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name: "Mandalore"
description: "generated by the ER options wizard 2026-09-07 for apworld v0.6.0.2, options 6df8c048 (preset: Defaults)"
game: Elden Ring
Elden Ring:
num_regions: 6 # Number of Regions
num_regions_order: "rolled" # Region Selection
goal: "auto" # Goal
ending_condition: "region_locks" # Ending Condition
goal_great_runes: 4 # Great Runes Required
enable_dlc: true # Enable DLC
enable_tarnished_pack: true # Enable Tarnished Pack (default: false)
dlc_only: false # DLC Only
locked_abilities: [] # Locked Abilities
ability_lock_mode: "progressive" # Ability Lock Mode
ability_unlocks_required: true # Ability Unlocks Required for Goal
vanilla_placement: "off" # Vanilla Placement
capital_reconciler: true # Capital Version Reconciler
armor_bundles: true # Armor Bundles
auto_equip: false # Auto-Equip Received Gear
no_equip_load: "light" # Equipment Weight (default: off)
dungeon_sweep: "bosses" # Dungeon Sweep
full_area_sweeps: false # Full Area Sweeps
reveal_sweep_boss_names: false # Reveal Hidden Sweep Boss Names
open_boss_doors: false # Open Catacomb Boss Doors
death_link: false # Death Link
death_link_amnesty_inbound: 1 # DeathLink Amnesty (Incoming)
death_link_amnesty_outbound: 1 # DeathLink Amnesty (Outgoing)
reroll_enemy_drops: true # Reroll Enemy Drops
curated_filler: # Curated Filler recipe (category -> weight)
juice: 63
stones: 6
somber_stones: 6
runes: 10
throwables: 6
pots: 4
greases: 3
foods: 2
boluses: 1
perfumes: 2
pool_builder_intensity: "max" # Pool Builder Intensity
pool_builder_pct_weapons: 0 # Pool Builder % Weapons
pool_builder_pct_armor: 0 # Pool Builder % Armor
pool_builder_pct_spells: 0 # Pool Builder % Spells & Incantations
pool_builder_pct_talismans: 0 # Pool Builder % Talismans
pool_builder_pct_ashes_of_war: 0 # Pool Builder % Ashes of War
filler_foreign_pct: 70 # Filler Open to Foreign (%)
natural_progression: false # Natural Progression
flask_upgrades_on_progression_surface: false # Flask Upgrades on Progression Surface (legacy; now automatic)
region_grace_unlock: "all" # Region Grace Unlock
grace_attunement: 0 # Grace Attunement
grace_attunement_anchor: "front_door" # Grace Attunement Anchor
progressive_flasks: true # Progressive Flasks
progressive_stone_bells: false # Progressive Upgrade Bell Bearings
keep_out_of_shops: [] # Keep Out Of Shops
leyndell_runes_required: 2 # Leyndell Great Runes Required
keep_local: ["consumables", "cookbooks", "crafting", "crystal_tears", "merchant_bells", "other", "upgrade_bells", "upgrade_materials"] # Keep Local
keep_local_rune_cap: 20000 # Keep Local: Rune Cap (default: 12500)
merchant_bells_on_talk: false # Merchant Bells on Talk
reroll_mine_materials: true # Reroll Mine Materials
protect_missable_locations: "progression_and_useful" # Protect Missable Locations
no_runes_in_shops: false # No Runes In Shops
progression_surface: ["Church", "Fragment", "KeyItem", "MajorBoss", "Revered", "Seedtree", "ShopSlot", "SweepSlot"] # Progression Surface
progression_bias: 0 # Progression Bias
confine_foreign_progression: 100 # Confine Foreign Progression
cross_game_progression: "auto" # Cross Game Progression
goal_region_unlock_policy: "items_held" # Goal Region Unlock Policy
region_sync: false # Region Sync
enemy_scaling: true # Enemy Scaling
minimum_enemy_difficulty: 0 # Minimum Enemy Difficulty
maximum_enemy_difficulty: "auto" # Maximum Enemy Difficulty
difficulty_ramp_speed: 0 # Difficulty Ramp Speed
coop_difficulty: 0 # Co-op Difficulty
scale_rune_rewards: false # Scale Rune Rewards
scadutree_blessing_scope: "anywhere" # Scadutree Blessing Scope
dlc_blessing_catchup: false # DLC Blessing Catch-up
global_scadutree_blessing: "off" # Global Scadutree Blessing (deprecated)
reroll_infinite_shop_stock: true # Reroll Infinite Shop Stock
infinite_hub_wares: [] # Infinite Hub Wares
merchant_bell_logic: "off" # Merchant Bell Logic
shop_checks: true # Shop Checks
start_regions: 1 # Starting Regions
start_region_pool: [] # Starting Region Pool
start_with_whetblades: false # Start With All Whetblades
trap_link: false # TrapLink
traps: [] # Traps
trap_count: 8 # Trap Count
spawn_traps: [] # Spawn Traps
auto_upgrade: true # Auto-Upgrade Received Weapons
flatten_regular_upgrades: 1 # Flatten Regular Upgrades (stones/level) (default: 2)
vanilla_pool: false # Vanilla Item Pool
no_weapon_requirements: true # No Weapon Requirements
