#wiki-related-chatroom
1 messages · Page 4 of 1
I think that's to stop what was previously possible where a single leadburst could kill a haz 5 bulk if thrown under it
did they change how Lost Packs and cargo crates work? I thought it was a flat 1 in 6 chance of either to spawn in a mission but the wiki.gg says it goes from 15% on a length 1 mission to 35% on a length 3 mission
it hasn't been a flat chance for many years
now it is more complex and not fully understood, but pretty much the longer the mission / more rooms, more chances to spawn
something along that
I see. thanks
no problem
Since if it's further from the enemy less bullets will hit it
never saw a single leadburster OS bulk in haz 5
with critical weakness maybe
I saw a clip of it in some sandbox/creation room before season 3 came out so it coulda been an edit or some really early stuff before it got finalized
Adding to what Omega said, the chance also somehow depends on mission type as well as length
I imagine you typed on the wrong chat or server ?
Not intentionally, I mean
Yo, i see y'all talking about hollomite xp and stuff and just cause i was going to make a xp calc cause one i found was for a 2+ year old google doc but been looking at the experience and notice it has a stub that says might be out of date and wondering if those are current? and also some of the pages like alien fossils have different numbers as well.
How can I test the exp myself in game?
Is there a reason to keep the old wiki?
It can't be killed
Sometimes stub doesnt mean it is a stub, just that nobody remembered to remove
:O Yoooo thanks.
No problem
I think the values for the beers have changed in season 3
because I just did the standard 99% drunk combo: blacklock (46) -> gut wrecker (41) -> oily oafs (12), but passed out
and I don't know how to find the values, otherwise I would correct it myself. even with the disclaimer at the bottom of the page (at least 24s first to last) you still pass out. I also tried it more than 2 mins first to last (which should have dropped 1% in that time) and still passed out.
iirc, quite some time ago Elyth determined there was a bit of variance in how much % each beer gave
There might have been something else that contributed to it being determined too messy to be worth updating?
Actually, it might've just been that it was never confidently determined? #wiki-related-chatroom message
How do you extract in-game image assets that are not in the press kit?
For example, the inner OC icon, mod icons, weapon and skin color squares
I would like to add the season icons unless someone already knows where to look for them
umodel
while I'm asking questions of things I can't solve on my own
https://deeprockgalactic.wiki.gg/wiki/APD-B317 is bosco missing a framework on this page? because in my game I've got slots for 7 frameworks (two are empty, one of them is performance pass l81, yes I have everything else)
It wouldn't be shocking if it was
The cosmetic pages in general are kind of a mess, I'm working on an overhaul in my spare time
which season icons are missing ?
you mean this one ? https://deeprockgalactic.wiki.gg/wiki/File:Icon_Skin_Mesh_MilSpec.png
Not that one, since that's the icon for the weapon framework
Both the season 1 and 2 logo have a rival icon that's "italiziced", the square with vertical lines
not seeing any difference of that "identifier" comparedf with a framework icon
None of these icons are the same
where would it even be used ?
I don't usually involve myself with the wiki, but just reporting this spelling mistake in case you guys don't know about it
you are using the wrong wiki !
the current one is pinned here
nobody in a sense
it can't be killed, otherwise it wouldn't exist
wiki started on gamepedia
then fandom bought it, so wiki ended up moving
then later we moved to wiki GG and started updating there instead
so fandom is like an abandoned branch now, don't worry about it
okay
Maybe you guys should add some PSA on that one to tell everyone that wiki is outdated and you should go the wiki.gg one?
The issue is that the F-word won't like that. They want their own shit to live and generate profits.
🥱 of course. You can still say that it's outdated though, no?
Unsure.
But the worst that can reasonably happen is getting banned from the F-word, so...
Well that wiki is outdated either way, so what does that matter?
Oh, you mean as in, you get banned as the user who made that comment?
Getting banned from the F-word would also ban you from other games' F-words (not that you should care; the F-word sucks bad). And ye, you, the user (or IP-address?) getting banned.
You know, there's this one song, it's lyrics say
Just look back
To history
You will see
That's it's filled with greed
It's applicable to this situation, and oh so typical
Nobody can even just delete the wiki or something like that?
Ye. Bloody greed of the F-word.
Gamepedia was actually good. No clue how good compared to wiki.gg, but definitely good enough I'd have to dig further into it to know for sure.
It is physically possible, but only the F-word's admins could do that. So it won't happen without a miracle.
You mean to say that after making a wiki, you can't even delete it yourself?
I'm pretty sure that is the case, yes.
Though at least I'm pretty sure we (that is, the devs/publisher) could force them to drop any mention of the F-word being "official"
Barotrauma's F-word also had a site-wide notice for a while. But not sure if they were being nice or we could enforce it. That happened over a year ago, policy might've changed too.
You can, if you make it yourself and foot the bill for hosting and licensing.
But noone does that, as a wiki like that would be essentially invisible on the internet. You need the big names to have your content seen, and the big names need you to create the actual content.
How that relationship goes depends on the big name. Fandom's tools for editors aren't great, and it prioritizes ads and promoting its other wikis
Eh, Barotrauma's wiki is at least competitive with the F-word on search engines. Often shows up as top result nowadays. RimWorld's wiki (never hosted on Gamepedia nor the F-word) also has no trouble with invisibility.
Though having a big site behind it does simplify things.
I did post the images first, the icon shows up on the right of the item in the accessory shop for seasonal items
I guess that's fair. If you have a high-traffic site linking to you and no pre-existing user habits you have to fight against (like going to another wiki), you could host independently
The TF2 wiki does show up instantly, for instance
I guess it just depends on how well you advertise yours in that community
How one advertises a wiki is less of a factor compared to others, for example:
The TF2 wiki is is officially supported and hosted on Valve's own servers, so the Fandom TF2 wiki is not as likely to be viewed as reliable, therefore it gets less traffic and will have less editors to maintain it. It's cyclic reinforcement so whoever breaks out first and does a good enough job will be able to establish a presence.
The second is SEO. Fandom has extremely aggressive SEO practices so it will appear first in Google searches. The second second issue is that miners here who rely on the wiki will have their browser search results autocomplete the link to the old one instead of the new one.
The third issue is literally Fandom itself. Editors release their contributions to Fandom, which means they own the content, which is why no one here can delete the wiki. The most they can do is detach all "official" references
The intention is to freeze the old wiki in time such that it will be outdated so readers will have to migrate to the new one
also Fandom never deletes wikis because of the ad revenue
that no-deletion policy was there even back when they were known as Wikia
good thing wiki.gg seems to be bringing back elements of what Gamepedia used to be before it was consumed by Fandom
two issues:
- the formula in [[Fear#Duration of Fear State]] is not formatting. is there a math extension missing?
- interwiki linking by [[Wikipedia:example|example]] results in a red link to a page on the wiki itself
Why was fear changed from status effect to a "state" ?
because it isn't a status effect
and what is the difference ?
you can inflict or apply a status effect, whereas you enter and exit a state
does the game handle fear the same way it does with the status effects that show up besides the health bar?
-"entering" and "exiting" applies to status effects
-and "inflicting" and "applying" also applies to Fear
handle in which sense ? if there is no difference to the end player, and the game don't give a clear difference, don't see a reason to make it complicated by creating 2 different groups
handle internally, i.e. how it is coded
and the game does have a distinction, you can't spread Fear with Re-atomizer, and Fear doesn't show up on the health bar when something gets Feared. doesn't that make it something different?
by definition, sure Fear is a status effect because you can apply a fear effect on an enemy but mechanically it doesn't appear to work like other status effects that are present in the game
that is like separating statuses based on it working or not with GK2 mercy bullets
the reasons for it not working with Coil atomizer might be for balance purposes (or bug/oversight), since T5 already have a fear giving upgrade
showing up on healthbar, explosive reloads also shows up when a reload can kill the target, is that a status effect too ?
it could fit as a "state" if creatures have different behaviors groups, something like "searching state" , "scared state" , "attacking state"
though would still find a better word as "state" might be too close to "status effect"
Fear and Stun are both enemy "states", like Frozen. although they're mechanically very similar to Status Effects, they're internally not STEs
Yea
that is the issue, do we know why stun gets an icon on HP bar
but not Fear ?
not all STEs get icons, either
🤔 well, now that i say that, i can't think of an example...
that might be wrong
oh, i thought of one
Prospector STE_Fleeing
when both weakpoints are intact, x5 movespeed. when one intact, x4
you can clearly see the effect, but there's no hexagon
how the wiki should handle it ? (after all, we call dmg_burn as fire damage)
do we decide some separation, just call everything a status effect, or even, call everything status effect + specify that some are also a state ?
"Stun is a status effect that gives the Stunned state to enemies, causing them to..."
"Fear is a status effect that gives the Scared state to enemies..."
i guess at this point we're just hung up on the definition of status effect, because there's the game definition, and the broad definition. i'm guessing there are a lot of STEs that casual players wouldn't care about that still exist under the hood
maybe it would be easier to call everything a status effect, i just made that initial change because i thought it was important enough to mention that Fear is slightly different
I'm working on STE table, the main sheet is 98% ready, I can share it if you need.
But I'd prefer to finish it all, though idk how long it will take.
https://youtu.be/gvAXL3oe-S4?t=4247
Rock crackers work at full efficiency until they break, but it takes longer to repair them from 0% than it would maintaining them regularly
Added to the page
STE from the shredder swarm or gun-nade ? 😄
I want to add a note about how the dreadnought decides whom to attack. What would be a good place for it?
The candidates are:
https://deeprockgalactic.wiki.gg/wiki/Elimination
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Dreadnought (already has a short note about target switching)
https://deeprockgalactic.wiki.gg/wiki/Dreadnought_Types
I'm hesitant about the second option, as the rules are likely the same for all dreads, and copying the same paragraph on three pages is kind of dumb
I just found this, if it helps:
No I've got a summary from Johan here
random + distance-based + based on how many other bugs are focusing a target
That answer seems very fuzzy to me.
Wdym how many bugs, if there is usually none during dread fight.
I guess this is a failsafe for when dreads replace swarms on PE
And distance? Does every 2nd player summons dreadnought through a wall and waits for him to carve?
Like... those are not normal situations.
The summary is still better than what we currently have on the wiki about target switching, which is "The Dreadnought chases one dwarf at a time while ignoring the others, but switches targets regularly."
I mean, "regularly" now might be 15 plus minus 5 seconds judging from my screenshot, just needs verifying.
Are you opposed to listing the factors at play, even if we can't explain their exact workings?
I'd just like it to be shown understandable way.
You can name factors, but there should be exact meaning to it as well.
So the question remains where
More like what situations those factors apply in
"It's not controllable" doesn't mean that we can't change the distance btw
Yeah, I think Johan meant it more in a MMO-style "pull aggro" button
Mb it's when one player runs away, then these factors might smh explain what dreadnought will be more likely targeting
From my experience, I always thought that it tends to target the one who deals ton of dmg.
