#wiki-related-chatroom
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Are you sure?
"The normal Trail will always be present"
Hell I'll try with every electric source if I really need to prove it
Please do
As it turns out, this looks to be correct
Chemical bolts, tazer, boomerang, electric reload, drak's electric mod
all stopping korlok from firing
but the electric status from ifg doesn't since it's not doing damage
so it's less the status itself and more the damage that it's doing to the sprout
cryo aside
Good to know. Thanks for your contribution to our knowledge!
what is up with your fog lol. testing in a sandstorm
It's pretty 
shouldn't just using subata stop it from firing too ? don't think they meant statuses since they used "in general"
or they would have said "any status that does damage + freeze"
is it really intended behavior ?
I'm aware what they meant but I was testing statuses, after testing, "any damage" just seems to be what it takes to stop them firing
Not only damaging statuses, but damage over time should still be the most effective since they'd just shut down a sprout for the specified amount of time
so it is more about the way the animations / behavior are set ?
probably the animation of taking damage makes them ignore everything and go to idle or something
Help me, can anyone find when the Christmas event ran in 2021-2022?
this should be a good start ? #announcements message (2021)
#announcements message (2022)
That's exactly what I needed, yes
So all those extra error cubes in my records from that time were probably gift box error cubes
does densification ray stack with diffusion ray OC for the wave cooker as both provide slowing effects on hit?
want to ask about the T5 Fear upgrade for autocannon, so is the fear radius fixed or is 1m the base radius and increasable with splash radius upgrades?
Where it says it is fixed ? Assuming that is the gg wiki
which page is that in again
that is only the first image
so after all
was the issue that it doesn't specify either way ?
or is it fine because it is implied it is affected
since when it is NOT affected, it says so
going to update the pages to restore the neurotoxin icon, does that sound ok?
Why ?
Autocannon T5.B used to have a fixed radius, but a while ago it was changed to scale with the damage radius increases. currently dynamic, AFAIK.
not sure what you want to fix exactly, what is broken ?
season 3 updated the neurotoxin icon to be a skull and crossbones, the wiki was updated to reflect that
then in a patch, they reverted it back to the biohazard icon, but the wiki wasn't updated
this is how it currently looks ingame
. _.
Paaaiin, I had just changed it to the skull icon when it got released, wonder what other stuff got secretly changed in a patch
ok, you should first check the other weapons icons (bulldog, collete, etc)
- what icon appears on enemies when you give them poison (fungus bogs stuff) and neurotoxin (weapon stuff)
i will provide pics but i'm already very confident that it's all been reverted
maybe there should be a trivia segment on the status effects page about the skull icon? lol
interesting
only one that might be the same is bogs poison
but yea, guess changing the icon on the pages is better, don't forget status effects page too
admittedly i'm a bit new to wiki editing so idk how to revert the images that were changed, like on the status effect page
but for the mod and OC icons, the old biohazard icon still exists under the name Neuro so i can do that rq
i swear they did this just to troll the wiki editors lmaooo
either the icon will have to change
OR the page will have to use a different icon
not sure what is best
depends if we have the 2 icons, and how the game did it
wanna hear from others
as far as i can tell the crossbones icon is completely gone
https://deeprockgalactic.wiki.gg/wiki/Colette_Wave_Cooker
https://deeprockgalactic.wiki.gg/wiki/"Bulldog"_Heavy_Revolver
https://deeprockgalactic.wiki.gg/wiki/"Thunderhead"_Heavy_Autocannon
https://deeprockgalactic.wiki.gg/wiki/Template:Overclock_table_thunderhead_heavy_autocannon
these are the 4 pages i fixed it on, since i know it's been completely reverted for weapons
https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Poison
https://deeprockgalactic.wiki.gg/wiki/Damage#Poison
these two i unfortunately don't know how to do myself
i also can't remember exactly, but i believe it was the very last patch (december 15, 2022) that reverted back to the biohazard icon
From the look of it it was indeed changed in the last patch (patch 10).
