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Chance-based: Each setting (like dungeon layout, item placement, etc.) is given a probability or chance.
Random Selection: When a seed is rolled, each setting is selected based on its individual chance.
Independent Settings: The probability of one setting being chosen (typically) doesn't affect the others.
The MMMM Generator:
Attribute-based: Instead of chances, each setting has four attributes (length, execution, familiarity, and variance) with assigned values.
Score System: Each attribute has a score that accumulates as settings are chosen.
Preset Ranges: Users can set minimum and maximum limits for each attribute. These limits define the acceptable range for the final seed.
Balanced Rolling: The generator picks settings in a way that the total scores for all attributes stay within these preset ranges.
Attempts and Adjustments: The generator makes multiple attempts to find a combination of settings that fit within the limits. If it can't find a combination within a set number of attempts, it stops.
Metadata presented after rolling:
Final accumulated points for each attribute
Filler Algorithm used (balanced, major_only, dungeon_only)
Boss item restriction (none, mapcompass, dungeon)
Take any (none, random, fixed)
Pseudoboots (yes, no)
Boots Hint (yes, no)
Extra TF Pool XX% (percent more pieces in pool than required by goal)
ALL AVAILABLE SETTINGS CAN BE ROLLED UNLESS OTHERWISE SPECIFIED (almost)
logic:
Always noglitches unless forced
Guarantees starting boots if any glitch mode
HMG forces door_shuffle to vanilla
accessibility:
100% locations, or beatable only
If door_shuffle, always 100% locations
goal:
If ganonhunt and not entrance, pyramid is open or GT is 0 crystals
If ganonhunt and entrance, ganon is vanilla and pyramid is open
If ganon (crystals + aga2) and not entrance, GT crystals is always <= ganon crystals
If fast ganon, and not entrance, GT crystals is always >= ganon crystals
Trinity won't roll by default
If completionist, shopsanity and ohko is turned off.
collection_rate:
Turned on if completionist, shopsanity, or any pottery
mode:
If standard, boots hint is rolled, and insanity ER is off.
If standard enemizer, sword is assured.
If standard universal keys, you start with 3 keys.
ohko:
If ohko, enemizer is off
If ohko, pottery can't be dungeons, reduced, or lottery
If ohko, dropshuffle can't be underworld.
enemizer:
If enemies are shuffled, enemy health cannot be hard or expert, and it can not be swordless.
Enemy damage is always default.
Enemy logic is always set to allow_all.
entrance:
If NOT entrance, take any caves are off.
If lean entrance, pottery can only be none, keys, or dungeons. And shopsanity is off.
If inverted entrance, links house is always shuffled
If insanity entrance, bombbag is always off and you have a starting flute.
doors:
If door_shuffle is not vanilla:
dungeon counters are always on
trap_door_mode is set to boss
itensity is set to 3
pottery:
If any dungeon pottery is on, 'dungeon_counter' is on.
If pottery = dungeon or lottery, and it is not a triforce hunt, all dungeon items are wild.
If pottery is not none and not lottery, 'colorizepots' is on (pot checks are colored differently)
enemydrop:
Set to keys if any pottery is on
If underworld you start with a sword and boomerang and all compasses.