I felt there's like threshold or smth when dreadnought just aggroes dmg dealer after some time.
it goes on the dread/ hive / twins page, to possibily even have more behavior added to it later
as they are more likely to be viewed and will avoid players having to switch pages
- if you did to All creatures there could be a new page for how targeting works
Why was this behavior line added to a disambiguation page, since afaik those pages are just meant as a hub for words that have multiple pages
https://deeprockgalactic.wiki.gg/wiki/Dreadnought_Types?curid=4273&diff=32438&oldid=31595
I thought that's what you meant by "it goes on the dread/ hive / twins page"
oh lol
I even said individually the name of each page
Well maybe if you said "pages" it would've been clearer 😉
Eh, I'm not a fan of text duplication but I can move it I guess
to be fair, text duplication is very common pratice
their entire first paragraph is duplicated
same for other pages
"The [[name here]] is a hostile boss Creature encountered on Hoxxes. It has a 1 in 3 chance to spawn when the first Glyphid Cocoon is broken in the Elimination gamemode, and a 1 in 2 chance for each subsequent cocoon, unless it was spawned by the previous cocoon. It will begin attacking the Dwarves once it spawns. It also has a very rare chance to spawn in place of a Swarm in Mining Expedition, Point Extraction, and On-Site Refining mission types."
Do caretaker’s intakes have a weakpoint?
unless I'm somehow mistaken : no
The reason I ask is because solo haz 5 I was able to oneshot them with SCC but I was also using cryo nades so it ether has a weakpoint or frozen only works on the vents and not the eye
I didn’t believe so
frozen used to work on the eye
there might have been scaling changes, how old is the vid ?
Let me go get it
12 days ago
At the caretaker fight I was 2 shotting them then I was 1 shotting them
could be the frozen status, could be scaling. To be fair, it's hard to tell because the caretaker has been going through a lot of changes and I don't even know what some of them are, or if they're even in the game anymore for some of them.
And I was using cryo because you told me it could be frozen 
And then we got weirdness with the vents
yeah it could, but I read somewhere that it couldn't anymore apparently ? so i'm not sure how it works anymore
It can’t be scaling in in the same mission I two shot them and then oneshot them later
then frozen status it is
Weird that it would only affect the vents
What is caretakers warming rate if anyone knows
DRG strays further and further into spaget every update
Help me out here, I'm drawing a blank.
If red zones on the map don't increase the chance of meteor strikes anymore, what is the difference between a red and a non-red biome?
red biome is an indication for where to find lithophage outbreak warnings
and it looks cool
that's about it
Are there no lithophage warnings outside of red zones? I'll have to check my data consult the archives
there are none of those outside of infected biome
at least there shouldn't
can't say I've seen one outside either so far
No I believe you, but I compulsively double-check
||God knows we can't trust GSG to write their systems right||
there is "WRN_Plague" withing a "IncompatibleWarnings" section
one way to test would be to swap that with some other warning I am guessing

Can't upload a .png as a .jpg
thanks
trying to fix some of the image files that did not transfer over correctly from the original wiki
for some reason some transferred as the wrong types like this one "text/html"
well i fixed them anyways i guess lol
Time to add delete tags
Thoughts on current progress ? Will need some thinking on how to name some stuff as they are somewhat different
Addition to Fandom's Loot Bug page.
If someone can verify this, it might be pertinent to add to the official wiki too
hmm, you sure they aren't confusing the minerals you get when damaging it ?
I can see a 0.1 damage value for it (8 rate of fire), not sure if it gets modified, but could explain it making the lootbug drop stuff, but not the death loot
Yeah, my guess is that it's from the miniscule damage, not from any special property of the foam
I tried it and it does work
it's because lootbug drop minerals when taking damage, and the lothifoamer deals 0.1 damage
haven't tested if there's a limit to how much minerals you can get out of one lootbug though
it is misleading into thinking it is special or that you get the same thing as killing though
can't find any hard limit yet
without a limit in theory you could get 100 hp / 0.1 dmg = 1000 hits, so 999 drops before death, with the 0.5s cooldown between drops that is around 8 minutes and 20 seconds of perfecting shooting
All of the lootbug's contents should be dropped long before 999 hits though
Yeah, they have a limited amount of loot they can drop.
so they have like a fixed 10 loot
damaging gives you some of that loot, and killing gives you the rest ?
is that even explained on the page
Yes, with mods you can bleed a lootbug of all of its death loot without killing it.
👀
Yes?
?
people keep asking for a firing range when the space rig already had one at one point
it never had the firing range. the door was labeled "Firing Range" but blocked off, showing where they intended to add it eventually. over a year ago that door was removed, because GSG scrapped their plans to add it.
https://deeprockgalactic.wiki.gg/wiki/Development_Q%26A
control+f => range
i also hope to see a firing range
sandb...
One day I will remake it.
now I got curious to make a mission spawn with a tritilyte event, Rival antennas and plague meteor spawned on a 4 eggs mission just to see if anything different happens
@vivid hillSome info about the caretaker eyes and vents:
The eyes are weakpoints, the vents are not.
Before, both would benefit from frozen damage multiplier.
The devs didn’t want that to happen so they patched it so that they would take normal damage when frozen.
They messed up when patching it so it only affect 1 of the 4 vents atm, but they are aware of it and once fixed nothing should benefit from the frozen damage bonus anymore.
do we know where the curves with the chances for different events is at ?
Afaik it is in Content>Game>GameData
GD_SpecialEventSettings
or
GD_TreasureSettings
GD_SpecialEventSettings has the chance for ME, rival events, prospector and data deposit.
GD_TreasureSettings has the chances for cargo crates and lost packs.
Appreciated, now I only have to make plague warning spawn everywhere and then test it out
yup, even with plague meteor, machine event, and rival event
I still got exactly the number of crystals expected
so...
I guess now it is more of a question about format
is it a good one ?
interesting, seems mineral mania might just double the final value after rounding
if it did that before rounding, I would be getting 3 instead of 4
is there a new way to transfer xbox to steam saves?
was there ever a way ?
XP values got changed, now to know which values were correct
https://deeprockgalactic.wiki.gg/wiki/Experience?curid=1949&diff=32478&oldid=32410
No new way, but the old one still works
https://www.reddit.com/r/DeepRockGalactic/comments/jt72nz/not_my_op_wanted_to_reinvigorate_it_now_that_drg/
64 votes and 50 comments so far on Reddit
Beware though, the transfer method is not officially supported, so all the risks are on you. Have backups
can electrocute damage cause the disintegration / burning up effect that prevents for example Praetorian's death cloud. For context, I killed a Praetorian with the Plasma Carbine with the Overcharged PCF upgrade and it disintegrated without leaving it's cloud.
Disintegrate damage can prevent on death effect like clouds, the base damage of the plasma carbine is 50/50 kinetic/disintegrate.
(And to be clear: electrocution and electric damage can’t prevent on death effects.)
The wiki right now says that Unknown horror's damage is reduced compared to a regular bulk's, but no mention of how much. Anyone know?
hey SplitSentro, do you happen to know the "default" values for STEs' Duration, Interval.Min, and Interval.Max? when I look in the parsed gamefiles they only show me the values that are defined as different-than-default, and i haven't found the default values.
like, the default MaxDamageRadius is 0.5m, default Radius is 1m, default Falloff is 25%, default Projectile collision SphereRadius seems to be 0.05m, etc.
the best example of this is probably Engineer Lok-1 OC "Neuro-Lasso"s stacking x0.9 slow: FSD/Content/WeaponsNTools/LockOnRifle/STE_EnemySlowdown_LockOnRifle. it lists nothing about duration or tick intervals in the gamefile itself.
That's because it stacks up to 10 times and only while locked on I guess, because if it had an interval then it would decay instead of immediate removal.
how about FSD/Content/WeaponsNTools/FlameThrower/STE_StickyFlame_Slowdown?
it lists its tick interval at [0.5, 0.5], but no Duration that i can see
conversely, FSD/Content/WeaponsNTools/LineCutter/STE_LineCutter_Slow lists its Duration at 0.3, but no mention of Interval.{min, max}
between those two, it might be enough to find the "default" values
At that point you are getting into push status effect triggers.
Which is why they have no defined values, because they work off of overlap events on sphere collision triggers, primarily.
NotLikeThis
🪦 RIP my hope for a unified STE model
Example: bug walks into red sphere, bug get hot, bug leave spicy ball, bug cool down.
The slowdown upgrade just calls a function for an enum to add that STE to the sticky flame if I were to guess.
yeah, that supports my observations and conclusions so far. makes sense 👍
thanks, Banagement
Anytime.
well, while you're "here", i have an odd question that you might have insight into. do you know why Drak25 PRJ has a collision radius of 0.15m, when all other similar projectiles like PGL, Turret Whip, and Micro Missiles have a collision radius of 0.05m?
visually, the plasma balls look smaller than the PGL grenade, but as far as I can tell the collision radius is 3x the size
maybe it's a legacy from the scrapped PRJ_PlasmaCarbineShot_Big?
the name being all i have to go off of, obviously
the PGL, Turret Whip, MicroMissile
Yes.
🤔
huh. i got the 0.05 value from UUU console, running a command like getall spherecomponent sphereradius
again, because i couldn't find the default values that weren't listed in gamefile.
i defer to your expertise, but i'm even more confused now
0.32m collision radius is massive
Well, you are probably messing yourself up with that due to how they preload projectiles.
Since the sphere collision is set to relative scale it can downsize based on the 3D Scale size of the projectile. The devs basically spawn all active player projectiles at spawn that are tiny and hidden.
oh, ok. so the actual value listed doesn't really matter, in the long run, for detecting collision. because it gets 3D scaled
that's disappointing, it's a piece of info i was looking forward to having. i was working on Projectile Accuracy model
Well, sort of. Your command is fine.
That value won't change as the value, but the actual size will change based off of relative scale instead of absolute (world) scale.
yeah. what i need is the "absolute" radius used for collision check, probably no easy way to get that
emotional roller coaster 😆
cool. thanks again!
continues to show: knowing who to ask is usually better than trying to figure it all out myself 🙂
Afaik there's no default duration, otherwise we wouldn't have infinite STEs, and we wouldn't have some STEs become infinite after re-atomization. If it's not defined, then it's just not needed. Some STEs just get activated on collision or other event (like locking with LOK-1, as you mentioned) and then most get deactivated by the same source, which makes infinite re-atomized STEs only pseudo-infinite.
Also thanks, Banagement 
I'm gonna mess a bit more with DoT testing and calculation, and no matter the progress I'm gonna release my spreadsheet today.
