen.
25
0
0

System Blueprints

Whether system blueprints are items. Without a system's blueprint, stores will not sell you that system, and a system your ship starts with stays at level 1 until Archipelago sends you the blueprint: it is never torn out, only capped. Turning this off also silences the five per-system blueprint logic options below, and leaves Sector Logic with nothing to require.
0
25
0

Progressive System Upgrades

Whether progressive system upgrades are items. Each copy raises how far you may upgrade that system, up to the vanilla maximum.
0
25
0

Full System Upgrades

Each Progressive system item gives every upgrade level of its system at once, instead of one level. Fewer items, so a smaller Archipelago shop, but a coarser progression.
25
0
0

Free Upgrades

System upgrade levels you receive are installed for free: right away if you are in a run, and again at the start of every run. Off: a received level only lets you buy it at a store. Only matters with Progressive System Upgrades on.
25
0
0

System Install

When a system whose blueprint you received is put aboard, for free, if your ship has a place for it. Only matters with System Blueprints on. store: never for free, you buy it at a store (the base game way). run_start: at the start of every run. immediately: at the start of every run, and as soon as the blueprint arrives during a run.
25
0
0
0

Run Start Scrap (%)

At the start of every run, you get this percentage of all the scrap items you received so far. Scrap items still give their scrap once when they arrive. 0 turns it off; 10 to 25 is a good range.
This is a range option.

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

Crew Members

Crew members as progressive items, one per race, received like weapons. First copy: a crew member of that race joins your current run. Second copy: that race enters the Archipelago menu that opens at the first beacon of every run, where you may take one crew member per run. Third copy: the menu offers an expert instead, one skill mastered (Human pilot, Engi engines, Zoltan shields, Mantis combat, Rock repair, Slug weapons). Lanius and Crystal stop at two copies.
0
25
0

Shop Weapons

How many of FTL's weapons are handed out by Archipelago instead of found in shops. The default is all of them: a weapon you have not received is not for sale anywhere. Lower it to leave part of the arsenal to ordinary shopping, or set 0 to leave weapons alone entirely.
This is a range option.

Accepted values:
Normal range: 0 - 37
0 ❌
25 ❌
0
0
0
0

Shop Drones

How many drones are handed out by Archipelago instead of found in shops. Drones are the narrowest choice: they are useless until you own Drone Control, so a seed that leans on them should make sure that blueprint is reachable early.
This is a range option.

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

Shop Augments

How many augmentations are handed out by Archipelago instead of found in shops.
This is a range option.

Accepted values:
Normal range: 0 - 23
0 ❌
25 ❌
0
0
0
0

Weapon Bundle Size

How many weapons each Weapon Bundle holds. A bundle unlocks all of them at once. 1 means no bundles: every weapon is its own item. Bigger bundles mean fewer items, so a smaller Archipelago shop.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0 ❌
0
0
0
0

Drone Bundle Size

How many drones each Drone Bundle holds. 1 means no bundles.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0 ❌
0
0
0
0

Augment Bundle Size

How many augments each Augment Bundle holds. 1 means no bundles.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0 ❌
0
0
0
0

Shop Unlock Mode

What receiving a shop item does. rarity_boost: the item already appears in shops; receiving it makes it noticeably more common, and each extra copy more common still. Nothing is ever taken away from you. locked: the item is removed from every shop until you receive it. Harsher, and much more of a moment when it finally arrives - this is the mode where finding a Burst Laser II in a shop means another world sent it to you.
25
0
0

Shop Item Delivery

Whether a shop item is also handed to you on the spot, once. On: the weapon lands in your cargo hold at the next safe beacon, as well as becoming available in shops forever. Off: it only changes what shops offer, and you still have to buy it. On is the default because an item you can only benefit from an hour later does not feel like a gift. Turn it off for a longer, more deliberate seed.
0
25
0

Archipelago Shop by Sector

Each package of the Archipelago shop belongs to one sector, 1 to 7, and is only sold at the Archipelago beacon of that sector. The logic expects you to reach that sector first. Off (default): every Archipelago beacon sells from the whole shop.
25
0
0

Archipelago Shop per Ship

Each package of the Archipelago shop belongs to one ship, and is only sold while you fly it. This adds no packages: the shop's packages are split between the ships. off: every ship sees the whole shop. per_class: one owner per ship, whatever its layout (Kestrel). per_layout: one owner per layout (Kestrel B).
25
0
0
0

Systemsanity per Ship

With Systemsanity on: each ship has its own Install checks, like "Kestrel Cruiser: Install Cloaking". A ship never has a check for a system it can start with. The level checks of every_level stay shared.
25
0
0

Progressive Upgrades per Ship

With Progressive System Upgrades on: the upgrades belong to one ship each, like "Kestrel Cruiser: Progressive Shields", and only raise that ship's systems. Many more items: when the shop would pass 400 slots, the last copies of useful items are left out instead of refusing the seed.
25
0
0

