Kerbal Space Program 1

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
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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. **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and some locations may be inaccessible. KSP1 note: **minimal** is the supported default. Stricter modes (items/full) force every progression item onto the conservative physics ladder; a rare seed can fail the post-fill physics check and need a reroll.
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Excluded Locations

Locations that are excluded from containing progression items by default. Empty by default: missions the dv model can't verify from the active home at the seed's difficulty (e.g. Eve surface returns) are gated via the "all progression items collected" proxy rule (see ``MODEL_INFEASIBLE_BASE`` in ``data/feasibility.py``). That mechanism already prevents fill failures without taking the locations out of the progression pool. The previous Kerbin-shaped hardcoded default (Eve / Tylo / Laythe returns) made non-Kerbin home configs trip over their own goal — a Laythe-home ``jool_moons_return`` seed needs Tylo Return as a goal target, but the default excluded it. Failing early at gen time on that mismatch (see ``_validate_goal_not_excluded`` in ``world.py``) catches user errors more clearly than the previous fill-failure symptom.

Goal

The victory condition for this run. duna_return -- Return a vessel (or crew) from Duna. eeloo_return -- Return a vessel (or crew) from Eeloo. flag_every_body -- Plant a flag on all 15 landable bodies (crewed). standard_returns -- Return from 11 bodies (excl. Eve, Tylo, Laythe). standard_sample_returns -- Crewed sample return from the same 11 bodies. complete_tech_tree -- Purchase all 62 tech tree nodes with science. mun_flag -- Plant a flag on the Mun. mun_sample_return -- Crewed sample return from the Mun. jool_moons_return -- Return from each Jool moon (Laythe, Vall, Tylo, Bop, Pol). Home is filtered out, so a Laythe start gives a tight 4-target Jool-system goal. random_contracts -- No destination goal: complete X of your available contracts, then plant a flag at home to win. Only valid with goal_contract_mode = count or progressive_unlock. custom -- Build a goal from the body-list options below.
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Starting Body

The celestial body whose surface the player launches from. Mun / Minmus / Laythe / etc. are landable bodies that the Selector mod can spawn KSC at. Jool and Kerbol are excluded — gas giant and star, no surface. Most existing goals still work from non-Kerbin homes (returns, flag plants, sample returns are filtered for the new home). Goals whose only target *is* the home body become unwinnable and generation aborts with OptionError — e.g. ``mun_flag`` with ``home = mun`` is rejected at gen time. ``eve`` launches from the 6,140 m mesa pad (~8,996 m/s ascent); heavy departures are lifted across up to three launches and docked in Eve orbit (multi-launch assembly). The deepest casual-margin Return/Sample Return targets stay out of logic and route through the proxy; comfortable/expert are fully in logic. Expect the hardest seeds in the game. Default ``kerbin`` preserves the existing single-home behaviour. Pool keys (resolved to a concrete body at generation time using the seed RNG) are quick picks for randomized starts: atmospheric -- Kerbin, Duna, Laythe. standard -- Kerbin, Duna, Laythe, Moho, Eeloo. planets -- Moho, Kerbin, Duna, Dres, Eeloo (planets only). all -- Every landable body except Eve (Eve is opt-in only via the explicit ``eve`` key). Includes Tylo and Laythe; expect punishing seeds. For custom weights, use the standard AP weighted-random YAML form over the concrete body keys, e.g. ``kerbin: 40, duna: 20, laythe: 40``. Pool keys can be weighted the same way.
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Difficulty

Sets pacing defaults: Tech Slots Per Node, Starting Inventory Count, Science Safety Factor, and contract pacing — each overridable independently. Delta-V margins and hardware strictness are NOT set here — those are the Physics Difficulty option (which defaults to follow this). casual -- 20 starts, 4 tech slots/node, 50% science; physics 'generous'. normal -- 15 starts, 4 tech slots/node, 70% science; physics 'comfortable'. expert -- 10 starts, 3 tech slots/node, 85% science; physics 'small'.
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Tech Slots Per Node

Number of AP location slots created per tech tree node (62 nodes total). More slots = larger location pool, looser fill. Fewer slots = tighter item pool tension and faster progression pacing. WARNING: Lowering this shrinks the location pool and can cause fill failures on long goals (e.g. standard_sample_returns, flag_every_body). If generation fails: reroll with a new seed, or raise this value, or raise Starting Inventory Count to give the fill algorithm more room. Short goals (mun_flag, duna_return) are unaffected. auto -- Derived from Difficulty (casual/normal=4, expert=3). 1..4 -- Explicit override.
This is a range option.

Accepted values:
Normal range: 1 - 4

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
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Starting Inventory Count

Number of zero-requirement bootstrap locations available at run start. These auto-check on connect — the AP fill algorithm uses them to seed your initial parts kit. Higher = easier bootstrap, more wide-open early game. Lower = scarcer starts, tighter pacing. The Progressive Launch Pad bonus (+3, capped at 20) still applies on top of this when enabled. WARNING: Lowering this shrinks the location pool and can cause fill failures on long goals (e.g. standard_sample_returns, flag_every_body). If generation fails: reroll with a new seed, or raise this value, or raise Tech Slots Per Node to give the fill algorithm more room. Short goals (mun_flag, duna_return) are unaffected. auto -- Derived from Difficulty (20/15/10). 0..20 -- Explicit override.
This is a range option.