accessibility: "full" # Accessibility
progression_balancing: 50 # Progression Balancing
+329 -329
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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Mandalore
# Used to describe your yaml. Useful if you have multiple files.
description: Default Ty the Tasmanian Tiger Template
game: Ty the Tasmanian Tiger
requires:
version: 0.6.5 # Version of Archipelago required for this yaml to work as expected.
game:
Ty the Tasmanian Tiger: 1.5.0 # Version of the world required for this yaml to work as expected.
Ty the Tasmanian Tiger:
# Game Options
progression_balancing: 'normal'
# 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.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
#random: 0
#random-low: 0
#random-high: 0
#disabled: 0 # equivalent to 0
#normal: 50 # equivalent to 50
#extreme: 0 # equivalent to 99
accessibility: 'full'
# 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.
#full: 50
#minimal: 0
# Goal Options
goal: 'final_battle'
# Determines the goal of the seed
#
# Final Battle: Beat Boss Cass in Final Battle and rescue your parents from The Dreaming
#final_battle: 50
req_bosses: 'false'
# Determines if beating all bosses is a requirement to go to Final Battle
#'false': 50
#'true': 0
# Logic Options
logic_difficulty: 'standard'
# What set of logic to use
#
# Standard: The logic assumes elemental rangs are required to enter hubs
#
# Advanced: Assumes hubs may be entered early and elemental rangs are optional
#standard: 50
#advanced: 0
progressive_elementals: 'false'
# Determines if elemental rangs are a progressive check
#'false': 0
#'true': 50
thegg_gating: '17'
# If bosses are unlocked via hub Thunder Egg counts, required count per hub can be set here
# This also sets the required Thunder Egg count to receive the elemental attribute check after completing bosses
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
#17: 50
#random: 0
#random-low: 0
#random-high: 0
extra_theggs: '7'
# Sets number of additional thunder eggs of each type to add to the pool
# WARNING - Setting this value high without sanity is likely to lead to generation failures
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
#7: 50
#random: 0
#random-low: 0
#random-high: 0
cog_gating: '3'
# Cog requirement count for each attribute check in Julius' lab
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 15
#10: 50
#random: 0
#random-low: 0
#random-high: 0
extra_cogs: '15'
# Sets number of additional golden cogs to add to the pool
# WARNING - Setting this value high without sanity is likely to lead to generation failures
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 90
#30: 50
#random: 0
#random-low: 0
#random-high: 0
level_unlock_style: 'checks'
# Determines how levels are unlocked
#
# Vanilla: All levels are unlocked from the start of the world
#
# Checks: The first level is unlocked from the start but all other levels are unlocked via checks
#
# Checks - No Bosses: The first level will be unlocked from the start. Bosses can be unlocked via hub Thunder Egg counts. All other levels must be unlocked via checks
#vanilla: 0
#checks: 0
#checks_no_bosses: 50
progressive_level: 'false'
# Determines if level unlocks are progressive (only if levels are check based)
#'false': 0
#'true': 50
level_shuffle: 'false'
# Determines whether the levels that portals lead to will be shuffled
#'false': 50
#'true': 0
# Sanity Options
gate_time_attacks: 'false'
# If true, adds Stopwatch items to the pool which unlock the time attacks for each level
# If false, time attacks are unlocked by completing the main objective thunder egg check for the level (vanilla)
# Also adds checks for beating specific times in the time attacks
#'false': 50
#'true': 0
framesanity: 'none'
# Determines how collecting Picture Frames grants checks
#
# All: Every frame grants a check (127 Locations - Bonus Worlds not included)
#
# Per Level: Collecting all frames in a level grants a check (9 Locations - Bonus Worlds not included)
#
# None: Frames do not grant any checks
#all: 0
#per_level: 0
#none: 50
frames_require_infra: 'false'
# Determines whether the generator considers picture frames checks to be logically locked behind the infrarang
#'false': 50
#'true': 0
scalesanity: 'true'
# Determines whether each rainbow scale grants a check as well as the attribute check for finding all 25. Also adds extra health to the pool.
