Ratchet & Clank: Size Matters

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.


Generic 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

Balance Patch

Enable usernamecipher's Update 1.03 weapon and movement balance patch. Disabled by default.
25
0
0
RACSM Goal Options

Goal

Determines what the player needs to complete to achieve their goal. - Defeat Otto: Defeat Otto Destruct on Quodrona. - All Skill Points: Complete every skill point of the Skill Points tier (Easy, or Easy and Hard). Clank/Skyboard Challenge skill points don't count. Requires Skill Points to be on. - All Clank Challenges: Complete every Clank Challenge check in the seed. Requires Clank Challenges to be on. - Pick and Mix: Complete every goal you select in Pick and Mix Goals.
25
0
0
0
0

Pick and Mix Goals

Add or remove victory conditions. All selected conditions must be completed. At least one must be selected when Goal is Pick and Mix. The valid options are: defeat_otto, all_skill_points, all_clank_challenges
RACSM Game Links

death_link

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

Death Amnesty

Number of deaths allowed before items are removed from the player's inventory on death. Higher values are more forgiving.
This is a range option.

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

Ammo Link

Share weapon ammo with every other connected player who also has AmmoLink enabled (and toggled on client-side, same as DeathLink): whenever your ammo for a weapon changes, everyone else linked for that weapon gets mirrored to the same count, and vice versa. Players don't need to own the same weapons for this to work — a weapon you don't have simply isn't affected.
25
0
0

Bolt Link

Share your bolt count with every other connected player who also has Bolt Link enabled (and toggled on client-side, same as DeathLink): your bolt count mirrors everyone else's -- spend or collect bolts on any linked player and everyone else's balance matches.
25
0
0

Ghost Link

See another connected player as a ghost clone whenever you're both on the same planet (and they also have Ghost Link enabled and toggled on client-side, same as DeathLink). Only one ghost can be rendered at a time -- if more than one linked player shares your planet, one is picked automatically.
25
0
0

Ghost Link Update Interval

How often (in seconds) your position is broadcast to other Ghost Link players while Ghost Link is enabled. 0 broadcasts as fast as possible (every poll tick, no throttling).
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
RACSM Item Options

Starting Weapons

Number of random weapons the player begins the game with, capped at the number of enabled weapons available with NG+ Items applied.
This is a range option.

Accepted values:
Normal range: 0 - 13
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Gadgets

Number of random gadgets the player begins the game with. Default of 1 grants the Hypershot.
This is a range option.

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

Clank Pack

Start without Clank on Ratchet's back and add one Clank Pack item to the pool. Receiving it unlocks Clank's backpack abilities, including high and long jumps. The No Clank trap can still temporarily disable the pack after it is unlocked. Playable Clank sections are unaffected. Disabled by default.
25
0
0

Random Starting Planet

Randomizes which two planets Ratchet starts with access to, instead of always starting on Pokitaru. Its infobot goes back into the normal item pool and two random planets' infobots are precollected in their place. Dreamtime, Inside Clank, and Quodrona are never candidates: the first two need extra gadgets beyond their own infobot to enter, and Quodrona is the goal planet. off: start on Pokitaru; Ryllus requires its separate infobot. weighted: candidate planets are weighted by how many locations they offer under the current options, so denser planets are more likely to be picked. Weapon/Gadget Vendor locations only count towards a planet's weight if Starting Weapons/Starting Gadgets is set above 0. unweighted: two of the 7 candidate planets are chosen completely at random, ignoring location counts entirely.
25
0
0
0

Starting Bolts

Number of bolts the player begins the game with.
This is a range option.

Accepted values:
Normal range: 0 - 100000
0 ❌
25 ❌
0 ❌
0
0
0
0

Progressive Weapons

Replace each weapon's individual unlock item with a single Progressive Weapon item per weapon: the first copy unlocks the weapon, each subsequent copy grants the next level upgrade. off: weapons are normal individual items with no level-up items (levels work as in vanilla). manual: leveling still happens by playing normally, but is capped at whatever level the Progressive Weapon items received so far allow — reaching that cap freezes further experience gain until the next copy arrives. automatic: level is set directly to match Progressive Weapon items received, with experience gain disabled entirely (no need to play to level up).
25
0
0
0

Progressive Mods

Replace each weapon's individual mod items with a single Progressive Mod item per weapon: each copy grants the next mod slot in sequence. When off, each mod slot is its own individual item.
25
0
0

