These are goals originally listed in "v3/v4", separated out to be post-v3
Tie enemy rando to logic (would require enemy clear logic for locacc)
Support latest DJ formats for sequences (i think they allow custom samples now?)
Dynamic hint - dynamically finds a woth item within reach
Eventual Glitch Logic:
V1 - Include all major glitches as individual toggles
^ excluding wrong warping/void warping/text transfer glitch/item manipulation/srm etc
V2 would aim to have closed/challenge option where woth items are delayed in the playthrough
Playthrough Rework
Refactor rando code to align with n64 code patterns/structures (not features) (partially complete)
One example is playthrough calculation/multiworld considerations so that things like Archipelago or multi-world are easier/free thanks to n64 kicking things off
Built-in multi-playthrough logic support (multi world)
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