Librarian Tidy Up the Arcane Library

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

Goal

How much of the library must be tidied to win. full -- Complete the whole library, both floors (default). floor_1 -- Complete Floor 1 only (1A-1N); Floor 2 leaves the pool. floor_2 -- Complete Floor 2 only (2A-2Q); Floor 1 leaves the pool. custom -- Win after a number you choose. Set that number in custom_goal_row_count or custom_goal_book_count, whichever your check_mode counts in. Sections past your goal leave the seed, so you are not waiting on items you will never need. individual_book_unlocks on the full goal is slow to generate and is off unless the host allows it (allow_individual_book_unlocks in host.yaml). So is a custom goal there that keeps more books than one floor holds (about 1600). A floor goal needs no permission.
25
0
0
0
0

Custom Goal Row Count

How many rows to finish to win, when goal = custom and check_mode = series. Ignored otherwise: the other two check modes count books, through custom_goal_book_count. Accepts 'random', 'random-low', 'random-high'.
This is a range option.

Accepted values:
Normal range: 25 - 400
0 ❌
25 ❌
0 ❌
0
0
0
0

Custom Goal Book Count

How many books to shelve to win, when goal = custom and check_mode is booksanity or count. Ignored otherwise: check_mode series counts rows, through custom_goal_row_count. The library holds 3072 books in 400 rows, so a number that sounds big here is a shorter run than you might expect. The default is about half the library, which is close to the length of a floor goal. Accepts 'random', 'random-low', 'random-high'.
This is a range option.

Accepted values:
Normal range: 100 - 3072
0 ❌
25 ❌
0 ❌
0
0
0
0
Unlocks

Unlock Mode

Choose how book series are unlocked. random_series_bundles (default) -- each Series Bundle item opens a group of series_per_unlock series. Bundles are numbered and arrive in any order. The smallest item pool, and the classic setup. individual_series_unlocks -- one unlock item per series, about 400 of them. Every bookcase is open from the start. random_book_bundle -- each Progressive Book Bundle hands you the next books_per_bundle books of the seed's order, drawn from anywhere in the library, ignoring series. With check_mode: series the order is laid out so that a series finishes at a steady rate. numbered_book_bundles makes each bundle its own item instead. individual_book_unlocks -- one unlock item per book, about 3000 of them. Every bookcase is open from the start. Much the biggest pool: with check_mode: series it is switched to booksanity, since 3000 items cannot sit in 400 row checks, and on the full goal, or a custom goal larger than a floor, it needs the host's permission (allow_individual_book_unlocks in host.yaml) because it is slow to generate.
25
0
0
0
0

Series Per Unlock

How many series each Series Bundle holds. Lower means more unlocks with smaller impact; higher means fewer, bigger ones. (Below 3 makes a long unlock chain that's hard to place in tight seeds, so 3 is the minimum.) Only applies to the random_series_bundles mode; the other three hand out series or books directly, so they ignore it.
This is a range option.

Accepted values:
Normal range: 3 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0

Books Per Bundle

How many books arrive in each bundle. random_book_bundle only. Higher means fewer, bigger deliveries. Raised automatically if the seed would need more bundles than it has checks to put them in, and a little further with check_mode: series or count so the checks stay fillable.
This is a range option.

Accepted values:
Normal range: 2 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Numbered Book Bundles

Give every Book Bundle its own number (Book Bundle 1, Book Bundle 2, ...) so a hint can target the exact one. random_book_bundle only. Off (default): bundles are copies of one item, Progressive Book Bundle, that open the seed's book order in sequence. The tracker still tells you which bundle holds a book. On: each bundle is its own item and they arrive in any order. This makes generation noticeably slower with check_mode: count, so the host has to allow it (allow_numbered_book_bundles in host.yaml).
25
0
0

Starting Series Count

How many series you begin with unlocked. Always includes at least one whose row is on the starting bookcase, so your first check is available right away. random_series_bundles / individual_series_unlocks: that many series. random_book_bundle: enough bundles to cover that many series, so what you actually start with depends on books_per_bundle. individual_book_unlocks: that many series' worth of random books -- each count rolls a series size (3, 5, or 10 volumes), so e.g. 5 starts you with roughly 15-50 random individual books, not whole series.
This is a range option.

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

Bookcase Unlocks

How the bookcases open up. progressive (default) -- one item per bookcase, so a section opens a few shelves at a time. whole -- one item per section, opening all of its bookcases at once. unlocked -- every bookcase is open from the start. The two individual unlock modes are always unlocked.
25
0
0
0

Spare Book Item Percent

Spare Series Bundle copies, as a percentage, so you do not need every one of them to finish. On goal: custom it sets how much of the library the seed keeps past your goal. A goal of 200 rows and 10% spare leads to at least 220 series in the pool. A book-counted goal of 1500 books and 10% spare has at least 1650 books in it. Past 20% only works on goal: custom, and only when the host allows it (allow_high_spare_book_percent in host.yaml). Other goals are held to 20%. The kept amount never goes past the whole library, so 100% on a large goal keeps it all.
This is a range option.