Also I recall PRJs, like other stuff, have scale that you can look up via Utilities, but idk if it's of any help.
It's been already answered, but here's confirmation:
FloatProperty Duration=-1.0
FloatProperty Min=-1.0
FloatProperty Max=-1.0
Seems good to go:
https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/
STEs
Check Info sheet for explanations,Use Data → Filter Views for filtering and sorting,Found a mismatch? Leave a comment!,Assembled by SplitSentroㅤ
Status Effects,Application,Effects,Duration,Synergy,Overlay
Icon,Name,Inflictor,Trigger,Recipients,Misc,DamageClass,Damage,MovSpeed,Resistances,He...
It’s the iron bomber all over again
*Incorrect
I made a mod to show the bounds of the collision and it appears that 5 units (0.05m) is correct.
No.
that was a hat from the summer vacations event
Summer event earlier this year.
No problem
Have the testing for escort duty nitra spawn finished ?
https://youtu.be/awPCjttb8hs?t=3938
The chances of 3 breeders in a mission are deemed very low (also lovely banter)
Wait, is it something we couldnt calculate ?
For ECR the 50 damage explosion is affected by T3 1 on loki no idea why but it is
Without T3 1
With T3 1 on a shocked target
Shocked and burning
i betcha it's something funky about the explosion BP object being a child of the Lok-1's normal DamageComponent, thus tricking the Conversion upgrades into affecting it too.
Yeah something funky is 100% happening and I don't think it's intended
anyway I'm a content creator so now the world must know 
unrelated how are you guys reading these damage numbers cuz i just installed the mod for it and it seems to show way more numbers than times the target was hit?
for that one in particular im seeing 3 18.3s and a 39.2 but wait a sec i might be stupid as hell
I look at the common ones like 18.3 and know that's the 3 bullets I fired and the 39.2 is the explosion
The DoTs also show damage numbers
yeah i just realized i didnt see that the other one had shocked AND burning
So on the 3rd one there is a slew of numbers and I took 4 screenshots and took the most readable one
does the electro-chem dmg bonus stack with both fire and elec at the same time or no?
Yes
and for note these bonuses apply as the damage type, so you get the buff from fire the extra damage added is also fire damage
ah thats good to know
not very applicable but useful nontheless
it triggers weakness/resistances
thanks for the info, ill be sure to check out your channel
if you want more game in numbers check out @gaunt cipher
I just do dumb suffering things in DRG
X-X if the wiki is missing numbers just let us know
if someone knows, we should add
lol thanks for the recommendation, ill check you both out
link is on the pins
does the wiki talk about how nitro flat out does not work on minelayer even in rocket form?
I'll check myself because that was 2 seasons ago I checked that
you mean this ?
by all means checking on wiki first seems better than getting everyone to ask a single individual
or at least ask here first
Yeah that's wrong, it does not even work in rocket form
let me get the proof real quick
speculation: maybe T5.C doesn't affect Minelayer because it's a different PRJ object?
like how AG Mixture on Sludge Pump doesn't benefit from the T5 upgrades because it's using a bugged parent of the projectile
that's my assumption
does Hurricane T5.C work for Plasma Burster and/or Salvo Module? those are different PRJs, too
I'll check
PBM does
and salvo no strangely
I'll recheck PBM
Yeah PBM it works fully, why doesn't it work for salvo/minelayer I have no idea maybe because the Devs wanted nitro to work with PBM specifically so they looked if it was working with those and just assumed it worked with the others
Can you test something else quick re: Salvo?
When you fire a single missile with it, it retains its tracking capabilities; I wonder if that one still gains the Nitro boost
checked with single missiles
no
Very odd
the screenshots are of single missiles but I'll check with multiple
as meatshield said, they are entirely different missiles to base hurricane
it's a wonder the danger darkness barrels mod affects them so 
yeah, but the single fired missile still retains its tracking abilities, which you would think means that it is actually defaulting back to the "original" missile type
And yet it isn't, its just the new projectile being bugged in such a way to half-way work like the original projectile type
and no the salvo missiles are not affected by nitro even in a full burst
Not surprised by that; very odd though
This isn't really wiki-related either, might have better luck with an overall opinion in #drg-chat
The Description for the MK4 Gunner Suit Quotes Revelation 6: The Seals.
:S you guys probably should go Dm or move to other channel before we clutter this with tips
I was about to put this in the Wiki, but i figured i should run this by.
I'm not familiar enough with religious texts to confirm it, but if you have a direct quote to cite then sure, add it
Its definitely referencing something
Direct quote i can't get. The problem with that is that there are hundreds of iterations of the Bible
Mine does include a version of this though
But its talks about the Fourth seal, which the quote still talks about
I think that should be fine, as long as you make it clear (i.e. "this quote is likely a reference to Revelations 6, such as seen in [book, page no.]"). Alternatively you could just cite the text(s) wholesale, and note that the quote appears throughout
Its a tad sloppy, but tbf most artistic references are
hang on leme get a pic of my bible with the dirivitive
I trust you; just want to try and be as specific as possible
So it can be validated by the wiki editors and anyone else who might check
I am Using the Revised Standard Catholic Edition
Its a religious text, so I can see some people being touchy about it if it doesn't have a strong citation to back it up
like, the original text has more to it
so kinda like a short version
have the text "And I heard a voice in the midst of the four beasts. And I looked, and behold a pale horse. And his name that sat on him was death, and hell followed with him."
Like i said, i can't get a direct quite because its from some other version
And yes, i am aware that the Bible is a sensitive topic
from https://www.bible.com/bible/1/REV.6.1-17.KJV And I heard a voice in the midst of the four beasts say, A measure of wheat for a penny, and three measures of barley for a penny; and see thou hurt not the oil and the wine. And when he had opened the fourth seal, I heard the voice of the fourth beast say, Come and see. And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him."
So its a truncated version of that section, more or less verbatim
Neat
I think thats complete fair to mention in trivia then, with a reference to Revelation 6:1-17 (could be more specific; I presume the 1-17 is the sentences/sections, and could be narrowed down further)
I am not sure how i would word that, so i figured i would bring it up
Like i said, Various Scources
Something like "The description for Gunner's Mk4 armor is likely a reference to Revelations 6, sections [yadayada]"
Obviously we can't be sure without asking the devs, but based on the wording being near identical I can't see anyone really refuting it until the devs do
just do rev 6:7
I don't know if theres precedent for this, but you could also make wikipedia (like "real" wikipedia) style citation which links directly to the source
If you want to be absolutely clear on it
I can see one hyperlink-like citation in the Shard Diffractor trivia, so you could go that route
So Typing this won't work?
that is not specific at all
you didn't even said which book it is from
also, why be so specific on which part it is from
That Work?
That is true, But Just saying What Part of Revelation is the most accurate way
Thay usualy fallow that acurately
"The term "Bible" can refer to the Hebrew Bible or the Christian Bible, which contains both the Old and New Testaments."
"of the Christian Bible" then
Alright i have summited it as "The description for the MK4 Gunner Suit quotes Revelation 6 of the Bible. After the opening of the Fourth Seal"
That work?
If you feel somthing is off, edit it.
probably good idea to test out how mineral XP is working as of S3
From my tests (Hazard EnemyResistance is 1.0):
66 damage without T3A
69.2 with
That can be explained by the fact that dmg numbers likes to present dmg parts that are happening almost at the same time as one number (their sum), so:
66 is 50 explosion dmg + 16 base dmg
69.2 is 50 explosion dmg + 19.2 T3A powered-up dmg
And it's the same story with burning targets. Your screenshots are kinda hard to sort out, so I can't really tell what's happening there.
which is probably why modding the values to see how it changes in game is recommended
such as 1 dmg explosion, or maybe even 0 dmg
is there anything official lore-wise regarding the corporation? as in, how long it couldve been around for example?
nothing like that, no
they rather keep it open
Dwarfs are more about having different personalities based on voice lines
nothing on lore though
When will there be pages regarding the random meteor events and the new grenades
You checking the wrong wiki
The right one is pinned here
Secret info, only way to know is with an announcement
But you could check when it happened past years
And no need to ping
Check wiki
Latest pin
Actually, I'm not seeing an easily findable date on the wiki for the 2021 Yuletide/Christmas event
I'm just gonna go off of this message #announcements message
so prolly another week and a half or so
been wondering, if there is an equal chance a deposited enor/jadiz will give any value within the range
Considering enor has a lower range
Greetings to all the gentlefolk present here, I have conflicted thoughts on rich atmosphere affecting bugs or not affecting bugs, which one is correct?
I remember reading that the bug multiplier wasn't as impactful as the dwarf multiplier, but that was quite a few updates back.
Be sure you are checking the right wiki, which is pinned here
"Movement speed for Dwarves is increased by 50% and allows for sprinting through environmental slows such as blizzards and sandstorms. Enemies, M.U.L.E.s and Bosco are unaffected."
The confusion probably comes from the fact that the game claims it buffs enemies
Damn, why is that still there
is there a sound file for the pre meteor impact siren sound thingy? it's really cool but I can't find it
I've been tracking my jadiz/enor deposits for quite a while, do you want my data set?
Sure, I can analize it
Damn, I gotta sort through my screenshots to find those. I'll try to find time for it
wait, why didn't you save using a spreadsheet or list
Because playing is fun, snapping a screenshot is quick, and sorting through screenshots to fill a spreadsheet is tedious, so I have a backlog of a couple thousand screenshots
I don't just track jadiz and enor, mind you
I'm slowly converting them all to a database, but it's going to take a long time. I'll dig out the parts that are jadiz/enor-related first though
<@&296918282403840000> ☝️ This guy feels very spammy
Someone's DIY bot isn't working properly lol
I was under the impression small meteors don't happen in the Lithophage Outbreak warnings. Turns out, they do
might be mistaken but here are all the info I got on them
Now we have the big meteor and and the meteor shower, which are two different events.
Small meteor can spawn anywhere, even in lithophage missions. 1 Plagueheart guaranteed + chances of more (2% per meteor).
The big meteor can spawn only outside of lithophage. 3-4 plaguehearts guaranteed.
Chances for both events are the same (25-33% depending on length. 30% chance of an extra event).
You can have both event type in one mission.
and there are many people that report getting 2 big meteor + one meteor shower event as well, getting up to 9-10 plaguehearts
so I guess each event roll the chance of extra independently
what gave the idea the small meteors can't spawn on litho warn ?
wiki, someone, experience, etc
Alright
update, I pretty much added information on spawning for 5/6 crafting minerals
only thing left would be to tweak names and the sort, but the information is there already
Croppa is a whole other issue as it works in a completely different way, so I will leave it for the future
I will move to something else, maybe go back to figuring out when refinery breaks can happen for 2P+
Do Hot Bullets mod apply after the OC? I noticed I can kill a swarmer with one shot from Bullet Hell OC minigun ONLY IF I take both T2.B and T4.A (damage mods). Without them, I cannot kill a swarmer with one shot.