Accepted values:
Normal range: 0 - 20

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
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Science Safety Factor

Percentage of estimated accessible science counted toward tech tree gates. The capability system estimates how much science the player could earn from reachable bodies; this factor scales that estimate. Lower = stricter (tech tiers unlock later, more bodies must be reachable first). Higher = more permissive. This is the single most impactful knob for tech tree progression pacing. Does NOT affect fill success — only tech tree gating. Safe to tune. auto -- Derived from Difficulty (casual=50, normal=70, expert=85). 0..100 -- Explicit percentage override.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
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Physics Difficulty

Delta-V margins and hardware strictness used by the capability model. This is the physics axis only — it does NOT touch tech-slot, starting- inventory, science, or contract pacing (those follow Difficulty). The levels are hand-curated profiles, not a numeric dial: margins shrink while other knobs (e.g. drag credit) move the other way, so there's no meaningful value "between" two levels. auto -- Follow Difficulty (casual->generous, normal->comfortable, expert->small). The default. generous -- Largest margins; most forgiving (casual physics). comfortable -- Default margins (normal physics). small -- Tight margins (expert physics). zero -- No margin at all: every dv budget must close exactly, no plane-change cushion, lowest TWR floors. "Fly it perfectly." Maps to no Difficulty — opt in deliberately.
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Start With Launch Clamps

Start the run with Launch Clamps already collected. Launch Clamps stabilize tall rockets on the pad. They are not required for any mission — the capability system never gates on them — but enabling this gives the player access to one from the start of the run instead of waiting for the part item.
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Exclude Late Tech Tree

Exclude tier-8 tech tree locations from containing progression items. Tier-8 nodes require massive amounts of science to unlock. Enabling this prevents late-game science grind from being required to complete the seed. Disable for Complete Tech Tree goal or challenge runs.
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Progressive Launch Pad

Gate buildable rocket launch mass through Progressive Launch Pad items. Mirrors KSP career mode launch pad upgrades. The pool gets 3 copies and collecting them raises the launch-mass cap through tiers (100 → 200 → 500 → unlimited tonnes by default — see PROGRESSIVE_LAUNCH_PAD_CAPS). Creates a real progression gate on broad goals like Standard Sample Returns — you can have all the parts but still need a bigger launch pad before tackling Vall / Duna / heavy missions. Disabling this option can result in more wide-open seeds where you can sometimes reach all bodies at once after a small bootstrap kit. Leave enabled if you want a sequential progression journey; disable if you find the mass cap annoying.
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Buildings In Logic

Gate capability-driving KSP facilities as in-logic progression. When on (default), the curated facilities start at level 0 and the player upgrades them by collecting building progressives. When off, all facilities are maxed similar to science sandbox, no facility gates anything: - **Astronaut Complex** gates EVA. Until upgraded, planting a flag and EVA in orbit are out of logic on EVERY body incl. home, as are rescues and surface samples away from home; only plain home-surface EVA works at level 0. - **Research & Development** gates surface samples (needs the R&D facility even on the home body) *and* the science-cost cap — how expensive a tech node you may buy. Its level rides the Progressive R&D count on a ``(2, 4)`` schedule (samples + mid cap at the 2nd copy, max at the 4th), placed so the cap never binds before the tech band does. - **Tracking Station** gates the Deep Space Network comms range (a weaker DSN needs a stronger antenna, so far uncrewed missions and far science transmission require upgrading it) *and* patched conics (L2), a prerequisite for navigation. - **Mission Control** gates maneuver nodes (L2) — with conics, this is what lets you plan rendezvous and transfers. Rendezvous (rescue, docking) and interplanetary transfers need both; home-system (moon) transfers scale with difficulty (see ``HomeSystemConics`` / ``HomeSystemNodes``). The VAB/SPH buildable limits are wired end-to-end but ship maxed this release; their part-count gate is a follow-up.
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Home System Conics

Whether home-system (moon) transfers require patched conics. Patched conics (Tracking Station L2) let you see an encounter before you commit the burn. Interplanetary transfers and rendezvous always need them; this option only covers transfers to the home body's own moons, which a skilled pilot can eyeball. Only matters when ``buildings_in_logic`` is on. auto -- follow Difficulty (casual: required, normal: required, expert: not required). The default. required -- home-system transfers always need conics. not_required -- home-system transfers never need conics.
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Home System Nodes

Whether home-system (moon) transfers require maneuver nodes. Maneuver nodes (Mission Control L2, plus conics) let you plan a precise burn. Interplanetary transfers and rendezvous always need them; this option only covers transfers to the home body's own moons. Only matters when ``buildings_in_logic`` is on. auto -- follow Difficulty (casual: required, normal: not required, expert: not required). The default. required -- home-system transfers always need nodes (and conics). not_required -- home-system transfers never need nodes.
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Contract Type Weights

Relative weight of each contract mission type in the non-goal contract pool. Contracts are paced into the run as items; completing one (a native KSP contract injected by the client) checks an AP location. A weight of 0 disables that type entirely. Weights are relative — {"mine_ore": 2} alone behaves the same as {"mine_ore": 1}; mixing types biases the random pick. Only ever-achievable (type, body) combinations are placed.
This option cannot be modified here. Please edit your .yaml file manually.