Progressive Armour

Controls how armour pieces are unlocked. off: each armour piece is its own individual item (vanilla-style, shuffled independently). per_set: each armour set has its own Progressive item (Progressive Wildfire, Progressive Sludge Mk9, etc.) — 4 copies of a set's item unlock that set's 4 pieces in order, independently of every other set. unified: a single "Progressive Armour" item replaces every per-set item. Copies grant pieces one set at a time, in a fixed order: Wildfire, Sludge Mk9, Crystallix, Electroshock, Mega Bomb, Hyperborean, Chameleon — so every Wildfire piece is granted before the first Sludge Mk9 piece, and so on.
25
0
0
0

Enabled Weapons

Selects which weapons are included in generation at all. Leave a weapon out to remove it entirely: its own item(s) (including its Progressive Weapon/Mod items), its vendor/collectible location, its mod-vendor locations, and its Weapon Level Checks locations are all excluded from the pool, exactly as if the weapon didn't exist in this seed. Defaults to every weapon. At least one long-range projectile weapon must remain available after applying NG+ Items.

Trap Chance

Percent chance for each filler item to be replaced with a trap instead of Bolts.
This is a range option.

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

Trap Weight

Sets the relative weights of trap types in the filler pool. A higher value increases how often that trap is chosen over the others when a filler item rolls as a trap (see Trap Chance). Has no effect when Trap Chance is 0, or when every weight here is 0 (Bolts fills in instead).

Trap Duration

How many seconds each trap type stays active once triggered.

Weapon Experience Multiplier

Multiplies weapon experience gained each time the game grants it, speeding up weapon leveling. Stops applying once a weapon reaches level 4 (max level for every weapon). 0/1 = no boost.
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Bolt Multiplier

Multiplies bolts gained each time the game grants them (crates, enemies, etc.), speeding up bolt income. Does not affect one-off AP grants like starting bolts. 0/1 = no boost.
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Nanotech Experience Multiplier

Multiplies Nanotech (health) experience gained each time the game grants it, speeding up Nanotech leveling. 0/1 = no boost.
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0
RACSM Challenges

Clank Challenges

Controls how Clank challenge arenas are included as location checks. item_challenges: only the armour/gadget reward for each challenge arena (default). all: every individual challenge completion is a separate check.
0
25
0
0

Clank Challenge Groups

Selects which Clank Challenge groups (including enabled HIG Treehouse) are included as location checks, whenever Clank Challenges is on. Leave a group out to exclude all of its locations (both the item-reward and individual- completion tiers) from generation entirely — the challenge is still playable in-game, it just has no AP checks. Defaults to every group.

Enable HIG Treehouse

Include the HIG Treehouse's four Gadgetbot challenges as locations, plus its grind rail when Shrink Ray Options is set to Locations and an All Skill Points check when Skill Points is on (every skill point of the chosen Easy/Hard tier). Challenges also require Clank Challenges to be on and Gadgetbot to be included in Clank Challenge Groups. The planet remains available in the ship menu regardless of these settings.
25
0
0

Enable Clank Challenge Skill Points

Include skill points earned from Clank Challenge arenas as location checks, regardless of the Clank Challenges option.
25
0
0

Skyboard Challenges

Controls whether Skyboard race challenges are included as location checks. all: every individual race completion is a separate check.
25
0
0

Enable Skyboard Challenge Skill Points

Include skill points earned from Skyboard Challenges as location checks, regardless of the Skyboard Challenges option.
25
0
0

Giant Clank

Include the Giant Clank Metalis and Giant Clank Challax sequences: their completion/armour-pickup location checks, and (with Skill Points on) their skill point checks. off (default): both sequences are locked out entirely — entering either one immediately forces a load back out, exactly like vanilla before this option existed. Nothing from them is ever checked or required. on: both sequences become playable; entering plays them start-to-finish with no AP items/notifications until their location(s) fire.
25
0
0
RACSM Location Options

All Missions

Include story mission completions as location checks. Covers main narrative objectives on each planet.
0
25
0

All Cutscenes

Include cutscene and flag events as location checks. Covers encounter triggers and scripted events detected via flag bits.
25
0
0

Shrink Ray Options

Controls how Shrink Ray puzzles are handled. off: normal vanilla behavior — puzzles must be solved as usual, no checks. locations: include Shrink Ray puzzle completions as location checks. skip: unlock puzzle doors directly, without owning or activating the Shrink Ray. Puzzle completion checks are not included.
0
25
0
0