Not mentioned in the patch notes, but there is a small talk about it in the community tester chat.
The reason is basically that they wanted a single icon for poison/toxin since it is a single damage type, but people thought the old one (the neurotoxin icon) was better/more fitting so they changed it back to it for all poison damage thing.
the old wiki had this icon for poison https://static.wikia.nocookie.net/deeprockgalactic_gamepedia_en/images/b/b0/Status_acid.png
i don't remember it ever showing up in game though
if this WAS in game at some point then it was definitely also replaced with the biohazard icon
I remember it being used a while ago for the praetorian spit
before they decided to make everything under one icon
gotcha
the status effect icons can be reverted, but it seems like the icon used for damage is its own file
made my own icon by just recoloring the neurotoxin icon to green to mimic what's shown in the miner's manual
hm.. apologies for my lack of knowledge on wiki editing, but i reverted the two status effect icons for neurotoxin and poison, and i uploaded a new icon for poison damage, but i'm not seeing the changes reflected on the pages that use them?
try purging cache of the page you want the changes to affect, so it can reload the images used or something
doesn't seem to work unfortunately
What are the pages where the change donโt apply?
I can check what is wrong maybe.
https://deeprockgalactic.wiki.gg/wiki/File:Icon_Damage_Poison.png
https://deeprockgalactic.wiki.gg/wiki/File:Status_Poison.png
https://deeprockgalactic.wiki.gg/wiki/File:Status_Neurotoxin.png
these are the three images i modified ^
https://deeprockgalactic.wiki.gg/wiki/Damage#Poison
https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Poison
https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Neurotoxin
these are the three spots where they show up on the wiki, respectively
on a similar note, the section for electrocution is weirdly formatted
the table for its sources is not listed under the sources section
sources ??
as in, sources of the status effect, like weapons
i think this entire section could just be replaced with the table
was thinking of editing into something like this
maybe I just left the list while I was making table so I didn't forget to add anything
ah
do you mind if i push this then?
for good measure i also added the boomerang to the list (using the exact numbers from its wiki page for reference)
as long as no info got cut, and it is just reorganizing, fair game
i DID remove the list but i think the table includes absolutely everything the list did, i'll double check
yeah i think we're good, just pushed it
on another note, I have a very strong idea on how Refinery break % works for solo and multiplayer
just missing a bit more testing to make it more solid
and then I will include the numbers in the wiki page, though I will have to think on how to best format it
Great news
I have a bunch more data points, but they're either solo or 4p from dev streams, and it's going to be a while until I parse them into a usable form
We can use those as the control group I guess
the page for the gunner's new grenade has a typo, it's supposed to be Tactical Leadburster and it's spelled Tactical Leadbuster (missing an R)
i feel very nitpicky pointing this out but i thought i'd mention it lol
usually the typos come from the game itself
but they can always be fixed in some patch
based on my understanding you'd have to make a new page to fix it
here's it ingame btw
actually you just move the page
not make a new page
ah, i see
Yeah, move page while leaving a redirect so you don't break all the old links
Talking about broken links, there is one on the Assignments page.
I just didn't make an account yet to edit (I think I need an account, right?)
Wait, can someone explain what this does and if I should do it? (I have a fandom account for another wiki)
you can start a new GG wiki account while keeping your edit history, at least for DRG
why not
just fixed that
If I were to create an account, can I still reclaim the fandom account afterwards?
what does reclaim means
I don't know either
pain
don't make thing more complicated
just use your old fandom account to make one in the new wiki
even if it does nothing for you, you aren't losing anything by doing it
Your Fandom account remains unaffected. If you use wiki.gg's reclaim function, all it does it copy your edit history
Welp, I just made an account, I didn't have any history on the fandom account anyway
You can keep using both if you want
does collecting more than the amount needed of flowers/nuts/big gems etc do anything or is it a waste of time?
also does the gold created from the bug explosion count as real gold?