So I naturally thought "With Bullet Hell OC, My bullet damage needs to exceed 10 damage to light swarmers on fire with one shot, that must be why I can't do it without damage mods." But I saw @vivid hill 's comment about it on Youtube and was curious to ask here.
My test: https://youtu.be/nV_e8DihW-4
I first noticed this one year ago when I was testing MeatShield's Calculator stuff(breakpoint shenanigans). I wonder other OCs/mods work this way too.
i want to make sure i understand you correctly.
With Minigun build -B-AC + Bullet Hell, the damage per bullet is 9, multiplied by x1.15 when VCP is active, and then 50% of that gets added as Heat. because 9 * 1.15 * 0.5 = 5.175, it does >= 5 Heat which is enough to ignite a Swarmer. therefore, the 6 damage dealt immediately by the Burning DoT gets added to the 10.35 from the bullet, which pushes it beyond the 14.4 Breakpoint.
is that what you are reporting?
Correct!
gotcha. now that we're on the same page, does this disprove a currently held hypothesis of how we understand the game? it was a little ambiguous from what you replied to and what you said initially
w..wait, is this a bigger thing than I expect to be?
I'm guessing the hypothesis you're saying; OCs apply on last. or something?
I guess if I tested/recorded right and I've missed nothing else, yes it might be wrong. Hot Bullets do seem to consider the damage penalty of Bullet Hell OC.
I haven't tested with other OCs/mods though, so do keep that in mind!
is this a bigger thing than I expect to be?
hmmm... it might be. so, a few weeks ago i had the revelation about EPC T5.A Burning Nightmare's mystery +5% damage which then turned into a watershed of finally understanding how DRG handles Damage Components (and more importantly, Damage Conversions) internally. TLDR: it stores the base damage and an array of the element values, then multiplies it through upon evaluation.
this new model accounted for not only Burning Nightmare, but also Breach Cutter OC "Inferno" doing 140%, and why PGL T3.A Incendiary Compound doesn't affect Hyper Propellant.
so, that kind of dealt the first blow to "damage from OCs is applied last". IIRC, that was said by GSG in a Jira bug report or something about why PGL T3.A + HP was able to do 100% damage + 50% Heat. we all just kind of accepted it as "weird, but ok".
your finding that Hot Bullets + Bullet Hell can 1HK a Swarmer due to 5 Heat might be the second blow against the "OCs apply last" hypothesis, if that makes sense? because the OC's damage reduction in theory shouldn't affect Hot Bullets' heat if it's applied after. by showing that a Swarmer can't be ignited unless both damage mods get applied, it demonstrates that Hot Bullets is affected by Bullet Hell's damage.
Wow..
Model A: "OCs applied last"
using this model, Minigun T5.C Hot Bullets should always do at least 5 Heat because it hasn't been affected by the -3 damage from Bullet Hell yet.
Model B: "Elemental Conversion array multiplied by base damage upon hit"
this model predicts the behavior observed, because the damage modifiers (+2, -3, then x1.15) all get applied to the Base Damage, and it stores the Elemental Array as [100% Kinetic, 50% Heat]. upon evaluation, this model would expect it to do 100% * 10.35 damage and 50% * 10.35 = 5.175 heat
Model B can also provide a concrete answer to how Lok-1 T3.A's +20% boosts interact with T5.B's +20% boost. both of T3.A are Elemental Damage Conversions +20% Electric and +20% Fire/Heat, whereas T5.B is a x1.2 Base Damage multiplier. as a result, the predicted damage is 21 * 1.2 = 25.2 Kinetic + 21 * 1.2 * 0.2 = 5.04 Electric + 21 * 1.2 * 0.2 = 5.04 = 35.28 damage vs a Burning & Electrocuted enemy, not accounting for that enemy's resistances.
TLDR: Lok1 with T3.A + T5.B vs Burning & Electrocuted is Base Damage * 1.2 * (1 + 0.2 + 0.2) = x1.68, not x1.728 as if they all multiplied across each other somehow.
apologies for walls of text. i'm longwinded 😅
does the rival nemesis only spawn on missions with the rival tech warning now? the mutators page kinda words it awkwardly.
is there a chance for it to spawn with rival presence? or is it gaurenteed every time? im confused about it
i think it should be updated for more clarity
For Season 02, the Rival Nemesis had a chance to spawn in any mission you loaded. Additionally, the Nemesis was in the "spawn pool" for the additional waves of enemies, with Shredders and Patrol Bots, during missions that had the Rival Presence warning.
The part of the page your screencap shows is referencing the warning in particular. I believe that should still be true in S03.
as for the original question: "can a Rival Nemesis spawn in any mission, even if it doesn't have a Rival Presence warning?". sadly i do not know the answer off the top of my head, sorry. i just wanted to help clarify the wording of what you made a screencap of.
Don't worry, as a kinky nerd I love being suffocated with walls of text 
Maybe those conversions only consider a particular damage type? And devs kinda forgot about them, adding more damage to compensate the damage reduction of the conversion on some cases? Just my theory.
i appreciate the clarity. I'm not in the know how for how to test these sorts of things, but someone should test it if none of us know concretely.
it is on their page already
3% chance
my speculation: they originally built the Damage Conversion system with only one conversion applied in mind. things like Boomstick T5.C White Phosphorus Shells, etc. that's because when it converts (not adds) from one element to another, it subtracts from the starting element's 100% in the array, and adds that same amount subtracted to the new element's index.
so, it would go from [100% Kinetic, 0% Fire, 0% Heat] to [50% Kinetic, 50% Fire, 50% Heat]. nice, intuitive, simple, easy.
however, i don't think they had stacking 2+ Damage Conversions in mind when the system was implemented. the aforementioned examples of >100%:
- EPC Burning Nightmare starts at 100% Electric, ends at [-5% Electric, (25+70)% Fire, 10% Disintegrate, 70% Heat] from 3 conversions: 25% Electric to Fire, 10% Electric to Disintegrate, 70% Electric to Fire/Heat.
- PGL starts at 100% Kinetic or Explosive (Direct vs Area damage elements), and ends at [-50% Kinetic/Explosive, 100% Disintegrate, 50% Heat] from 2 conversions: 50% K/E to Heat, and 100% K/E to Disintegrate.
- BC Inferno starts at 100% Electric dmg/tick, and ends at [-40% Electric, (50+90)% Fire, 90% Heat] from 2 conversions: 50% from Electric to Fire, and 90% from Electric to Fire/Heat.
the trick is, the starting elements can't actually do negative damage. as a result, no matter how many times a Damage Conversion gets applied and subtracts more and more from the starting element, it's just adding more damage to other elements while not taking away more than 100%.
thus, my speculation that the Damage Conversion system wasn't intended to stack 2+ conversion simultaneously. its implementation only works for 1 conversion, because it doesn't do the logic to check if there are non-zero damage elements already from other conversions, keeps subtracting from the starting element only instead of all non-zero elements, etc etc
how do we even differentiate between an enor/jadiz chunk, embedded versions and team deposit version ?
names for it I mean
I don't think there's any particularly widely accepted versions, but I can give you what I'd use to specify those.
"A Jadiz/An Enor Pearl" = the large carryable object. iirc ping voicelines refer to them like this.
"A Jadiz chunk/chunk of Jadiz" = the loose bit of minerals dropped by Huuli Hoarders/Prospectors/Cargo Crates/Lost Packs
"Unit(s) of Jadiz" = the number in the depository if you need to be specific but just saying e.g. "There's 23 Jadiz in Molly right now" also works.
Do red zones still get doubled meteor chance? I remember hearing that that was going to change in an upcoming patch(before patch 8 hit).
they don't
the chances are the same everywhere
Large Meteors have a 25%-33% chance depending on mission length to spawn in any nonlithoplauge mission
Smol meteors can happen in any mission at the same chance
Both have a 30% chance after the first to drop another one
Smol meteors give 1 plague heart
Large gives 3-4 hearts
you can get both smol and large in the same mission
large meteors are the event ones and smol ones you hit with your pickaxe to open
all that I knew
was red zone increased meteors placebo all along or did it actually get changed
it actually changed
used to have higher chances in red area, that's not the case since the introduction of the meteor shower event
(well technically, a bit before that, but it doesn't matter much)
Ok, that makes sense. I remember people talking about the minimum/maximum time before large meteor lands after starting a mission(and then again after completing it if you roll a second one), but I'm unable to find it currently. That should probably be clarified on the plagueheart page as well.
perfect, corrected the names now
Presumably the highest amount of plaguehearts you could expect without totally insane small meteor luck would be 10(4 twice from big meteors, 1 twice from small meteors), and if you did get insanely, unfathomably lucky on that 2% chance of extra plaguehearts from the small meteors... you could potentially get up to 22?
Gotta be honest though, I don't think I have ever actually seen any more than 1 plaguehearts from a small meteor shower.
nah, I have got 2 once
but I am still level 20
I'm not saying getting extras doesn't happen, I'm just saying getting a lot of plaguehearts from a small shower is incredibly unlikely.
I guess you could get 2 meteors for 8 hearts, and then 2 meteor shower (not sure if it's possible ? I know you can have 2 meteors + 1 shower at least).
Don't think there's a limit on the number of extra hearts on the meteor shower either (the devs didn't talk about a limit but you get between 1 and 7 little meteors so it's already random to start with).
The most likely to happen is 10 at max, but I guess if the stars align and you get incredible luck, it could go higher. Unless there are limitations I don't know about (which is also likely)
But yeah, the max would be 22 I suppose
Right, I'm saying it's theoretically possible to get 7+7+4+4. But I haven't seen anyone actually get more than 2 from a small meteor shower, so I don't know if that actually happens.
if there's no restrictions
...also, I'm not actually sure if you can get multiple small meteor showers per mission either. I feel like I should know by now but I don't remember that clearly.
I guess I could just ask a dev in the coming week and (hopefully) get an answer
You can get multiple meteor showers in a mission on a 30% chance, just like with the big one.
Also, hello! probably the first thing I've said in here 👋
while you're here, can I ask you if you know if there's any limitation of any kind, specifically regarding events stacking ?
(congrats on your first comment in the wiki chat btw 😛 )
not really sure what you mean with event stacking.
2 meteors with 2 showers on the same mission
I've had 2 showers with 1 meteor, or 2 meteors with 1 shower but never 2,2
i think that is just plain old bad luck
a second big meteor cannot spawn until after you've cracked open the first
but there arent really any special rules that would prevent one from spawning if theres been multiple other ones
alright
so you can potentially get those 22 plaguehearts
if you're the luckiest person to ever walk this earth
but it's possible
rest well 
guessing that means in theory you could get all season plague hearts in 1 mission if you had some impossible luck
hey, is there a list of effects currently transferrable with the re-atomizer?
whitelist of allowed Status Effects as of Nov 18th
I guess the devs saw all of the discussion happening around Re-atomizer the other week. I still need to finish experiments with the temperature interactions. I only just got back to being able to run them.