Skill Points

Include skill point challenges as location checks. off: no skill point checks. easy: a curated set of easier skill points only. hard: also includes a curated set of harder skill points. Clank Challenge and Skyboard Challenge skill points are controlled separately by the Enable Clank Challenge Skill Points and Enable Skyboard Challenge Skill Points options below, regardless of this setting.
25
0
0
0

Armour Set Checks

Treat equipping a complete armour set as a location check. Adds 13 locations to the pool.
0
25
0

Weapon Level Checks

Adds location checks for reaching weapon levels, in addition to whatever unlocks the weapon in the first place. off: no weapon level checks. level_4: one check per weapon, for reaching level 4 (vanilla max level). level_8: one check per weapon, for reaching level 8 (Challenge Mode Titan max level) — only meaningful with Challenge Mode 1+. level_4_and_8: both of the above. all: one check per weapon per level (2 through 8, Challenge Mode levels 5-8 included when Challenge Mode is 1+).
25
0
0
0
0
0

Nanotech Level Interval

Include reaching Nanotech (health) Levels as location checks. off: no Nanotech Level checks. all: every single level is its own check, up to Nanotech Level Max. every_5/every_10/every_25: one check every N levels (e.g. every_5 checks levels 10, 15, 20, ...), up to Nanotech Level Max. Levels above 20 require access to a good EXP planet.
25
0
0
0
0
0

Nanotech Level Max

Highest Nanotech Level Nanotech Level Interval creates a check for — e.g. every_5 with this set to 25 checks only levels 10, 15, 20, 25. No effect while Nanotech Level Interval is off.
This is a range option.

Accepted values:
Normal range: 6 - 75
0 ❌
25 ❌
0
0
0
0

NG+ Items

Include RYNO and the Chameleon/Hyperborean armour sets in generation. These are New Game Plus exclusives in vanilla, so turning this off is intended for players doing a fresh (non-NG+) playthrough where those items would never actually be obtainable. off: RYNO and the Chameleon/Hyperborean armour pieces are removed from the item pool entirely. Also removes the RYNO Weapon Level checks, and the Chameleon/Hyperborean Armour Set checks along with Stalker/Ice II (both of which need a Chameleon or Hyperborean piece to complete).
0
25
0

Progressive Challenge Mode

Gates Challenge Mode content behind a "Progressive Challenge Mode" item instead of it being unconditionally accessible as soon as the Max Challenge Mode option enables it. Max Challenge Mode still controls the ceiling — how many copies end up in the pool, and how far generation reaches — this only changes when that content becomes logically reachable. off (default): Challenge Mode content (RYNO, Titan variants, Challenge-Mode-only mods, Hyperborean/Chameleon pickups) is reachable as soon as its planet is, same as today. on: one "Progressive Challenge Mode" item per tier is added to the pool (so Max Challenge Mode 2 adds 2 copies); tier-1 content requires 1 copy received, tier-2 content requires 2. The in-game Challenge Mode tier itself now rises as copies come in, up to Max Challenge Mode, instead of being fixed at connect.
25
0
0

Max Challenge Mode

Max Challenge Mode tier (New Game Plus) and how far into it generation reaches. With Progressive Challenge Mode on, this is the maximum tier the Progressive Challenge Mode items can raise you to. Otherwise it is the Challenge Mode tier the game starts in, written to game memory at connect. 0: vanilla — no Challenge Mode content. 1: Challenge Mode 1 — adds the RYNO vendor purchase, 10 Challenge-Mode-only weapon mod purchases, and the 4 Hyperborean armour pieces as real pickups. 2: Challenge Mode 2 — everything from tier 1, plus the 4 Chameleon armour pieces as real pickups. Every item this unlocks a location for is still governed by NG+ Items — with that option off, none of them are placed in the pool at all, so this option alone has no effect.
This is a range option.

Accepted values:
Normal range: 0 - 2
25 ❌
0 ❌
0
0
0
0
RACSM Cosmetic Options

Experimental Skins

Patches the thirteen red multiplayer skins into the single-player skin menu. Experimental. When off, the multiplayer skins aren't patched in at all, and Starting Skin can't be set to one of them.
25
0
0

Starting Skin

Cosmetic skin for Ratchet. Applied automatically on each planet load. Includes the thirteen red multiplayer skins (MP Ratchet onwards), which need Experimental Skins on; blue variants are excluded. All skins are unlocked in-game regardless of this choice.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

AP Icon

Default Archipelago icon shown on vendor items. Can still be changed while playing with the /apicon client command.
25
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 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.