Known Issues & Bug Tracking
Current known issues, bugs, and limitations in ALttP Door Randomizer.
Table of contents
- Reporting Bugs
- Known Issues
- Mode-Specific Issues
- Known Limitations & Design Decisions
- Feature Limitations
- Recently Fixed Issues
- Performance Issues
- Emulator Compatibility
- Workarounds & Tips
- Issue Status Tracking
Reporting Bugs
Before reporting a bug, please:
- Check this page to see if the issue is already known
- Search existing GitHub issues
- Verify you’re using the latest version
How to Report
Report bugs in this location:
- Discord: ALTTP Randomizer Discord in
#bug-reportsor#door-randochannels
What to Include
When reporting a bug, please provide:
- Spoiler log if you have one
- If you don’t have a spoiler log, include:
- Seed number and settings used
- Version of Door Randomizer (from GUI or
--version)
- Website or Platform (Windows, macOS, Linux) if generator error, or which website was used
- Description of the issue
- Steps to reproduce the problem
- Screenshots or videos (if applicable)
- Optionally, Save state (if gameplay issue) (and which emulator/version)
Known Issues
Critical Issues
Links House on Death Mountain - no logical way off the mountain
Status: Under investigation
Some ER generations can have Link’s House be on Death Mountain and no good way off the mountain.
Major Issues
Crossed Dungeon Generation Can Be Slow
Status: Performance optimization needed
Generating crossed dungeon seeds, especially with high intensity and complex settings, can take a significant amount of time (30 seconds to several minutes).
Why: The dungeon generation algorithm uses constraint satisfaction and local search, which can require many attempts to find valid layouts.
Workaround: Be patient, or reduce intensity/complexity of settings.
Rare Impossible Seeds (Generation Failures)
Status: Occasional, investigating
In rare cases, the generator may fail to place all items or create a valid dungeon layout. This usually happens with very restrictive settings combinations.
Workaround: Try a different seed number, or slightly adjust settings.
Moderate Issues
Some Enemy Placements Can Be Problematic
Status: Ongoing ban list maintenance
Despite the enemy ban list, some enemy placements can occasionally cause issues:
- Blocking required paths
- Causing unavoidable damage
- Creating glitchy behavior
- Bush enemies not working correctly
- Wallmasters can cause issues in certain locations
Workaround: Report specific problematic enemy locations so they can be added to the ban list.
Note: Thieves are always unkillable and banned from the entire underworld.
Minor Issues
Forbidden Boss Items “MapCompass” Mode Bugged
Status: Under investigation
The mapcompass option for --restrict_boss_items is currently bugged and not recommended for use.
Workaround: Use dungeon option instead, or use none.
Swamp Trench 2 Keeps Draining
Status: Known issue
In some configurations, Swamp Trench 2 continues to drain even after the pot is obtained.
Workaround: None currently. This is a known behavior issue.
Killing Certain Red Guards Kills Music
Status: Known issue
Killing certain red guards in specific locations causes the music to stop playing.
Workaround: None currently. This is a cosmetic issue that doesn’t affect gameplay.
Some Lobbies Exitable During Escape (Standard Mode)
Status: Known issue
In standard mode, some dungeon lobbies can be exited during the escape sequence when they shouldn’t be.
Workaround: Avoid leaving during escape if you want to maintain intended flow.
Logic Issues
These are cases where the logic may not perfectly match what’s actually possible in-game:
GT Crystal Paths Room Logic
Status: Under investigation
Crystal switch logic for GT Crystal Paths room may not properly account for OHKO scenarios when traversing backwards.
OHKO (One-Hit KO) Logic Issues
Status: Under investigation
In some configurations, unavoidable damage logic or OHKO scenarios may not be properly accounted for.
Hammerjump Logic and Mixed Travel
Status: Configurable behavior
Hammerjump and similar tricks (PoD Arena hovering, Mire Big Key bomb jump) can unintentionally put you in another dungeon with the wrong dungeon ID.
Setting: Use --mixed_travel to control this behavior:
prevent: Adds rails to prevent tricks (default, recommended for learning)allow: Up to player discretionforce: Sections forced to same dungeon
Mode-Specific Issues
Glitched Logic Modes
Several issues specific to glitched logic modes (OWG, HMG):
Cave State Issues
Status: Under investigation
Cave state in GT hearts area may not work correctly in glitched modes.
Rain State Issues
Status: Under investigation
Rain state handling may have issues in glitched logic modes.