Perfect
Should we have the status icon variations on the status page / somewhere else ?
Eg, bosco electrocute is red
Sentinel slowdown is brown
Wdym Bosco electrocution is red?
But it's the same color as in PAF_Electicity
I see it rn in Sandbox, it's just normal elec icon
I can give you access to my icons from spreadsheet, if you want.
here
Weirdly i havent seen it as the other color during that run
Hot rock would be missing on the page anyway, since that is not "on fire"
Moreover, Bosco uses the same STE as Stubby & LOK-1, so you'd guess that icon should stay the same.
Could be I didnt have that upgrade
Though that aside
Other icons have variations
I hope so at least
To be fair, electrocution icon has 5 variations, and only one belongs to electrocution effects.
one other thing that would be nice is to get that white board used for icons
so far I think icons images is either just the main symbol with/out color
or the hexagon + icon with correct colors, but no white board
I used the combination of 3 parts for each icon:
- PAF/AFL Icon.
- Inner hexagon.
- Outer hexagon with border.
I'd say it was not easy to math up the scale by eye, but the result is plus minus what I see in the game. #2 & #3 seem to be the same as class BGs.
Aight, I uploaded my stuff: https://drive.google.com/drive/folders/19_u4BXKi0nNJg4qZRNacIafTh_DOuwCP
hey, i'm trying to make a tierlist for the overclocks for engie. does anyone have his class icon in higher quality? the image on the wiki is really small
how big you need it though ?
and you checked on Wiki gg, not fandom, right ?
im on wiki gg. it reloads the page for me when i click on the image
will check it out later so we can add to wiki
though I guess if you prefer, you can upload it too
Idk if you need to edit it first or not, I've used a transparent margin in pics on purpose, i.e. mb it needs to be cropped first.
as long as it has a good size, and is transparent it should work ?
Well some icons are 128, some 256, I scaled 128 linearly to 256, background is 256-ish, it looks good to me. What I mean is it has 512x512 size, despite it being 256.
128x128, from wiki
no problem
is there any base for that ? translation lines use Larvae, and my exp screenshot shows Larvae too
so where is that coming from ??? https://deeprockgalactic.wiki.gg/wiki/Talk:Rockpox_Larvae
Larvae is plural, larva is singular; I guess they're arguing that the titles should all be in singular form?
For the sake of consistency, I guess they're technically correct; none of the other enemies are plural in their titles
consistency would be doing it like it is in game
not even counting, is it really a single enemy ? and not multiple larva bundle together
True; if the in-game refers to it in the plural form, then I guess it is some weird multi-organism thing
could be good to mention that on page
their movement is quite erratic which could be explained by being multiple organisms trying to control
Yeah, something we should try to ask the devs next stream; whether thats an intentional name distinction or just a mildly flubbed translation
Which, tbh, until I looked it up I didn't even know that Larvae was the plural form of Larva; I just thought it was another "Brit vs. USA" spelling thing
If our standard procedure is to make pages name creature pages like Miner's Manual entries, it should be on the guidelines page. Is it?
Did something happen?
When I google
Deep Rock Galactic Wiki or
DRG Wiki
I get no new wiki results? Not on page 1 or 2. Did you get delisted? Only when I add gg will it show up
Using DuckDuckGo, it's the third result for "deep rock galactic wiki" for me
The only thing at end of page 1 which is not official homepage, old wiki or wikipedia is pcgamingwiki and japanese wiki.
Being not on google results at all seems fishy, no?
Definitely weird.
Maybe someone got you delisted?
Can’t find it either using google.
Works just fine with DuckDuckGo, but only if you use the full name, writing DRG wiki show no results even on ddg
google searches are #1 hit source by far, no? Should be worth investigating.
Personally I always google because the wiki links are just odd or hard to remember (no matter which game / wiki)
hollow bough has an unique generation thing because it can spawn little cave shelters with red sugar in it (presumably made by karl once he got left behind on hollow bough, a deep dive hollow bough unique line says "people say this is the kind of place where karl was lost" or similar)
could anyone add it? or i am dumb because i did not find it anywhere
not a fan of that stuff
though we have a Karl page where it is ultra loose, so it can be added
https://deeprockgalactic.wiki.gg/wiki/Karl
just make sure you're wording it as a theory
I mean, the whole page already implies everything in there is theories
I personally don't think fan theories should be on the wiki at all
on that case we would get rid of most of karl page
and delete the tips page
as both rely on opinions and theories
People already have enough trouble seeing the difference between the (thin and sparse) actual lore and (many and wild) fan interpretations. We don't need to make it more confusing by putting them next to each other
where are people being confused ?
the thing already have a notice saying to not take it seriously
then the rest is just being decent at reading, for when it states it is a voice line or in game text
My biggest gripe is new players coming here or to Reddit, asking "give me lore about Karl" and getting every possible fan theory thrown at them except what's actually in the game
well, then you have to deal with reddit
if they open wiki they won't have that issue
It's not just there
But few people will click to go read an answer when they have a person giving them an answer right there in the chat
I could make a long answer but I'll just give you the short one :
because people are dumb and not curious enough to actually read things properly or use a search bar
i just link them the wiki page personally
What do you search exactly
I try using "[word] drg wiki"
theories dont matter because the devs will look at them and invent a lore that doesnt include any to be original
What did you google?
I googled deep rock galactic wiki and drg wiki both logged in and out and found nothing with .gg
the wiki not showing up with that search is really bad imo
deep rock galactic wiki and drg wiki worked for me
what the F
now it does for me too
where it didnt before, just under "missions" from the false wiki (see screenshot above)
drg wiki [page] only has fandom results though, on first page
Oh nvm, found wiki.gg on the bottom
New wiki has quite some catching up to do in search engine rankings, it slowly will close the distance and even overtake with time and more and more linking to and using of it
@short cloud it's highly unlikely that they will (hypotetically) add Karl and follow the main fan theory because otherwise the playerbase will be like "We all knew it" and it's bland. Why use the main built path when you can create a new path on the dark side of the forest, full of possibilities and certainly unexpected?
I don't think they intend to add Karl or expand its lore in any capacity entirely
I also don't think they care for people's theory outside of making funny stuff for the game, just because it's fun
That's terrible writing advice.
The lore is left barebones on purpose so people can create their own headcanons. Also what does this have to do with the wiki?
that was in the context of the wiki page of Karl
https://deeprockgalactic.wiki.gg/wiki/Deepcore_40mm_PGL?curid=130&diff=32518&oldid=32002
When did pgl spiky damage got turned into kinetic ??
wasn't it always kinetic ?
Trijaws take double damage from explosive, and have 420 eHP on haz4+
If spiky is kinetic: (110x2) + (60x3) =400 dmg
If spiky is explosive: (110x2) + (60x2x3) = 580 dmg
2nd with edge for me
found this out while updating the thorns page. it irritates me an unreasonable amount
pretty sure there is a place to submit in game text errors, just not sure where
i think it might be wiki error. (the wiki for this page does spell it larva its also inconsistent)
that is another enemy
go into a rockpox mission, and use your laser pointer on them
though, just to show to you, I can do it
im aware. i figured naming convention carried over
i see.
aand game didn't want to work
pretty much only place that uses "larva" is miner's manual
even dialogue uses "larvae"
well, I guess that shows that now it is kinetic
though it shouldn't be hard to find chats of when it was explosive
a while ago. U28 or earlier
guess it was missed because it was not on patchnotes ?
then when discovered, we got distracted by many other things
Quick, to the dwarfmobile! We must go to #1037308906516521010
you have a todo list of status icons ? as in, the ones not created yet, such as corrosive puddle
I've done every single STE icon. And at least 1 more. You have the link, you know where to find it.
I will load the game later to take some screenshots
No need, I double-checked myself as usual, GooPuddle is missing, I'll assemble it quickly in the next few minutes.
💀
I'll check others after it. Then it should be good.
GooPuddle is done. There's no to-do list, you need to ask directly if you spot anything wrong in the spreadsheet.
are deep dives limited in that they can't have certain mutators? I swear that I heard elite threat was blocked off of DDs
there's an archive of all deep dives you can check there, But on week 161 2022-10-20 the normal dive had Elite Threat
https://docs.google.com/spreadsheets/d/1cvRHDfmBKK8Ggmoga6A3PrlyBaunZpbQhZuy987gGKk/edit?usp=sharing
- Hot rock no longer shows up as a status effect (No red lighting icons on enemies)
Devs made this QoL change specially for Sentinel
Wouldnt be too surprised given one of them was here recently
- Added new pass for procedural setup to prevent issues when generating objects in caves
Wonder if that affected escort duty spawning, curious to test as it should be fast
New STE_Plague_WeakpointPopInfection:
Pop a Rockpox blister at ~3 m or less -> get 35 infection instantly and 35 more in 1 second, 70 in total.
Oh nifty! That'll make it a bit riskier to just run at infected praetorians with the powered drills for fast kills.
talking about statuses reminds me that once I saw 2 stagger (stun?) icons on the same enemy
and based on the multiple rockpox versions I guess you can see 2-3 at once, though never payed attention on that
seems not, guess I will try messing around with it later to see if I can make it work
I think it was more to make sure infection spikes wouldn't block important stuff
people not being able to leave the pod or to push buttons because of an infection spike was common enough
Alright I've looked around and have pretty much reached a dead end so I figure I'll ask here: does anyone have precise information for how long a pickaxe swing takes?
I can guesstimate somewhere between like ~.76-.91 swings/second but would love to find a more accurate figure
The only source I found said 2sec/swing (not sure if YouTube links are allowed here) but that seems extremely off and might only apply to smacking glyphids or something
Same for depositing too tbh, I've been able to get an estimate of about 18.895 minerals/second dumping into Molly but want to know if there's a more official figure out there
it is not much mentioned
so unsure if anyone ever checked it out
Prospector Drone still a 50% chance to eat a rare boss spawn as of S3?
80% sure i remember seeing the AttackInterval in the pickaxe file set as 0.7 or something.
i'll check and get back to you.
found in Content/WeaponsNTools/Pickaxe/WPN_Pickaxe, line 746:
doing a quick sanity check in-game, making sure that value makes sense.
yep, hitting air with pickaxe had an interval of 0.7. testing vs Praetorian now
seemed to be a little longer. small sample size indicates ~0.85 interval? checking other gamefiles for possible explanation
right above is the value "HitCooldown": 10.0; maybe that means add 0.1 sec? i don't see anything else in the WPN file that would explain why it takes longer to hit an enemy than the air. i'll keep digging
Possibly mod those out
pickaxe stuff is pretty much entirely done through animations, almost all of those values do absolutely nothing in-game
Meaning it matters how far away you are I imagine
2nd sample set, much larger, got ~0.8 sec interval when hitting a Haz5 Solo Praetorian in the mouth over and over
so, until otherwise disproved, my guess is 0.7 sec interval for mining, 0.8 sec interval for DPS calculations.
to clarify: i was timing from impact sound to impact sound, when the pickaxe is fully extended in the animation.