Contracts Available

Total number of ordinary (non-goal) contracts placed into the seed. Independent of the goal; goal contracts are separate. Capped at the number of ever-achievable (enabled-type, body) combinations available in the seed, so a high value may yield fewer in practice.
This is a range option.

Accepted values:
Normal range: 0 - 40
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Contracts Required For Goal

Completed non-goal contracts (X) required before the goal contract item(s) are awarded. Read only by goal_contract_mode = count / progressive_unlock; ignored by findable / starting. auto -- ceil(0.8 * contracts actually generated). 0..40 -- Explicit. Must not exceed Contracts Available; clamped down to the number of contracts actually generated this seed.
This is a range option.

Accepted values:
Normal range: 0 - 40

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
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Goal Contract Mode

How the goal contract item(s) reach the player. findable -- goal contract item is in the multiworld item pool, found like any other item. starting -- goal contract item(s) are precollected as EXTRA starting items; you are limited only by physics, parts, and buildings. count -- (default) complete X of your Y available contracts; on hitting X all goal contract items are awarded at once. progressive_unlock -- complete contracts to unlock the goal contract items one at a time (easiest goal mission first), the last at X.
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Allow Missions Harder Than Goal

Allow contracts whose mission is harder than your goal mission. On (default): the full ever-achievable contract range is eligible, so a contract can be significantly harder than the goal and (once goals are contracts) can even end up gating your goal. Off: contracts are capped at the goal's difficulty — e.g. a Duna-return goal won't hand you a Tylo mining contract. Difficulty is compared by intrinsic mission delta-v. Independent of the home-system-local invariant: a home-local goal (e.g. Mun flag) never gets out-of-system contracts regardless of this setting.
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Allow Eve On Expert

Allow Eve surface return / sample-return missions as goals and contracts. Off (default): Eve return and sample-return are excluded everywhere as a deliberate curation choice — they're physically achievable but tedious to fly, so they never become a goal target or a contract. On: they become available, but ONLY when base Difficulty is expert — independent of Physics Difficulty (so a 'zero' physics run on a casual/normal base never surfaces Eve).
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Home Contract Floor

Minimum number of home-body contracts guaranteed in the seed, regardless of the ordinary contract selection. Home-body contracts are the earliest-reachable locations in a run, so this floor guarantees the item fill always has enough early slots to assemble a deep goal's kit. Without it, far-home / broad-goal seeds can rarely run out of reachable early slots and strand a progression item (an unsolvable seed). The floor draws from whatever home-safe contract types are available — so it stays generic as new contract types are added — and picks them randomly each seed, so it adds slack without making starts samey. 0 = off (no guarantee). Counts toward the contract pool; does not raise the per-contract reward-slot count.
This is a range option.

Accepted values:
Normal range: 0 - 20
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Body Visibility Mode

Which celestial bodies start HIDDEN, revealed only as you receive "Discover <Body>" items (ResearchBodies-style). auto -- (default) pick a sane mode from the goal: a goal confined to your home system hides EVEN the home system (home_only, so you discover your own neighbourhood progressively); any wider goal hides everything OUTSIDE the home system (home_system). all_visible -- feature off: every body visible from the start, exactly as before. No Discover items are added. home_system -- your home body and the rest of its local system are visible; every other body is hidden until discovered. home_only -- only your home body is visible; everything else — including the rest of your home system — is hidden until discovered. A hidden body's missions/contracts require its Discover item (logic-gated in both AllowUndiscoveredBodies settings). Parent planets are discovered before their moons. Your home body and the Sun are never hidden.
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Allow Undiscovered Bodies

Whether an undiscovered body's sphere still physically exists in-game. On (default): a hidden body renders but is uninteractable — no map label, not clickable, not Tab-selectable. You can still fly a probe there out of logic; arriving reveals it locally. Off: a hidden body is fully invisible (its sphere is removed); flying into its SOI destroys the craft, so you can only reach what you have discovered. Only meaningful when Body Visibility Mode is not all_visible; the generation logic requires the Discover item either way.
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Flag Bodies

Bodies to plant flags on (custom goal). Leave empty for preset goals.

Return Bodies

Bodies to return from (custom goal). Leave empty for preset goals.

Sample Return Bodies

Bodies to sample-return from (custom goal). Leave empty for preset goals.

Orbit Bodies

Bodies to reach orbit around (custom goal). Leave empty for preset goals.

Flyby Bodies

Bodies to perform a flyby of (custom goal). Leave empty for preset goals.

Enabled Part Packs

Optional part packs to include in the seed. Stock parts are always available; enable the DLC/expansion packs you own here (disable a pack to leave its parts out of the run). Defaults to every shipped optional pack.
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.

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.