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

Spare Shelf Items

Spare Progressive Shelf Unlock copies, as a count per bookcase, so you do not need every one of them to open a section. Full and floor goals with random_series_bundles and bookcase_unlocks: progressive. The other bookcase settings hand out whole sections or none at all, so there is nothing for a spare copy to open. A seed with no room for the number you pick uses fewer and says so during generation.
This is a range option.

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

Check Mode

Choose what earns you a check. series (default) -- finishing a whole row. booksanity -- shelving any single book correctly. count -- every check_interval books you shelve. One pairing cannot be built: individual_book_unlocks with series, since 3000 book items cannot sit in 400 row checks. It is switched to booksanity, and generation says so.
25
0
0
0

Check Interval

How many books you shelve between checks, when check_mode is count. Lower means more checks, each worth less. A seed needs enough checks to hold all of its items, so an interval that is too wide is brought down to fit, and the generation log tells you what it landed on. With random_book_bundle the two settings are tied: the interval can be at most about books_per_bundle divided by 2.5. Five books or fewer per bundle means a check every book; 10 per bundle allows a check every 3; 25 per bundle allows every 6 to 9, depending on bookcase_unlocks. count_bundle_preference decides which of the two gives way.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Count Bundle Preference

With random_book_bundle and check_mode: count, the size of your bundles and how often you get a check are tied together: smaller bundles need checks closer together. If the two settings you picked cannot both be kept, this decides which one wins. narrow_interval (default): your bundle size stays as you set it, and checks come more often than you asked for. widen_bundle: your check interval stays as you set it, and each bundle holds more books than you asked for. Either way the generation log tells you the numbers it settled on. The other unlock modes are not affected.
25
0
0
Item Pool

Magic Skills Enabled

Which magic skills can turn up. Take out any you would rather not be given. Dropping a skill also drops its Mastery and its Fatigue trap. What it held becomes filler, and nothing in logic needs magic, so a shorter list only changes what you find.

Vanilla Caps

Keep your magic skills and book capacity at the base game's maximum. Off (default): this randomizer makes you stronger than the base game ever does. Each magic skill can go up to five steps past its normal maximum through Mastery items (shorter cooldowns, longer effects), and Book Capacity items let you carry up to 40 books instead of the game's 15. On: there are no Mastery or Book Capacity items. Skills top out where the base game's do and you carry at most 15 books. Their places go to filler.
25
0
0

Local Filler

Keep this game's filler items in your own world. On (default): Librarian filler fills your own locations instead of scattering into other players' worlds; your meaningful items still circulate. Recommended, since Librarian adds a lot of checks. Off: filler is distributed across the multiworld like anything else. Has no effect in a solo game.
0
25
0
Traps

Trap Percentage

Share of your filler items that become traps, as a percentage. 0 means no traps at all; the default is 10. Traps only ever replace filler, never anything a check or the goal depends on, and every one of them is temporary: nothing a trap does is saved into your game. Which traps appear is set by trap_weights.
This is a range option.

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

Trap Weights

How likely each trap is when a filler item becomes a trap. A weight of 0 turns that trap off. The names below are the option keys; the items in the multiworld are called, for example, Floor Shuffle Trap, or Sort Fatigue Trap for the Sort skill. Fatigue: one skill recovers slowly for two minutes. Floor Shuffle: the loose books on the floor swap places. Veil: the loose books you can pick up are hidden for 30 seconds, then come back. Butterfingers: some of the books in your hands (one up to all) fall beside you. Scramble Shelf: a few books of a row you have not finished trade places. Shelf Spill: a few books of a row you have not finished fall out onto the floor in front of their bookcase. The two shelf traps never touch a finished row, so a row you completed, and its check, stay done. By default the shelf traps have weight 1 and the others 2, so each shelf trap comes about half as often as each of the others.
The Library

Book Visibility

How books from locked series look before you unlock them. hidden -- locked books are invisible and non-grabbable; the library fills in as you unlock series (default). stacks -- locked books stay visible but non-grabbable -- you walk through them. Pick this for a full-looking library or to avoid any hide glitches.
25
0
0

Only Unward Shelfable Books

Require both the series unlock and its bookcase before a book can be picked up. On (default): a book stays hidden until its series and its bookcase are both open, so every book you are holding has a shelf waiting for it. Off: a book is grabbable as soon as it is sent to you, and can go on any shelf you have. Getting every check may then mean shelving a series, taking it back off, and cycling another one through the same shelf.
0
25
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.