Yes, see https://deeprockgalactic.wiki.gg/wiki/Experience#Other_ways_to_obtain_XP
tl;dr: not enough to go out of your way for, but if it's easy to grab, sure.
gives you a tiny bit of extra xp, but nothing worth wasting time
what do you mean bug explosion and real gold ??
You mean the Crassus? Yes, and it works with Pots of Gold if that's the underlying question
yes that guy. i am saving up for the game so i am pre-learning as much as i can so i don't hold my team back but don't spoil the game either.
and what makes you think there is gold variants ?
Gold variants are not real variants per see, more like another version of an existing enemy that has a low change to spawn in any mission.
if that's not a variant, then what is? lol
I thought we were talking about the mineral
Hum you have a point they should be variant as well, but we donโt usually consider them as such.
Does anyone know how long droppod damage resist at the start of a mission lasts? It seems to me that it stops working after a bit, but I don't know if that's based on time, damage taken, or something else.
looks like 27 to 35 seconds after landing, but untested
Weird that it would be a range rather than just 30 seconds.
But maybe that's to make it slightly unreliable to make players feel less safe camping the droppod.
from what i can tell its infinite until you leave the droppod for the first time that mission, aka you cant walk back in to get the resistance again. ive been and seen people be merked almost instantly after leaving the pod before but ive been able to camp inside the pod until things died down for upwards of 2 minutes, never stayed in the pod longer than a few minutes unless i was afk though.
It's definitely not infinite until you leave the pod
here's an example https://www.youtube.com/watch?v=8CdQTZkLEmE
spitballer shots are doing less than 1 damage initially, then eventually start doing full damage
without me ever leaving the pod
there might be other factors at play that we don't know about, like it might run out slower with more people, but it definitely runs out
Can't find anything to back this up on the wiki
I vaguely remember there being some global biome effects on how temperature works?
If you mean bugs variants for RZE/glacial strata/magma core, the variant usually have different temperature stats, as well as different explosive, frost and fire resistance.
pretty sure it's "wrong"
there are no magma core variants but you're right about the part with temperature though
Yeah, I know the variant creatures have their temp stats altered.
environmental temp IIRC ?
but it doesn't make them harder to freeze, only cool them faster ๐ค
But I was wondering if there's something about Glacial Strata that applies to all creatures and stacks with the changes that variant creatures have
Afaik there isnโt unless you count vents, blizzard and the like.
All the tests I did there were consistent with the variants stats when it comes to damage and temperature so I doubt there is something else.
Alright, thanks
@glacial topaz
In case you still want more data on how much Enor and Jadiz chunks are worth, here's the first batch from me, raw data for 76 chunks
Big enough
Will use it soon then
is the fear radius as large as the damage radius, or does it have a scaling of its own?
baseline damage AoE radius is 1.4m, the Fear radius is only 1.0m. as such, the Fear radius will always equal the listed radius minus 0.4m
ah alright, thanks ๐
To start, more freedom to edit and format wiki, less intrusive ads
Can you define "more freedom"?
So that even someone who isn't an editor understands it :P
Able to see preview of edits (properly)
Able to give wiki more personality
This has been talked before, so you can find others take on it
But really, if fandom was fine, and wiki gg was not way better, we wouldnt have bothered to do all the hassle of moving
GG's preview of edits lets you see what the page will actually look like with the edit, instead of a version of your edits with different font size and page width.
GG's copy-pasting into the edit window works faster, which is noticeable with large chunks of text.
Fandom is more restrictive in what elements can even be on the page. The "breadcrumbs" series of links at the top of every page on GG is not possible on Fandom. Similarly, some of the more sophisticated templates we wanted to use aren't feasible on Fandom.
Fandom relies on ad revenue much more than GG. This means Fandom heavily promotes its other wikis to keep users on the website. This can take intrusive forms, like the infinite tile set at the bottom of the page that can't be hidden.