#'false': 50
#'true': 0
signsanity: 'false'
# Determines whether hitting each Maurie signpost with a boomerang grants a check.
#'false': 50
#'true': 0
lifesanity: 'false'
# Determines whether each unique extra life grants a check (not including basket lives)
#'false': 50
#'true': 0
opalsanity: 'false'
# Determines whether each opal grants a check
#'false': 50
#'true': 0
# Traps
trap_fill_percentage: '10'
# Determines the percentage of the junk fill which is filled with traps.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#0: 50
#random: 0
#random-low: 0
#random-high: 0
acid_trap_weight: 'random-low'
# The weight of Acid Traps in the trap pool.
# Acid Traps cause the screen to shift colors.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
exit_trap_weight: '0'
# The weight of Exit Traps in the trap pool.
# Exit Traps immediately force you out of the current level, putting you back in Rainbow Cliffs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
gravity_trap_weight: 'random-low'
# The weight of Gravity Traps in the trap pool.
# Gravity Traps cause Ty to fall much faster, and limit his jump height.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
knocked_down_trap_weight: 'random-low'
# The weight of Knocked Down Traps in the trap pool.
# Knocked Down Traps knock you over and set your health to 1
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
slow_trap_weight: 'random-low'
# The weight of Slow Traps in the trap pool.
# Slow Traps cause Ty to move slower.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
# Death Link
death_link: 'false'
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
#'false': 50
#'true': 0
# Mul-Ty Link
mul_ty_link: 'false'
# Whether other players connecting to the same slot should see each other.
# This is soft limited to 8 players per slot. Use with caution.
#'false': 50
#'true': 0
# Cosmetic
music_rando: 'true'
# Whether music is randomised based on the seed of the world.
# The Ty1 Music Rando mod must be installed for this to function.
#'false': 50
#'true': 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 these items.
{}
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.
[]
exclude_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.
[]
# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Mandalore
# Used to describe your yaml. Useful if you have multiple files.
description: Default Ty the Tasmanian Tiger Template
game: Ty the Tasmanian Tiger
requires:
version: 0.6.5 # Version of Archipelago required for this yaml to work as expected.
game:
Ty the Tasmanian Tiger: 1.5.0 # Version of the world required for this yaml to work as expected.
Ty the Tasmanian Tiger:
# Game Options
progression_balancing: 'normal'
# 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.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
#random: 0
#random-low: 0
#random-high: 0
#disabled: 0 # equivalent to 0
#normal: 50 # equivalent to 50
#extreme: 0 # equivalent to 99
accessibility: 'full'