Key/Pot SRAM System
Status: Needs restoration
Old key/pot SRAM system needs to be restored for glitched modes to work properly.
Inverted Mode Issues
Dark Sanctuary Inverted Insanity
Status: Under investigation
Dark Sanctuary with inverted mode and insanity entrance shuffle may have double entrance issues.
Dark Sanctuary at Tavern Error
Status: In progress
When Dark Sanctuary is at Tavern location, Link’s body position may be incorrect.
Entrance Randomization Issues
Dungeon Boss Exits in Non-ER
Status: Under investigation
Dungeon boss exits may not work correctly when entrance randomization is disabled.
Decoupled Doors Issues
Sanctuary Palette Detection
Status: Known issue
In decoupled doors mode, sanctuary palette doesn’t correctly identify adjacent rooms. Uses exits instead of entrances for determination.
Workaround: Use coupled doors or original palette mode.
Shopsanity Issues
Output YAML: Shopsanity Potions Missing
Status: Under investigation
When outputting to YAML format, shopsanity potions may not be correctly included in the item pool representation.
Workaround: Check spoiler log for actual item locations.
Known Limitations & Design Decisions
These items are not planned to be fixed as they are either fundamental limitations, intentional design choices, or affect all ALttP randomizers.
Game Engine Limitations
Compass Count Stops Working After Triforce
After obtaining the Triforce, compass counts no longer function correctly. This is true in all ALttP randomizers and is a base game limitation.
Workaround: Complete dungeon exploration before finishing the game if you need counts.
GT Bosses Don’t Respawn
GT bosses don’t respawn after killing them. This is intentional base game behavior.
Door Randomizer Design Decisions
Hybrid Major Glitches Not Compatible with Door Shuffle
Hybrid major glitches logic is not compatible with door shuffle modes. This is a fundamental limitation due to how glitch logic interacts with shuffled dungeon interiors.
Workaround: Use Overworld Glitches logic instead, or disable door shuffle.
Fire Rod Not in Logic for Dark Rooms
Fire Rod is not in logic for dark rooms in door shuffle mode, as it’s too difficult to determine which dark room you’re in after doors are shuffled.
Note: This is different from Advanced mode in the vanilla randomizer.
Hammerjump Requiring Mixed Travel Settings
Hammerjump and similar tricks (PoD Arena hovering, Mire Big Key bomb jump) require --mixed_travel settings in crossed mode to allow unintended dungeon transitions.
Blind Maiden/Attic Sequence Always Required
Blind maiden/attic sequence is required even when boss is shuffled. This maintains story consistency.
Southeast Skull Woods Chest Not Guaranteed Key
In Entrance Randomizer, the southeast Skull Woods chest is guaranteed to be a small key. In Door Randomizer, this is not guaranteed. This is an intentional change from ER.
Technical Limitations
Pottery Lottery Mode: Multiworld Item Limit
In pottery lottery mode, only 256 items for other players can be placed under pots in your world due to technical constraints in how the game tracks items.
Feature Limitations
See the Roadmap for planned features.
Recently Fixed Issues
See RELEASENOTES.md for the latest fixes.
And PastReleaseNotes.md for older fixes.
Performance Issues
Memory Usage
Issue: Generator can use significant memory for complex seeds.
Most affected by:
- Multiworld with many players
- Pottery lottery mode
Workaround: Close other applications, or increase available RAM.
Emulator Compatibility
Known Issues with Emulators
Older SNES9x versions
Some older versions (< 1.55) may have graphical glitches with certain custom graphics.
ZSNES
Not recommended: ZSNES is outdated and has known accuracy issues.
Workarounds & Tips
If Generation Keeps Failing
- Switch to a different door shuffle mode
- Disable some restrictive settings (strict key logic, dungeon item restrictions)
- Use balanced fill algorithm instead of district restriction
If Seed Seems Impossible
- Check spoiler log to verify it’s beatable
- Remember new logic differences (see Features guide)
- Check for required techniques (boots bonking, crystal switch bombs, etc.)
- Ask for help in Discord with spoiler log
If Performance Is Poor
- Use pre-built executable instead of running from source
- Close other applications
- Update to latest version
- Use simpler settings combinations
Issue Status Tracking
For real-time status of known issues, check:
- Discord
#bug-reportsand#door-randochannels
Last updated: 2026-01-30
This page is maintained as issues are discovered and fixed. If you notice an issue not listed here, please report it!