Ooh, dev Q&A dramatic reading
Just kidding, it's 2,5 hours of two dudes reading the Q&A and speculating on what the answers mean
Not that it's completely redundant, but they'd get a much better feel of how to interpret the responses if they clicked any of the links and listened to any of the clips themselves
I'm a bit dismissive of Barrel Vision in general because they've been known to ignore facts in favor of building hype
naaaaah, better speculate instead of listening to the actual answer
anyone know what the fatboy carve radius is?
i've noticed sometimes it only makes a weird flat kind of circular shape on impact
7m diameter -> 3.5m carve radius for Fat Boy, according to gamefile
do you know if it's intentional for the carving to be different from how base c4 carves?
this is what the base c4 carve looks like which is also 7m diameter
and this is fatboy
i do not know; sorry.
does it still make that lopsided shape when it's shot at a wall of a cave? i perceived it as hemispherical, but i haven't done that tunnel test
it appears to be inside a tight, confined space in that second screenshot. if you're standing out in a large cave, and shoot it at the floor there, does it form more spherical?
could it be the "CarveNormalSqueeze" variable ?
I think it might be 2 for nukes, and 0.8 for C4
so one way would be to change that and see what happens to the shape
summon the hex modders!
iirc, the value was posted in here some time ago. Hyper Prop does the exact opposite and makes the carve long and narrow
This stuff
(before and after that message)
In case the details help: the crater is always "squished" in the direction of whatever impact triggers the detonation. If you hit a wall or the floor it makes a big, broad, shallow mark that implies a larger carve radius (and higher detonation altitude) than it actually is. If you hit a glyphid head on it digs a weird trench.
Been this way since I first got the overclock in u32.
Tunnels are the way to see the actual shape the most clearly, if you can figure out the actual impact point after the fact
Hey are there any tier lists on here - guides or other things of that sort?
no
Could we get a proper crowd sourced tier list on tiermaker?
in my experience, the game has different situations happening as you first go through the ropes vs lategame. i'd say try to go with mods that you think make sense for you (i.e. more ammo if you feel like you run out too fast compared to your other guns, or you rather smaller weapon spread over more damage, etc)
what for? there's a ReapeeRon on youtube with some tierlists (he's updated them, but i don'tthink he's done season 3 fully)
Yeah there's only a handful of tier lists I could find out there. Would be interesting to see other opinions 🙂
have you unlocked weapon overclocks yet?
Yeah I have all overclocks I believe
DRG has far too many contextual oddities for a tier list to be of good use.
have you tried them all?
Nope, was just looking for a general weapon tier list to start with
Do you guys have builds for all situations, or do you use just one or two general purpose builds for each class?
yes to both
@warm sage so do you just slap on a random build each run?
if im playing with familiar players, i know i can trust them to cover other areas, which allows me to spec into other things
if i'm not sure what can happen (modifiers, greenbeards, maybe just a teensy weensy too many beers) then i'll go with something more general
Then you have preferences 😛
should probably take this to drg-chat or something
S Tier: enjoying the game however you want
A Tier:
B Tier:
C Tier:
D Tier:
done
admittedly my first answer above is a little trite, so i'll elaborate a bit.
yes, there are weapon builds, combos, and playstyles which perform better than others. yes, technically those could be identified and labeled as S tier, A tier, then move on down through everything down to F tier. but i think that loses sight of a very crucial fact: DRG is meant to be a fun game. some of the more fun builds are also some of the weaker ones. if you love using a particular weapon or overclock, it doesn't really matter if someone arbitrarily ranks it as "C tier". DRG's vanilla difficulty is tuned to make virtually any build viable, given that the player's skill level matches the Hazard level. as a result, whatever build you enjoy playing the most (have the most fun using) is what i would recommend using.
perpetually chasing "maximum power" by only using something qualified as S tier or A tier by any arbitrary list is a pyrrhic victory. you can find the best build, but then that's forever how you'll play DRG because of artificially constraining yourself. i literally wrote the book (and the program) on min/maxing DRG's weapons, and at the end of it all i've come to the conclusion that i'm going to keep enjoying sub-optimal builds. i got burnt out after hundreds of hours of unchanging max-power builds, but since i started playing by the mantra "new build (almost) every mission" i've found my love of the game re-invigorated to play another 1000 hours since.
More build variety leads to game longevity. the more ways people can have fun and play differently, the more people can enjoy the same game together. it doesn't matter who makes the tier list -- constraining how the game can be played limits how many people can enjoy it, as well as how long they can keep enjoying it.
so, that's kind of what's at the core by people generally rebuffing the concept of "DRG Tier lists". it's not that everything is equal; rather it's mostly irrelevant to how people have fun playing the game 🙂
Lovely way of putting it, Meat
@merry chasm Sorry for the ping, but could we get a pin in this ? Please ignore my comment
Also, doubly sorry for the ping, since it's now useless
how does that help with the wiki ?
sure might be interesting, but don't see any point on having it here making pins just longer
To avoid having people coming back to which overclock is better, or to how stuff "should" be played (with a very nicely worded answer)
even though I check here 24/7 I barely see anyone asking that
and you can just say "game is balanced enough that you can pick whatever is fun for you, if you want recommendations ask on #drg-chat"
I see your point. I updated the line above.
Doesn't wiki give only specific facts and trivial advices, leaving opinions to users? Cause even "play what makes your fun" is an opinion / advice, which doesn't bring anything new, rather than a new perspective. I don't see how it relates here as well.
Though, I would be up for a FAQ, compile things people always ask (isn't there one in #drg-chat )
and have short answers , maybe with a link to a bigger explanation
e.g.: extracting audio, images, "what is best",
Is this to be considered for entry in the Dreadnought Hivegaurd page? IDK if anyone else is aware of it, and I am coining it "The Overdamage effect"
"Any extra damage to the last protrusion via high damage means, such as the Satchel Charge, will go directly to the main health bar."
Wait really? Fuck I gotta try this out
NOTE!! This doesn't work with second to last protrusion, in which nothing happens!!
it only works with the last one
and how would you deal damage to HP using second protusion, if you need to destroy all 3
overdamaging or not appears across many creatures
and why does it have to be high damage ?
A: You don't deal extra damage with the second protrusion, that's what I was pointing out in my latter text
B: IDK if the overdamage effect works with a Small Damage Per projectile weapon, but its definitely appears to happen when its a lot of damage at once.
the only weapons that i have tried and do work is the Satchel charge and Hyper OC PGL
This clip shows what is happening https://www.reddit.com/r/DeepRockGalactic/comments/z7udt8/huhhow/?utm_source=share&utm_medium=web2x&context=3
was pointing out it might have been too obvious it wouldn't work
so you could have a case on why it would not be
try super cooled m1000
last case a modded 500 damage subata shot could show something more
I can't test right now, away from home
I've tried m1k, hyperprop, c4 - it all works,
so I just went straight to the final test & oneshot Hiveguard via bulk explosion without destroying last protrusion
what is the minimum damage you need to damage HP by targetting last protusion ?
I don't think you need a minimum damage, it's just more noticeable with a big shot.
my suspicion is that any extra damage is carrying over, but it's obviously a lot more noticeable when you hit for hundred of damage
._ .
I thought some tool was being used to measure HP
which would also explain how much damage is actually transfered
I was going to hold back on telling this, but you can also blow all three with the C4 and have the overdamage. it doesn't stack it but its more conservative.
if one survives the blast no Overdamage
If you are going to test if it is indeed a damage spill, i would drop Homebrew Powder for consistent results
Ok, this is interesting:
protrusion has base 200hp
scc focus is 243.8
hitting last protrusion -> dmg numbers show 243.8 on hp decrease
landing base 65 and then scc focus into last protrusion -> dmg numbers still show 243.8 on hp decrease
then shooting full health last protrusion and 1 pixel health last protrusion with HyperProp -> dmg numbers show 555 on hp decrease in both cases
so it means it just copies full dmg of the hit that takes last protrusion off onto health
Is that with or without AB mods equipped?
AB?
Armor Breaking
without
Alright this mechanic's a bit more derpy than I thought
Another potential entry: Apparently Bosco can't pick up Nanite Bombs
I wonder which status effects have an actual in game name we can use (and where to find them)
and which don't, so only way is to make one, even if based on their code names
as an example, the puddle vs direct hit corrosions
not according to the minder's manual
There is a category for Status effects, but not for Puddle VS Corrosion
Not surprised, honestly; he would just yeet the bomb at you or drop it on you, resulting in Bosco role-playing as BET-C momentarily
does 5A on the zuckovs only work with the ifg, or will it work with any electrocuting weapon?
Any
the game wording is confusing or did the wiki confused you ? the wiki is pinned here btw
HOT POTTATO!!!!
Finally
no luck reproducing it here yet
but progress is progress
whyd the wiki move anyways?
Fandom sucks
fair enough
Too many constraints for editors and too much reliance on ad revenue, to make a long story short
are you logged in google?
On my end not-logged in wiki.gg still (again?) does not show up
nah i use edge
clearly its paying off for the first time ever
Anyone knows what changed for Web Spitter MM text ?
The key id: 0AEF446B46A1CAFF96311EAF12282EC2 > 7ABE82F045E468DD52ED8F84CFCBB303
And they fixed a typo: benign > being
wait, is that "being" on the tips ? the Description seems to have stayed the same (comparing wiki to translation)
just to know if anything needs updating
Full string:
A close cousin of the Acid Spitter, the Web Spitter is capable of firing globs of extremely sticky webbing that will entrap and immobilize any prey, allowing them to go in for the kill at their own pace. Relatively **being **compared to most of their kin, but still fully capable of spelling doom for anyone encountering one during a full-on swarm.
wonder why that version doesn't show up ?
for all other text I found the update version to fix
but web spitter still shows old text
🤷♂️ That line is from FSD\Content\Enemies\Spider\Spitter\EMMD_Spider_Spitter
The old line with the typo is still used on Crowdin.
I usually use crowdin itself for text
though I guess extracting them directly from the latest builds would be safer ? probablyu won't matter 99% of the time
They forgot to push the fixed strings to crowdin
Anyone who knows why the Glyphid Crassus Detonator is missing from the Creatures page?
https://deeprockgalactic.wiki.gg/wiki/Creatures
It was chosen to hide most variants from the main creature page, so that one was removed as well.
