
COMMUNITY INTEGRATION
Cobalt CoreArchipelago randomizer mod
Build your crew and deck with unlocks from other worlds. Special cards and artifacts send checks, while repeated runs recover memories and bring the crew closer to the Future Memory finale.
Maintained by Isaac-SOL / SaltyIsaac
- Reviewed build
- Mod 1.2.3 / APWorld 1.2.2
- OS
- Windows
- Last reviewed
- 9 Oct 2026
- Installation
- Manual installation
How the game changes
- Build repeated runs around randomized crew, ships and starting cards. The default crew has three characters; smaller crews require Custom Run Options.
- Special Archipelago cards send checks when played and Archipelago artifacts send checks when acquired. Character memories supply another check family, with card and artifact shuffles independently configurable.
- Character and ship unlocks, cards, artifacts, memories and optional daily modifiers arrive through the multiworld. Difficulty logic adjusts the card and artifact requirements used by the generator.
- The default target requires memories across the eight characters and then the Future Memory finale. Memory counts, participating characters and the finale requirement can be changed in the YAML.
- Version 1.2.2 adds the Archidrone card, forced starting-card choices and a configurable opening artifact selection. These features are retained by the 1.2.3 client.
- Card and artifact rewards can apply immediately when their configured conditions permit, while other rewards unlock future runs. Optional filler effects and DeathLink add disruption; DeathLink is off by default.
- The mod stores checked locations and synchronizes them with the AP server on reconnect. In-game overlays and memory screens show the relevant checks and unlocks.
- Client 1.2.3 fixes the controller crash on the connection screen and two AP card-text issues. Its supplied APWorld and YAML are unchanged from 1.2.2.
Before you start
- Use client 1.2.3 with APWorld 1.2.2. The client checks the World slot-data version; its own 1.2.3 version number does not mean an APWorld 1.2.3 is required. Existing 1.2.2 rooms are supported by the release.
- The documented stack is Cobalt Core 1.2.9, Nickel 1.20.3 or later and Archipelago 0.6.6. Install the mod through Nickel and the World in Archipelago; generating a YAML alone does not install the client.
- Use an Archipelago profile and keep separate backups of the game save and Nickel mod storage. Vanilla save import is not supported. Restart the game when changing profiles or rooms.
- The connection form detects a different seed but allows an override, and saved room identity does not include the AP team and slot. Do not reuse a profile for a different slot or force a room mismatch.
- Mod storage includes the room password in plain JSON. Keep that file private. Use an explicit wss:// server address when supported; scheme-less addresses can fall back to unencrypted WebSocket.
- Modifiers received during an active run can miss their future-run unlock when the immediate-effect branch rejects them, including unlockable-only mode. If a modifier is missing, reconnect from the menu and inspect the unlock before continuing.
- Checked locations already stored locally are resent on reconnect. Queued combat rewards are recorded before their effects execute, however, and the item ledger is separate from the game save. Avoid switching rooms with pending rewards and retain backups before replacing files.
- Keep the connection active for the final memory or Future Memory ending and confirm victory on the AP server. The reviewed client sends victory directly without a durable retry marker.
- Difficulty logic estimates access from crew and card/artifact counts; it cannot guarantee success in a particular combat run. Custom Run Options is required when generating fewer than three starting characters.
- The source declares licences, but the client archive omits licence notices and separate permissions for game-derived material are not fully documented. This is a documentation gap, not a finding of unlawful distribution.