# 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.
#full: 50
#minimal: 0
# Goal Options
goal: 'final_battle'
# Determines the goal of the seed
#
# Final Battle: Beat Boss Cass in Final Battle and rescue your parents from The Dreaming
#final_battle: 50
req_bosses: 'false'
# Determines if beating all bosses is a requirement to go to Final Battle
#'false': 50
#'true': 0
# Logic Options
logic_difficulty: 'standard'
# What set of logic to use
#
# Standard: The logic assumes elemental rangs are required to enter hubs
#
# Advanced: Assumes hubs may be entered early and elemental rangs are optional
#standard: 50
#advanced: 0
progressive_elementals: 'false'
# Determines if elemental rangs are a progressive check
#'false': 0
#'true': 50
thegg_gating: '17'
# If bosses are unlocked via hub Thunder Egg counts, required count per hub can be set here
# This also sets the required Thunder Egg count to receive the elemental attribute check after completing bosses
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
#17: 50
#random: 0
#random-low: 0
#random-high: 0
extra_theggs: '7'
# Sets number of additional thunder eggs of each type to add to the pool
# WARNING - Setting this value high without sanity is likely to lead to generation failures
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
#7: 50
#random: 0
#random-low: 0
#random-high: 0
cog_gating: '3'
# Cog requirement count for each attribute check in Julius' lab
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 15
#10: 50
#random: 0
#random-low: 0
#random-high: 0
extra_cogs: '15'
# Sets number of additional golden cogs to add to the pool
# WARNING - Setting this value high without sanity is likely to lead to generation failures
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 90
#30: 50
#random: 0
#random-low: 0
#random-high: 0
level_unlock_style: 'checks'
# Determines how levels are unlocked
#
# Vanilla: All levels are unlocked from the start of the world
#
# Checks: The first level is unlocked from the start but all other levels are unlocked via checks
#
# Checks - No Bosses: The first level will be unlocked from the start. Bosses can be unlocked via hub Thunder Egg counts. All other levels must be unlocked via checks
#vanilla: 0
#checks: 0
#checks_no_bosses: 50
progressive_level: 'false'
# Determines if level unlocks are progressive (only if levels are check based)
#'false': 0
#'true': 50
level_shuffle: 'false'
# Determines whether the levels that portals lead to will be shuffled
#'false': 50
#'true': 0
# Sanity Options
gate_time_attacks: 'false'
# If true, adds Stopwatch items to the pool which unlock the time attacks for each level
# If false, time attacks are unlocked by completing the main objective thunder egg check for the level (vanilla)
# Also adds checks for beating specific times in the time attacks
#'false': 50
#'true': 0
framesanity: 'none'
# Determines how collecting Picture Frames grants checks
#
# All: Every frame grants a check (127 Locations - Bonus Worlds not included)
#
# Per Level: Collecting all frames in a level grants a check (9 Locations - Bonus Worlds not included)
#
# None: Frames do not grant any checks
#all: 0
#per_level: 0
#none: 50
frames_require_infra: 'false'
# Determines whether the generator considers picture frames checks to be logically locked behind the infrarang
#'false': 50
#'true': 0
scalesanity: 'true'
# Determines whether each rainbow scale grants a check as well as the attribute check for finding all 25. Also adds extra health to the pool.
#'false': 50
#'true': 0
signsanity: 'false'
# Determines whether hitting each Maurie signpost with a boomerang grants a check.
#'false': 50
#'true': 0
lifesanity: 'false'
# Determines whether each unique extra life grants a check (not including basket lives)
#'false': 50
#'true': 0
opalsanity: 'false'
# Determines whether each opal grants a check
#'false': 50
#'true': 0
# Traps
trap_fill_percentage: '10'
# Determines the percentage of the junk fill which is filled with traps.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#0: 50
#random: 0
#random-low: 0
#random-high: 0
acid_trap_weight: 'random-low'
# The weight of Acid Traps in the trap pool.
# Acid Traps cause the screen to shift colors.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
exit_trap_weight: '0'
# The weight of Exit Traps in the trap pool.
# Exit Traps immediately force you out of the current level, putting you back in Rainbow Cliffs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
gravity_trap_weight: 'random-low'
# The weight of Gravity Traps in the trap pool.
# Gravity Traps cause Ty to fall much faster, and limit his jump height.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
knocked_down_trap_weight: 'random-low'