I thought that it was a separate species since you can't find it on the bulk detonator page
the golden lootbug can be found on the loot bug page
Hum that one is a mistake though, it should be on the bulk detonator page, at least I consider it a variant, I will check and see if I can fix that.
It would be nice if they both where on the creatures page since they both have there own tab in the Bestiary in the game
I need to come up with better sorting rules for the creature page for that to happen, creatures are directly extracted from a cargo database atm, displaying only the base creature (ie non variant).
I was trying to find a way to do it myself but I gave up after 45 min since I don't understand how it works
Not sure bestiary should be a parameter to use
Would rather go by wiki needs
All creatures have entries in a cargo database, you can see most of the data directly here:
https://deeprockgalactic.wiki.gg/wiki/Special:CargoTables/CreatureStats
Or in this table:
https://deeprockgalactic.wiki.gg/wiki/Special:CargoTables/CreatureStats
When it comes to displaying the data, we use some queries to choose what fields are displayed and how to filter the data.
I was looking thru that but could not find a way to add the Crassus detonator to the creatures page
It was hidden because of the where condition:
' and tags like "%Base%"
The Crassus doesn’t have that tag.
I know that
Just removing that part will show all variants for the glyphids including the Crassus.
I also know that but if i did that it would make the page a lot longer
It would, that’s why I want to find a better way to handle the sorting, but I will probably need to rewrite a part of the database for that and find some better sorting options.
Which creatures should be displayed (that are not yet) though ??
glacial strata variants, magma core variants, mutator variants, machine events variants
Edit, nvm missread the question.
The ones seen here maybe https://deeprockgalactic.wiki.gg/wiki/Template:Creatures_nav
what are the new chances for rival events to generate?
You're not blind, or we both are...
I can't find it either
It's just that black magnifying glass that is not really visible on dark background
But still not hard to find tho
[citation needed]
Depends on screen brightness and the amount of ambient light. I had a lamp reflecting in the screen and there's no way I would've noticed the icon
OH, SO THAT'S WHERE THE SEARCH IS
I keep putting my phone into landscape mode to be able to see the search bar
So true
Was the search bar thing fixed recently? For me it is hard to miss, no matter if I am logged in or not.
It is just like the screenshot posted by SplitSentro until the CSS finish to load so like less than a second.
@weary sonnet The issue is on mobile
As a wiki editor for another game, this message is enough to put you in jail 💀
I was being sarcastic. I ran here asking "can we move to wiki.gg?" as soon as I saw Terraria migrate
I know you were being sarcastic xD
I would love to move the Dead Cells wiki to wiki.gg too but apparently it's not worth it. We would need the approval of the devs to call the new wiki "official", fandom might do some whack shit similar to what happened to Minecraft and we would have to compete with Fandom
So yeah, respect for that lol
We had the support of the devs, so it was easier on that point.
What did fandom do to the minecraft wiki ?
They essentially tried to negotiate with Microsoft:
Fandom's legal team attempted to discuss the matter with Microsoft and find alternatives so that the agreement could be continued, but Microsoft insisted on their position.
https://minecraft.fandom.com/wiki/Minecraft_Wiki:Community_portal/Microsoft_status_update
That's more work for game devs trying to move to a different wiki
Probably half of the fandoms traffic was people looking for Minecraft potion recipes
Lmao
I don't see anything weird here. I can see the logic behind Microsoft's decision (even if I don't like that kind of policy), and Fandom, as they should have, tried to negate the impact such decisions would affect the wiki.
Also, if you did ask wiki.gg to open a fork for the dead cells wiki, it is of course best to have dev support, but not a necessity. What you do need is to have a majority of the regular wiki editors, and guardians, willing to make the fork.
We should stop that line of discussion here though, since it's out of the context of the channel.
We should stop that line of discussion here though, since it's out of the context of the channel.
I agree!
Definitely not a DRG (wiki) related topic haha
is it any true that Ripper FF went from 110% to 70% ? https://deeprockgalactic.wiki.gg/index.php?title=Springloaded_Ripper&curid=5711&diff=32577&oldid=32483
I remember Mike lowered it because there were too much deaths to it, so it should be lower than 1.1. I don't know were it is now though
yea, couldn't get it either
from FSD/Content/WeaponsNTools/Grenades/WallSaw/BP_WallSaw
confirmed, 70% FF
Page Location: Overview>Dwarves>Scout>Equipment>M1000
Error type: Classification or Consistency
Error: The M1K uses clips as mentioned everywhere else in the page.
I can't find where the error occurs in the page editor
Update: Found the error, except it already says clip. Why?
because that is a variable
the text is something else completely different
you would need to set it up to accept 2 different ammo types, or use a custom one
Currently in preview.
It places custom 5 on the botton
that's because it appears in a predefined order
not the order you put it in when using the template
laymans?
Fandom just has it as magazine size
Please don't try to replace the default mag size with a general-purpose entry like that. Can lead to inconsistencies that are much worse than just a name being "wrong".
If you really want to, edit the infobox to allow changing the displayed name. But I don't think it's a good idea.
info box is where?
I know
I'm saying Fandom didn't bother changing the label for that one page
Somewhere in the Template: namespace.
{{Title}} calls Template:Title
where do i find that?
It appears to be this one.
https://deeprockgalactic.wiki.gg/wiki/Template:Equipment_infobox
This infobox is used to create a summary of some key details about equipment.
so where is the part where it refers to "clip" as Magazine size?
Where would i go to change or add a keyword?
if clips are keywords for Magazine, and i don't wan't the change to aply to the rest of the pages, would i need to set the keyword for Clip size to be magazine?
Ah, no. I was wrong. The wiki is doing it weirdly, it's https://deeprockgalactic.wiki.gg/wiki/Template:Equipment_stats
This template is used to insert equipment stat info into equipment tables found on dwarf class pages. It is designed specifically to be used within tables, use elsewhere is highly unrecommended.
The only reasonable way I see is to have the text change if you set another variable. At least it won't break if we ever throw something like Cargo at it then.
I am sorry, completely new to this.
the latter link is not actually showing how to set the keywords
What you're seeing is the documentation of the template. It's not meant to show you how to edit the template.
so showing how to format it?
The doc is showing how to use it, when editing other pages.
ok, i figured that out already.
so what i am seeing is that when i type in "clip" its says "Magazine Size" But when i type anything else (As seen in the following pngs) nothing shows up
again still in preview
"clip" is the name of the variable.
Is "clip" is set to anything, things happen according to what's written in the template.
<tr style="height:2.5em;">
<td style="background-color:rgba(0,0,0,0); border: none;>'''Magazine Size'''</td>
<td style="background-color:rgba(0,0,0,0); border: none; text-align: right;">{{formatnum:{{{clip}}}}}</td>
</tr>```
You probably want that '''Magazine Size''' to be something else if another variable is set. Either a fixed value, or set it to whatever that other variable is.
I would do "mag" set to "Magazine Size" and "clip" set to "Clip Size". is it possible to make an extra script for that?
It is, but please don't. It'd be messy if anybody ever wants to use that template to store data, and some weapons would store the size of the magazine size with magazine and others with clip.
ok, i won't do anything then. im not the expert here
The Plaguehearts page says showers produce 4-7 shards. I've had several showers, with 5 shards every time. Are we sure this info is up to date?
Given that the second paragraph is not accurate, I would argue these are older mechanics?
It's 1 guaranteed + 2% for every non-guaranteed shard
I changed the second paragraph, left the first as is
@timber drum
About the M1000, I modified the Equipment stats template to allow custom name for the magazine entry.
It is the "clip type" variable.
I already modified it for the M1000 page to change the display name of the magazine/clip size.
this is up to date
Hey it's been a long time coming, but I finally sat down and did some additional temperature tests with Re-Atomizer. It seems that enemies like Q'ronar, Praetorians, and Oppressors that have a burn temperature of 100° will always transfer 100 Heat to targets when re-atomized, but targets that have a burn temperature under 100° will always transfer their exact temperature value as Heat damage to targets through re-atomizer. Presumably this is to make it possible for praetorians to ignite other praetorians and such.
I'll get the Cold equivalent shortly.
so you mean "praetorians aren't affected by temperature decay"
Okay, the Cold side of this is similar to the 100° enemies. When frozen a bug will transfer exactly its own minimum temperature as Cold damage rather than its current temperature.
No. I mean that a Praetorian that is on fire will transfer 100 Heat to other enemies regardless of what its current temperature is.
If the Praetorian is not on fire then it will transfer 0 Heat.
A Grunt that is on fire will transfer its current temperature as Heat.
If a Grunt is not on fire then it will transfer 0 Heat.
Maybe I'm misunderstanding what you mean by temperature decay, then. I thought that terminology meant that a praetorian simply wouldn't cool off.
decay is when you burn it
then it is at 100 degree, and after some time it decays to 70
since re atomizer needs a status, if it is not burn it wouldn't work anyway
but considereing status, the value transfered is fixed, therefore, not affected by the decay (that eventually doses the fire)
I see, that makes more sense then. I'm not sure if this is something specific to individual creatures though. It could alternatively be something in Re-atomizer's code that checks if a creature's burn/freeze temperature is the same as its max/min temperature and chooses how to behave from there.
in that case it should be easy to test, by modding the temperature values
Oh true. I can try and do that during this weekend.
what are the new chances for rival events to spawn? the wiki says prospector is a rare boss enemy so is that 5%?
The Prospector Drone have a 50% chance to replace a Rare Boss Enemy.
So it can replace any of theses:
BET-C (5% chance to spawn)
Korlok Tyrant-Weed (5% chance to spawn)
Rival Nemesis (3% chance to spawn)
Glyphid Crassus Detonator (3% chance to spawn)
For the Rival Events, not sure, I can’t access the data for now.
Edit: fixed nemesis chance
if I understood correcrtly
that would give it a ~8.70% chance of spawn
find it crazy how much it lowers the chance for those events, making something like crassus only 1.5% chance, right ?
also, iirc last time I checked nemesis is 3%
so more like ~7.76% chance
if I understood correcrtly
that would give it a ~8.70% chance of spawn (well with the wrong 5% on nemesis).
That was my conclusion as well, but I am not sure I did the math right for that.
Oh indeed nemesis is 3%, did a quick search on wiki.gg to get the chances, looks like I didn’t use the right values.
For crassus it would be a bit more than 1.5% since it can spawn alongside other rare so another rare could get replaced instead of it, but still it does reduce its chance to spawn a lot indeed.
I calculated it as the chances not affecting each other, if they can replace each other / limited spawn slots the math changes a lot
Hello Great Wiki Editors, would some of you have informations on the "Just another Bug Hunt" achievement?
How do you unlock it?