Fandom adheres to the narrow page design, littering the sides of the screen with menus that aren't relevant to the article. The page layout itself can be switched to wide-screen, but it's narrow by default, meaning most viewers will not bother. This can be limiting in how we can arrange content/media on the page.
Are you trying to sway someone to switch over from Fandom?
We're currently at the point just before the switch, we have an overall idea of what the community wants (wiki.gg > fandom) and the devs are okay with the change too
So I decided to ask here for more detail on the difference as DRG has a pretty good looking wiki!
I am preparing a message that just sums up all the benefits & cons
And it's interesting :P
@acoustic scarab thanks a bunch again
If you want someone else to weigh in, you could ask around in the Terraria Discord server. They were one of the first big wikis to make the move.
is there cons to it ????
So far the only "downside" I can see was the duplicate page or small revert we got when wiki.gg was not public but still pulling edits from fandom automatically, this could have be avoided if we were paying more attention / patrolling the pages during that period.
To be clear, this was only a problem during the onboarding period.
Other than that I only see positives changes (and a lot of them).
So far I have this, correct me if anything isn't correct:
Pros:
- Barely any ads (compared to way too many intrusive ads on Fandom and a layout that promotes Fandom related stuff, which intervenes with custom page layouts)
- Editing is easier, faster, better (less misleading) and less buggy (especially on mobile, it's super bad on mobile...)
- More freedom to edit and format the wiki (some elements would never work on Fandom)
- The pages (both on PC & mobile) look better (less cluster, wider pages, custom CSS, etc.)
- Templates and the patrol system actually work/are available on Wiki.gg
- We can contact the support/admins of Wiki.gg without any problems to ask questions
Cons:
- Some effort will be needed to make the Wiki.gg wiki appear first in the search results! At the beginning Fandom will appear as the top result when searching for "[Game title] Wiki" (less visibility for the Wiki.gg wiki). But that can be bypassed by adding the ".gg" at the end of your search ("[Game title] Wiki.gg")!
the con is just for moving, not related to wiki itself
and at most a temporary one
so more of "some effort will be needed for a while to get new wiki to appear first"
When I search for "Deep Rock Galactic wiki", fandom is still the first result
I didn't say it wasn't though
even if first result
doesn't mean it is getting more views
I was trying to say that fandom will keep the first spot for a long time, but that's not enough to stay on fandom
One big Pro as an editor is template edition, it is just completely broken on Fandom.
As in it doesnโt display the changes properly.
Fandom also removed the patrol system recently iirc, but it is available on wiki.gg
Another point is that the support/admin is way easier to contact on wiki.gg and you get an answer usually within a day if you need some help for an extension/template.
Isn't it pcj? I think he contacted us a while ago and we're still in contact ๐
He is one of them yes.
Once the wiki is up, you can join their discord there is other admins and a few knowledgeable users too that can help for edge cases.
Sounds great
-There still is quite a few ads, however they are only for other games and there is no ads ever if you are logged in
Thanks! Will say it does take quite a bit of effort to make it so, however if there is a certain part(s) you want to replicate you can ping me and ask how to
I didn't know that! Great addition
I will keep that in mind and notify the others ๐
An additional pro is that wiki.gg has an onboarding process where they follow and provide support for the change with a dedicated discord channel and a development environment to polish/debug the wiki before making it live.
I think we are currently experiencing that pro/benefit ๐
A bit of an off topic question regarding weapons.
Are Cryo and CRSPR hitscan? Despite being "stream based" weapons. Does the stream have travel time
they travel
is it true that the flamethrower stops doing damage when you stop holding the trigger? i remember hearing someone mention such a thing
first time I hear anyone talk about that
did they provide an explanation or proof ?
