Nine Sols

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

Shuffle Sol Seals

Allows the Sol Seal items to be placed on any location in the multiworld, instead of their vanilla locations.
0
25
0

Seals For Eigong

The number of Sol Seals needed to open the door in Central Hall to New Kunlun Control Hub, fight Eigong, and complete the goal. Unlike the vanilla game, you don't need to visit Tiandao Research Center or trigger the "point of no return".
This is a range option.

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

Seals For Prison

The number of Sol Seals needed for Jiequan to appear in Factory (Great Hall), allowing you to "fight" him, do the whole Prison escape sequence, and check most of the locations in Factory (Machine Room). Note that you also need Mystic Nymph: Scout Mode, Grapple, and either Cloud Leap or Ledge Grab before Jiequan will appear, since you can't finish the Prison escape sequence without them. Unlike the vanilla game, the real Jiequan fight may be done before or after Prison. Also, it does not matter which Sol Seals you've collected, only the total number.
This is a range option.

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

Seals For Ethereal

The number of Sol Seals needed for the entrance to Lady Ethereal's soulscape to appear in Cortex Center. See also the skip_soulscape_platforming option. Unlike the vanilla game, it does not matter which Sol Seals you've collected, only the total number. The maximum is 7 instead of 8 because 8 would be incompatible with shuffle_sol_seals: false.
This is a range option.

Accepted values:
Normal range: 0 - 7
0
25
0
0
0
0
0

Skip Soulscape Platforming

After you collect enough Sol Seals to unlock Lady Ethereal's soulscape (see seals_for_ethereal), if this option is enabled, Cortex Center will skip ahead to the state where you can enter her boss fight, instead of the long platforming sequence you normally do first. This is a .yaml/generation option because it has a small effect on logic: The platforming sequence logically requires Tai-Chi Kick, so skipping it allows the Lady Ethereal fight to be in-logic with only Air Dash.
25
0
0

Randomize Jade Costs

Edit the cost of every jade in this slot to a randomly chosen number between jade_cost_min and jade_cost_max. This includes jades which are not Archipelago items. As a reminder: you start the game with 2 units of computing power, and there are 8 Computing Unit items to find, for a maximum power of 10.
25
0
0

Jade Cost Minimum

The minimum possible jade cost. Has no effect if randomize_jade_costs is false.
This is a range option.

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

Jade Cost Maximum

The maximum possible jade cost. Has no effect if randomize_jade_costs is false.
This is a range option.

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

Jade Cost Plando

Manually specify the cost of certain jades. For example: { "Stasis Jade": 0, "Steely Jade": 10 } The costs may be any integer from 0 to 10, even if jade_cost_min and jade_cost_max are set to a narrower range.
This option cannot be modified here. Please edit your .yaml file manually.

Logic Difficulty

`vanilla` is exactly what it sounds like: You will only be expected to do what the vanilla game required. `medium` adds tricks that are easy to execute, once you're aware of them, but may require more effort to notice, set up and/or retry after failure. Specifically: - "Pseudo Air Dashes" using either a talisman ("T-dash") or Charged Strike ("CS-dash") - Using a Cloud Piercer S (or X) arrow to break Charged Strike barriers without Charged Strike - Using a Thunder Buster arrow (any level) to break one-way barriers from the "wrong" side - "Bow Hover": Press and hold jump, shoot the bow immediately (during the first half of Yi's upward movement) with any arrow equipped, and then simply never let go of the jump button until you're done hovering. - Using the Swift Runner skill to jump with extra horizontal momentum `ledge_storage` adds the following LS-related glitches to logic: - slash vault (also called LS "getup") or parry vault (also called LS "vault") - parry float/hover - moon slash wall slide These are harder to explain, so if you would like to learn them, check out the Ledge Storage section of Herdingoats' Nine Sols trick video: https://youtu.be/X9aii18KecU?t=766 To avoid the complications of skill logic, setting up ledge storage with a skull kick is out of logic. Logic will assume you're doing the setup with either a Talisman dash, Air Dash, or Cloud Leap. Other speedrun tech like respawn manipulation, low gravity, rope storage, invulnerability abuse, dashing between lasers, and combinations thereof like fast Sky Tower climb and miner skip are simply out of logic. No logic level will expect you to carry transient resources (azure sand, qi charges, ledge storage) between areas, or increase your capacity beyond the initial 2 sand and 1 qi. Parrying a flying enemy attack to reset platforming moves is only in logic at the one place in TRC where the vanilla game gives you a respawning enemy for this specific purpose.
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0

First Root Node

The first root node you can teleport to from Four Seasons Pavilion after starting a randomized game. This is often referred to as your "spawn", although you technically always spawn in FSP. Many root nodes are intentionally excluded from this list, usually because if you started there no locations would be checkable at the start of the game when you have no items yet. Some first_root_nodes will force items to be placed early, since the randomizer would be unbeatable otherwise: - galactic_dock early-places one of Nymph or Tai-Chi Kick - central_transport_hub early-places Tai-Chi Kick - factory_underground early-places one of Air Dash or Cloud Leap - inner_warehouse early-places Wall Climb and one of Cloud Leap, Air Dash or Ledge Grab - power_reservoir_west early-places one of Cloud Leap, Air Dash or Tai-Chi Kick See the descriptions of shuffle_grapple, shuffle_wall_climb and shuffle_ledge_grab for additional cases.
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Shuffle Grapple

Takes away Yi's grapple hook and zipline sliding abilities until you collect the 'Grapple' item. If your first_root_node is yinglong_canal, then Grapple will be placed early.
25
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0

Shuffle Wall Climb

Takes away Yi's ability to climb glowing green walls until you collect the 'Wall Climb' item. If your first_root_node is apeman_facility_monitoring, then Wall Climb will be placed early.
25
0
0

Shuffle Ledge Grab

Takes away Yi's ability to grab onto ledges and pull himself up until you collect the 'Ledge Grab' item. If your first_root_node is yinglong_canal, then Ledge Grab will be placed early. This is more impactful than it might sound because of 'ledge storage' glitches. See logic_difficulty.
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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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.