# The weight of Knocked Down Traps in the trap pool.
# Knocked Down Traps knock you over and set your health to 1
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
slow_trap_weight: 'random-low'
# The weight of Slow Traps in the trap pool.
# Slow Traps cause Ty to move slower.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
#20: 50
#random: 0
#random-low: 0
#random-high: 0
# Death Link
death_link: 'false'
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
#'false': 50
#'true': 0
# Mul-Ty Link
mul_ty_link: 'false'
# Whether other players connecting to the same slot should see each other.
# This is soft limited to 8 players per slot. Use with caution.
#'false': 50
#'true': 0
# Cosmetic
music_rando: 'true'
# Whether music is randomised based on the seed of the world.
# The Ty1 Music Rando mod must be installed for this to function.
#'false': 50
#'true': 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 these items.
{}
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.
[]
exclude_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.
[]
+93 -93
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@@ -1,93 +1,93 @@
# Archipelago YAMLS
## Getting started
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
* [Create](https://docs.gitlab.com/user/project/repository/web_editor/#create-a-file) or [upload](https://docs.gitlab.com/user/project/repository/web_editor/#upload-a-file) files
* [Add files using the command line](https://docs.gitlab.com/topics/git/add_files/#add-files-to-a-git-repository) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://gl.mando.club/mandalore/archipelago-yamls.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
* [Set up project integrations](https://gl.mando.club/mandalore/archipelago-yamls/-/settings/integrations)
## Collaborate with your team
* [Invite team members and collaborators](https://docs.gitlab.com/user/project/members/)
* [Create a new merge request](https://docs.gitlab.com/user/project/merge_requests/creating_merge_requests/)
* [Automatically close issues from merge requests](https://docs.gitlab.com/user/project/issues/managing_issues/#closing-issues-automatically)
* [Enable merge request approvals](https://docs.gitlab.com/user/project/merge_requests/approvals/)
* [Set auto-merge](https://docs.gitlab.com/user/project/merge_requests/auto_merge/)
## Test and Deploy
Use the built-in continuous integration in GitLab.
* [Get started with GitLab CI/CD](https://docs.gitlab.com/ci/quick_start/)
* [Analyze your code for known vulnerabilities with Static Application Security Testing (SAST)](https://docs.gitlab.com/user/application_security/sast/)
* [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/topics/autodevops/requirements/)
* [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/user/clusters/agent/)
* [Set up protected environments](https://docs.gitlab.com/ci/environments/protected_environments/)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
# Archipelago YAMLS
## Getting started
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
* [Create](https://docs.gitlab.com/user/project/repository/web_editor/#create-a-file) or [upload](https://docs.gitlab.com/user/project/repository/web_editor/#upload-a-file) files
* [Add files using the command line](https://docs.gitlab.com/topics/git/add_files/#add-files-to-a-git-repository) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://gl.mando.club/mandalore/archipelago-yamls.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
* [Set up project integrations](https://gl.mando.club/mandalore/archipelago-yamls/-/settings/integrations)
## Collaborate with your team
* [Invite team members and collaborators](https://docs.gitlab.com/user/project/members/)
* [Create a new merge request](https://docs.gitlab.com/user/project/merge_requests/creating_merge_requests/)
* [Automatically close issues from merge requests](https://docs.gitlab.com/user/project/issues/managing_issues/#closing-issues-automatically)
* [Enable merge request approvals](https://docs.gitlab.com/user/project/merge_requests/approvals/)
* [Set auto-merge](https://docs.gitlab.com/user/project/merge_requests/auto_merge/)
## Test and Deploy
Use the built-in continuous integration in GitLab.
* [Get started with GitLab CI/CD](https://docs.gitlab.com/ci/quick_start/)
* [Analyze your code for known vulnerabilities with Static Application Security Testing (SAST)](https://docs.gitlab.com/user/application_security/sast/)
* [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/topics/autodevops/requirements/)
* [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/user/clusters/agent/)
* [Set up protected environments](https://docs.gitlab.com/ci/environments/protected_environments/)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
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MandaloreDS3.yaml=@MandaloreDS3.yaml,0
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