Nubby's Number Factory

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

Supervisors Required

How many Supervisor wins are required to complete the game. The server will randomly assign which Supervisors count toward the goal. Value must be between 1 and 11.
This is a range option.

Accepted values:
Normal range: 1 - 11
0 ❌
25 ❌
0 ❌
0
0
0
0

Supervisors In Pool

How many Supervisor Unlock items are placed in the multiworld item pool. Must be >= SupervisorsRequired. Extra unlocks beyond the required count act as safety redundancy so the player isn't forced to receive every unlock.
This is a range option.

Accepted values:
Normal range: 1 - 11
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Supervisors

How many Supervisors the player starts with already unlocked (chosen randomly from SV1..SV11 at generation time). Useful to ensure the player always has something to play on immediately.
This is a range option.

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

Starting Items Per Shop

How many items the player starts with already unlocked in EACH of the 3 shops (Normal Shop, Black Market, Cafe) - chosen randomly and independently per shop, so every shop has real starting variety instead of only the one you happen to sample into.
This is a range option.

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

Starting Perks

How many perks the player starts with already unlocked (chosen randomly at generation time).
This is a range option.

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

Include Challenges

If enabled, Challenge completion locations are included in the randomizer. Challenges can be difficult; disable this for a shorter seed.
0
25
0

Include Nubby Trials

If enabled, Nubby Trials level completion locations are included.
0
25
0

Include Shop Item Checks

If enabled, each round that hosts a shop sells exactly one Archipelago item; once bought, that round's shop never offers another for the rest of the game. Up to 69 checks total.
0
25
0

Include Perk Checks

If enabled, "AP Perk Purchase" locations are included for all tracked perks (sent by buying the dedicated AP Item shop slot while it represents that location - not detected via chest pickup), for up to 27 additional checks.
0
25
0

Include Round Milestone Checks

If enabled, "Reach Round N" locations are included for the first-time completion of round 5, 10, 15, ... up to 80, for 16 additional checks.
0
25
0

Include Restock Milestone Checks

If enabled, locations are included for the first time a single round's restocks reach 1, 2, 5, 10, 50, 100, 500, 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, or 9999 - restocks only count together if obtained within the same round. 17 checks total.
0
25
0

Points Check Count

How many "Reach N Points" locations are included. Points accumulate from a lifetime total that persists across runs: completing a round awards 1 point for rounds 1-5, 2 points for rounds 6-10, 3 points for rounds 11-15, and so on, increasing by 1 every 5 rounds. Locations are placed for reaching 1, 2, 3, ... up to this many points.
This is a range option.

Accepted values:
Normal range: 10 - 500
0 ❌
25 ❌
0 ❌
0
0
0
0

Zone-Based Shops

If enabled, the Normal Shop's AP-tracked item pool is split as evenly as possible into 4 groups, one per zone (Zone 1 = rounds 1-20, Zone 2 = 21-40, Zone 3 = 41-60, Zone 4 = 61-80) - only that zone's own group is purchasable while you're in it. Zone 5 (round 81+, endless) lifts the restriction entirely: every AP-tracked item becomes purchasable there. This paces which items can appear based on how far into a run the shop is, rather than the full unlocked pool being available from round 5 onward. Only affects the Normal Shop - Black Market and Cafe are unaffected.
25
0
0

Lock Zones Behind Items

If enabled, advancing past round 20/40/60 (into Zone 2/3/4) requires a Progressive Zone Unlock item - each one received opens the next locked zone in sequence. Progress caps at the last round of your currently-unlocked zone until the next one arrives - you keep clearing that round's goal (with restocks) rather than getting stuck. Zone 1 (rounds 1-20) is always accessible.
25
0
0

Also Lock Zone 5 (Endless)

If enabled (requires lock_zones), Zone 5 (round 81+, endless mode) is also gated behind the Progressive Zone Unlock sequence, as its final step. Has no effect if lock_zones is off.
25
0
0

Lock Grab-A-Tron Behind Item

If enabled, the Grab-A-Tron claw machine minigame (a random round event) does not appear until its Unlock item is received - the round that would have triggered it plays out as a normal round instead.
25
0
0

Lock Black Market Behind Item

If enabled, the Black Market (triggered by using a found Suspicious Key on its round event) stays inert until its Unlock item is received - that round falls back to a normal shop instead, same as when the player has no key at all.
25
0
0

Lock Cafe Nubby Behind Item

If enabled, the Cafe door in the main room does not respond to clicks until its Unlock item is received.
25
0
0

Lock Nubby Trials Behind Item

If enabled, the Nubby Trials tile (Challenge slot 10) cannot be entered until its Unlock item is received, on top of the game's own 5-challenges-beaten requirement.
25
0
0

Lock Challenges Behind Item

If enabled, Challenge mode as a whole is locked from a fresh room (mirrors the existing Supervisor/Tony lock mechanism - edits the game's own obj_GAME.U_ChallengeMode save flag directly) until its Unlock item is received.
25
0
0

Lock Freeze Ability Behind Item

If enabled, the game's own shop-offer-freeze ability (drag an offer onto the freeze button to keep it from rerolling next visit) is disabled until its Unlock item is received.
25
0
0

Include Traps

If enabled, trap items are added to the pool: deletes an item from inventory, deletes all coins, reduces lives to 1, disables a random item for 5 rounds, or forces a random special event next round (delayed a round if the next round is already a special event).
25
0
0

Nubby Filler Percent

What percentage of the pool's padding slots are "Filler: Nubby" - a no-op filler item that does nothing on arrival.
This is a range option.

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

Custom Final Round

If set above 80, the final boss encounter and win condition move to this round instead of the vanilla round 80, and round 80 itself becomes a regular special event round instead of the boss fight. 0 (default) keeps vanilla behavior (boss/win at round 80).
This is a range option.

Accepted values:
Normal range: 0 - 300
25 ❌
0 ❌
0
0
0
0

Score Goal

If set above 0, completing the game also requires accumulating this many total points (the game's own AllPoints run score, summed across every run played in this room) as an alternative path to victory alongside beating the required Supervisors. 0 (default) disables this goal entirely.
This is a range option.

Accepted values:
Normal range: 0 - 1000000000
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.