(Feel free to ping me)
You must kill 2 dreadnoughts (any type) within 30 seconds of each other, aka once the first one dies you have to kill the second within 30 seconds. Just killing twins normally doesn't count, it must be for example a hiveguard and the twins, a dreadnought and a hiveguard and so on.
I remember I just wiped 2 cocoons one after another with lsls and good team, but you probably need to fight both now to do it that easily.
From my experience, it is instead that two dreads, on two separate occasions, must die in less than 30s after popping their egg.
I asked for more details and will update the wiki once I get those.
30s to kill a dread is way different than killing 2 within 30s
the latter would allow you to damage both for 5minutes before finishing them together, and still get it
That's exactly how I got mine 8 or so months ago, the whittle down and finish off method
There is also the finish two dreads off within 5min achievement.
As I said, I asked for more details, with some luck we'll have some word of god on it tomorrow
"Participate in killing two Dreadnoughts within five minutes on Hazard Level 3 or higher."
"Participate in killing two Dreadnoughts within 30 seconds on Hazard Level 3 or higher."
yea, they are the exact same wording
yup
when a dreadnaught is killed, LastDreadnaughtKillTime is checked
- if 300 seconds have passed, the
PestControlachievement is awarded - if 30 seconds have passed, the
JustAnotherBugHuntachievement is awarded LastDreadnaughtKillTimeis set to the current time
I will steer the conversation to a little bit different topic for a while and ask:,,When will the season 03 end? usually there is a timer someone, but I can find it
in about 5 months
ok, thats more than I expected. So one season is 1 year?
about 5-6 months per season
okey, thanks for info 
https://deeprockgalactic.wiki.gg/index.php?title=ArmsKore_Coil_Gun&curid=5085&diff=32602&oldid=32561
so can triple tech chambers blowthrough enemies or not ?
It can penetrate enemies
Second and third shots drill bugs, not holes, can confirm
Wiki is now on Media Wiki V1.39 (has been for a few days)
Noticed Tabber .css broke, have fixed it
Just let me know if anything else has broken
There was a spreadsheet with all cosmetic item costs combined. Does anyone have it handy?
Anything specific needed ? Iirc the S2 ones have not been fully added right ?
No, someone just asked how much it takes to buy every cosmetic
The latest count we have on the wiki is the total for all cosmetics as of version 1.0
And I know several people have done this work since then
If you have not played any seasons right, so cost if someone bought it today
do you intend to document the armor break bug in the wiki, considering other bugs are also documented ?
Isn't this free? For me it is 🤔
to be more precise, this => #interplanetary-miners-union message
Oh! Thanks a bunch
saying this here cause the wiki isnt telling me
whats the difference between normal mode and sandbox mode?
on what will activate it ? afaik it is having mods that alter gameplay and/or progression
Cosmetic mods shouldn't activate sandbox for example
https://mod.io/g/drg/r/mod-guidelines-and-status-categories look for "approval categories"
Good morning wiki editors and happy Yuletide eve.
A bit of a niche question: on what Hazard is the tutorial set?
haz 0 : enemy spawns are scripted and you literally cannot die.
Tutorial HP scaling:
ExtraLargeEnemyDamageResistanceB > For Korlok
ExtraLargeEnemyDamageResistance > For Bosses
EnemyDamageResistance > For Special Enemies like Praets
SmallEnemyDamageResistance > that one is for Grunts and the like, it is not set so it should use default value, not sure what the default are, probably 1? Would need to launch the tutorial again to test and be sure.
"ExtraLargeEnemyDamageResistance": [
0.3,
0.4,
0.7,
1.0
],
"ExtraLargeEnemyDamageResistanceB": [
0.3,
0.4,
0.7,
1.0
],
"EnemyDamageResistance": [
0.65,
0.75,
0.9,
1.0
],```
How does that translate Hazard wise? I don't have the numbers on hand atm
As in, how much HP do bugs have on the tutorial
Depend on the number of players, but that would be about the same than in haz2
So like 90 for grunts, 487.5 to 750 for preats.
That's what I thought.
Probably could've figured it out with damage number mod
probably the voice lines page ?
https://deeprockgalactic.wiki.gg/wiki/Voicelines
no problem
Entry for https://deeprockgalactic.wiki.gg/wiki/Seasonal_Events awaiting approval
There is no approval for wiki
If it asked here it is for big projects to get opinions
Or when clarity is needed
Of the four class pages, Scout is the only one without an entry highlighting each of its weapons under the "About" section
So this can be placed
That breadcrumbs template is really neat!
Is there a damage reduction/mitigation on dwarves in the safe zone of the drop pod? I was unable to find mention of this on the wiki.
There is one : Damage taken ×0.01, it is multiplicative with other damage resistances.
Not sure if it is on the wiki or not.
Seems not, adding it to the Drop Pod page.
Do we have a duration on the DR when landing? (I don't care how thick the walls are, that exploder should have killed my afk friend)
I reformatted the writing on this addition just a little
Ty for that, I am good at finding the data, but displaying it in a clear manner is not my thing.
duration is based on a box collision generating overlap events afaik
so eventually they disable that box collider so it stops applying, not sure when though
CRSPR Mod T4 - "It burns" - is the fear effect for "enemies in your flames" only in the direct flame stream or ground fire too?
direct only afaik
I think so too, but anyone knows 100%? 🙂
only direct
so your theory is that you can just make some flames on the ground
then do nothing, and enemies will get fear
you were playing solo ?
could be that enemies were getting fear from another source
no asking for a friend
I knows 100%. Yes, fear on direct damage from particles only, not sticky flames.
Does neurolasso stack additively or multiplicatively?
And if its additive, can it get to 100% slow?
multiplicatively, both with itself and with other slows. general rule of thumb is that movespeed slows are multiplicative.
Thank you friend.
Is there a way to reset the progress just for one dwarf?
I want to play with a friend "from the beginning", but doesnt want to lose the progress from my scout.
Not really. You can create a new save where everything will be as if you just downloaded the game
You can switch between the two, but you can't reset just one class without save editing
okay sweet.
So when i say "delete all progress" in the Save Options, only the progress of the selected save file will be deleted?
yeah
worst case scenario
make a physical backup if you're worried
So, just via Steam> Game Properties >Local Files > Backup Game files?
C:\Program Files (x86)\Steam\steamapps\common\Deep Rock Galactic\FSD\Saved\SaveGames
should be the place
nice, that was easy. Thank you very much!
I forgot to update the Bullets of Mercy and Contagion Transmitter descriptions way back when the corrosion status was fixed to work with them.
I made the changes just now. If there's anything that looks incorrect let me know.
Question
As Q-mining is long gone now
Does canceling pickaxe animation as soon as the hit is registered actually makes mining minerals faster than holding RMB(or "Mine") all the way?
Can someone provides the numbers like frames, starting lag, ending lag, etc.
why not use deep dives and test out both mining methods side by side ?
Ye I was like, hoping to know the accurate numbers for said mechanism
it's like 2% faster
so yeah it is a bit faster but not by a whole lot
So from the looks of it
I presume the said phenomenon is caused by canceling out 1-2 frames which come after the registering hit, before it loops into next mining animation

Does this means Q-mining isn't dead after all
pretty much
you don't even need to press Q
just let go of M2 early enough but not too early that it cancels the hit
also depends on latency since season 2 so it'll likely be slower than if you didn't as client
now players gonna cancel pickaxe animation to save 1 second and finish mission before next swarm
Seems a little unfair for us long time RMB holder

ExPlOiTaTiOn Of GaMe MeChAnIsM let’s gooooooo
It stems from the fact that the pickaxe button will cancel any animation, including its own backswing. You can use it for reloading faster too.
Damn, why am I using it for anything besides things that slow down my mining speed on hit? So much work for being ~2% faster? 
If that. I do it pretty much only with oppressors and when I can't be bothered to reload.
it is much faster for melee combat
For normal attacks it is 0.116s for mining to actually take place, 0.670s for the animation to end.
For heavy attacks it is 0.100s for mining to take place and 1.120s for the animation to end but the actual montage cuts it short at 1.000s.
This does not factor in carve time during CPU load.
Not shown is the animation sequence info with the anim_notify for calling the mining function.
I don't know if this is already known but figured I'd state it - mission payout values for credits in the space rig mission map do in fact account for warning bonuses.
Probably known by anyone that tried calculating base values
But not by the regular player
Having it stated on the mission page could be nice
<@&296918282403840000> (here too)
Bro why do I get the notification now... Discord mobile is trash
should there be a page added for the Hack-C bot?
Nay
What stops Korlok Sprouts from firing at you? Any DoT or only specific ones
Despite thought on first seeing the weapon you must re stock the battery not the heart stone
may i remove this lol
Seems a bit random so I'd say so.
epic
also i'd like to ask
is "Frost" damage actually a thing? i know Fire and Heat are separate and Cold is a thing, but i can't think of any weapons that deal "ice" damage or anything similar
From what I recall it was done to prevent confusion between certain types of damage but in reality it is not called that internally.
TBH the vanilla damage types are all over the place.
yeah i can imagine
DMG_fire is fire + heat
DMG_burn is fire
DMG_heat is heat
iirc
i see
i don't actually delve into the code i just wanna help clean up the wiki a bit
For example the "Rockpox Infection" status has a bunch of variations, some of these are for other things though.
you can see the names on cryo cannon page since it has 2 damage types, one for damage the other for freezing
would it be worth adding the stun sweeper's electrocute to the list of sources in https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Electrocution
or is it not well researched enough yet
known to stop Korlok Sprouts from shooting:
- On Fire (aka "Burning")
- Frozen
potential candidate? not sure:
- Corrosion (direct DoT from Sludge Pump)
Thanks. Wanted to confirm a misconception about this behavior
just tested in-game, confirmed that Corrosion also pauses Korlok Sprouts from firing.
speculation: all of those effects are from Driller's Primaries, so maybe GSG wanted to add a way for Driller to contribute? in general, Driller's kit isn't very good for the WP single-target damage needed vs Sprouts and the Heart. the plants take a little extra elemental damage, but turning off the damage plants is well worth the ammo investment for the rest of the team.
doing the math... Burning is a 10-16 sec pause, Frozen is ~9 sec, and Corrosion is the shortest at 2-6 sec. so, Flamethrower vs plant is the best, nice to know intuition works. 😆
Have definitely stopped korlok sprouts firing with coil's electric and drak's electric
Jumping into sandbox to gather evidence
Isn't it just damage in general?
frozen does not do damage though
Aside from that. I don't think it's exclusive to any particular status/element
@thick pelican Not sure who else doubted but here you go
sorry about the shitty quality I was streaming something at the same time 
Pretty sure that might have to do with Coilgun dealing more than one element with its Trail
Try it with Boomerang
it's not dealing more than one element
unless you run hellfire
the sprouts are only affected by electricity in the video
you can see they're not on fire
not with electricity mod
Both Trails stack together