Sector Logic

What the logic expects of your ship before sending you deep into the sectors. relaxed: nothing. Every sector and every victory is in logic as soon as the layout is. standard: 2 system blueprints received for sector 4, 4 for sector 6, 5 for the Flagship. strict: 3 blueprints for sector 3, 6 for sector 5, 9 for sector 7, 11 for the Flagship. power: milestones on the ship that does the check, from its real start. Sector 5 needs 2 shield layers, sector 8 also Weapon Control 5, the Flagship 3 layers, Weapon Control 6 and Engines 4. A ship that starts without shields may use Engines 5 for one layer before the Flagship. Lower with Victory Difficulty "any", higher with "hard" (4 layers for the Flagship). This never changes what the game allows, only what the generator considers fair. standard and strict count blueprints without caring which, and do nothing if System Blueprints is off. power reads upgrade levels, so it matters most with Progressive System Upgrades on.
0
25
0
0
0
Expert (YAML only)

Goal

What finishes your game. victory_count: beat the Flagship with Victories Required different ships. victory_selection: beat the Flagship with each ship listed in Victory Layouts.
25
0
0

Victory Layouts

Which ship layouts must each defeat the Flagship for your goal to be complete. Only used when Goal is victory_selection. Valid keys: "Lanius Cruiser A", "Lanius Cruiser B", "Engi Cruiser A", "Engi Cruiser B", "Engi Cruiser C", "Crystal Cruiser A", "Crystal Cruiser B", "Zoltan Cruiser A", "Zoltan Cruiser B", "Zoltan Cruiser C", "Federation Cruiser A", "Federation Cruiser B", "Federation Cruiser C", "Kestrel Cruiser A", "Kestrel Cruiser B", "Kestrel Cruiser C", "Slug Cruiser A", "Slug Cruiser B", "Slug Cruiser C", "Mantis Cruiser A", "Mantis Cruiser B", "Mantis Cruiser C", "Rock Cruiser A", "Rock Cruiser B", "Rock Cruiser C", "Stealth Cruiser A", "Stealth Cruiser B", "Stealth Cruiser C". The short spelling the Manual FTL world used is accepted too, so "Lanius A" reads the same as "Lanius Cruiser A". Every layout you list must be part of the seed, so keep Ship Layouts wide enough to contain them.

Minimum Filler

The minimum number of filler items (scrap, fuel, missiles, drone parts) in your seed. The seed balances itself: when your options create more checks than items, filler is added until every check holds something. This number is the floor.
This is a range option.

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

Shields blueprint logic

Shields blueprint logic. required: a ship whose starting layout includes Shields is only in logic once you hold the blueprint. Ships built without the system - the Stealth Cruiser - stay available. upgrade_only: the blueprint is not needed to fly a ship that starts with Shields, only to raise the system above level 1 or to buy it in a store. start_with: you begin the multiworld holding the blueprint.
0
25
0
0

Sensors blueprint logic

Sensors blueprint logic. required: a ship whose starting layout includes Sensors is only in logic once you hold the blueprint. Layouts built without the system stay available: every Slug layout, the Mantis Cruiser A, the Lanius Cruiser B, the Engi Cruiser B and the Stealth Cruiser C. upgrade_only: the blueprint is not needed to fly a ship that starts with Sensors, only to raise the system above level 1 or to buy it in a store. start_with: you begin the multiworld holding the blueprint.
0
25
0
0

Medbay blueprint logic

Medbay blueprint logic. required: a ship whose starting layout includes a Medbay is only in logic once you hold the blueprint. Ships that heal with a Clone Bay instead - the Lanius Cruiser among others - stay available. upgrade_only: the blueprint is not needed to fly a ship that starts with a Medbay, only to raise the system above level 1 or to buy it in a store. start_with: you begin the multiworld holding the blueprint.
0
25
0
0

Engines blueprint logic

Engines blueprint logic. Every ship in FTL starts with Engines, so this blueprint can never gate a ship: it only decides whether you may upgrade the system. What it does control is how early you get it. anywhere: no restriction on where the blueprint is placed. early: the blueprint is placed in an early sphere, so your first runs can already grow. start_with: you begin the multiworld holding the blueprint.
0
25
0
0

Weapon Control blueprint logic

Weapon Control blueprint logic. Every ship in FTL starts with Weapon Control, so this blueprint can never gate a ship: it only decides whether you may upgrade the system. What it does control is how early you get it, and a capped weapons system is the harshest cap of all. anywhere: no restriction on where the blueprint is placed. early: the blueprint is placed in an early sphere, so your first runs can already grow. start_with: you begin the multiworld holding the blueprint.
0
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.