Hacknet

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

Player Goal

What the player should achieve to reach their goal. Heartstopper: Vanilla ending, fulfill Bit's final request Altitude Loss: Labyrinths ending, any Veteran: Break into a super secret node VIP: Complete every Entropy and CSEC mission Completionist: All of the above. Recommended for asyncs
25
0
0
0
0
0

Exclude Project Junebug

If enabled, Project Junebug will not be marked as a location. If "Admin Access as Checks" is enabled, this will also not mark Project Junebug nodes. Recommended for those easily triggered by sensitive topics. If enabled while Shuffle Executables is disabled, KBTPortTest can be found in finale nodes.
25
0
0

Shuffle Labyrinths

Whether or not to shuffle Labyrinths content (missions, executables, etc.) If player goal is set to Altitude Loss, Veteran, or Completionist, generation will throw an error if this is disabled.
0
25
0

Shuffle Limits

Whether or not to set limits on in-game mechanics, shuffling progressive limits into the item pool. Enable All: Set limits for shells (defaults to 1) and RAM. Shells: Restricts how many shells you can have open at once. (Defaults to 1) Shells Zero: Same as shells, but defaults to 0 instead of 1 shell. (Meaning, you can't open ANY shells from the start) RAM: Restricts your RAM to 300mb from the get-go. Progressive RAM adds 50mb each time it's received. Disabled: (Default) Don't set any limits.
0
0
0
0
25
0

Max. Amount of Mission Skips

The maximum amount of mission skips that should be shuffled into the item pool. Mission skips allow you to skip any current mission. Mission skips cannot be used on transition missions. Mission skips cannot be used on finale missions. If set to 0, no mission skips will be shuffled into the item pool.
This is a range option.

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

Max. Amount of ForceHacks

The maximum amount of forcehacks that should be shuffled into the item pool. ForceHacks allow you to instantly gain admin access to most nodes. (With a few exceptions...) If set to 0, no forcehacks will be shuffled into the item pool.
This is a range option.

Accepted values:
Normal range: 0 - 10
25
0
0
0
0
0
Executable Options

Shuffle Executables

Shuffles executables into the item pool. The player can't do ANYTHING without these, pretty much. Any executable not shuffled can be found and downloaded in its vanilla location. Shuffle All: Shuffle EVERY executable. Even the useless ones. Progression And Useful: Only shuffle progression and useful executables. (e.g., OpShell, ThemeChanger) Progression Only: Only shuffle progression executables. (e.g., FTPBounce, WebServerWorm) Disabled: Don't shuffle executables. The finale sequencer executable is never shuffled.
25
0
0
0
0

Executable Grouping

When shuffling executables, how should they be grouped? If set to a value other than Individually, all executables will be shuffled, regardless of classification. Individually: (Default) Every executable is its own item. Regional: Executables are grouped by region. (e.g., "Labyrinths Executables" is TorrentStreamInjector, SSLTrojan, etc.) Practicality: Executables are grouped by what they're used for. (e.g., Portcrushers, Aesthetics, etc.) Good for quick syncs.
25
0
0
0

Start with FTP & SSH Crushers

When shuffling executables, add FTPBounce and SSHCrack to starting inventory automatically.
0
25
0

FTPSprint Replaces FTPBounce

Completely removes FTPBounce from the item pool, replacing it with FTPSprint. If disabled, FTPBounce and FTPSprint will be two different items in the item pool. This ignores Shuffle Labyrinths. If Shuffle Executables is set to Disabled, this does nothing.
0
25
0
Optional Checks

Shuffle Steam Achievements

If enabled, actions that usually unlock Steam achievements will be added as location checks. ("Rude" is excluded, as the player is automatically put onto the /el Sec path after defeating Naix.) (If the player misses Quickdraw, they can get it again by starting a new save file.)
25
0
0

Shuffle PointClicker Upgrades

Adds PointClicker upgrades as checks and items. PointClicker upgrades only send a check the first time they're bought. This adds ~51 location checks. Block Upgrades: Every PointClicker upgrade is a check, but won't do anything when the player buys it. This forces the player to rely on PointClicker Passive items being sent to them. Only Checks: Every PointClicker upgrade is a check, and will actually upgrade when the player buys it. Disabled: (Default) Don't shuffle PointClicker, at all.
0
0
25
0

Shuffle Faction Access

If enabled, the player must first receive the respective Access for the faction before they can do missions for it. (Entropy, CSEC, Kaguya Trials) Good for asyncs! Starting Hints: Automatically hints access for each faction from the start of the run.
0
0
25
0

Admin Access as Checks

Admin Access as Checks Adds admin access for EVERY ACCESSIBLE NODE as a check. This adds a LOT of locations. (~140 with DLC enabled) Recommended for asyncs. Respects "Shuffle Labyrinths" and "Exclude Project Junebug"
25
0
0
Trap Options

Trap Percentage (%)

What percentage of filler items should be traps. If set to 0, no traps will be shuffled into the item pool.
This is a range option.

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

Enable ETAS Traps

If traps are enabled, shuffle ETAS traps. Automatically causes an ETAS to trigger. These can be REALLY annoying, so they're off by default. Enable them if you like a challenge!
25
0
0
DeathLink Options

Enable DeathLink

If enabled: whenever you are traced back or your in-game computer crashes, a deathlink is sent. DeathLinks are not sent for the crash caused by Striker. (But they are for Naix) A DeathLink in Hacknet will crash the player's (in-game) computer. If an ETAS is currently active, then the DeathLink is discarded.
25
0
0

DeathLink Method

Changes what happens when you receive a DeathLink. This does nothing if DeathLink is disabled. Crash: Classic, bluescreen and crash your in-game PC ETAS: Activates the Emergency Trace Aversion Sequence
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"

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.