Removing heat, decreasing damage
possibily making particle travel much slower
shooting a stationary target
and seeing if it gets damage after trigger is off
and particles are still being sent
though
if there is 0 reason to think that, not too compelled to test
fair enough
btw i noticed the page for the springloaded ripper doesn't mention it does explosive damage
is that like, 100% confirmed? rn it doesn't mention a damage type at all
i mention it cause someone made a fandom page for the new grenades and the ripper's page is particularly filled with misinfo (it still claims it has 110% friendly fire, alongside claiming it does more damage to players than bugs, and it says it does kinetic damage)
we are more worried on taking people Aways from fandom, them patrolling for mistakes
did people test springloaded on different enemies or
i'm mostly just worried because a few days ago we had a problem where someone went to the fandom page for the grenade because the wiki.gg's equivalent wasn't detailed enough
while the fandom page has (afaik) incorrect info the wiki.gg page just doesn't have the info at all
yes, Ripper does Explosive-element
anecdotally, i've seen some evidence during missions to support this statement. i haven't yet tested it thoroughly, though.
what is the travel speed for the particles ?
uncertain. maybe 1 m/sec?
from FSD/Content/WeaponsNTools/FlameThrower/Particles/P_WPN_Blowtorch_FP
probably better to test it in-game than to dig in the files; i don't see a PRJ file for them.
that would make the 20 meters long CRSPR take 20 whole seconds to hit a target at the end
so probably not it
added the damage type to ripper
funny that Driller's HE didn't have its type listed as well
guessing it is explosive too ?
yeah
inb4 lowoxygen damage
did they simply forget they had done it ๐
very likely
While yes there was an assignment for it that they probably forgot about, it was available for a month upon release to those below account level 100
Hey!
I found something today... Do you know what is the name of this framework?
https://deeprockgalactic.wiki.gg/wiki/Weapon_Skins
you can find that page by searching "framework" btw
It's not there 
what is not there ?
I already showed you
and you can find it yourself by going into the page and scrolling down too
Well, the thing is... I found a framework that does not exist in the wiki check out the screenshot. ๐
then that is just modded
or for game staff
That, or potentially a future addition to the supporter pack?
what with the matching Ghost ship helmet being in it
It looks like that ๐
But yes, afaik you've either found a modded skin or an otherwise unreleased one
But it's gone from my inventory after relaunching the game ๐ต
That was solo game with no mods - I have never modded DRG
Cool framework, I'm looking forward to see it in the future again ๐
SKS_DLC08_5thAnniversary turned up in the files after the current update.
@wintry cedar theres talk in gallery. i found the gk2 skin
How many times each deposit value appears on your spreadsheet
so far I am not seeing anything conclusive
I will follow-up with a larger data set later this month
Let's see if we observe anything closer to a uniform distribution
Honestly, at-a-glance it looks like it might be a uniform distribution honestly, just with a low enough sample size that we're still seeing random deviation play a significant role
Would not surprise me either, given its usually the "default" random option for coders to go to
Yeah, plus there's no good reason to do a bell curve for something like this
the interesting part is that using a completely uniform distribution makes you get 12% more Jadiz compared to Enor
always striked me as odd that Minimum Enor value is 7, while Jadiz is 10
but just odd, not "game changing"
pretty sure you know already but just in case : using firefox and searching via google, the wiki.gg for DRG is finally showing up, as the 3rd result no less.
using GX, using incognito, and googling "DRG wiki"
makes gg be second result
and better yet, it says "official" on it
opposed to first one, so just a matter of the person looking down a bit, don't even have to scroll
we are flying 
a small victory is that the 4 new grenades show up if you google them instead of their erroneous fandom pages
speaking of official
where did the little window went on the fandom one, to say to people that the official wiki moved on ?
not something I heard about
maybe expired, or removed manually
but does it have to return ?
Probably got removed, since their terms only "allow" it for a month...
I see
(Doesn't mean they can do anything if "someone" was to put it back ^^)
"- Fixed damage on fire and cryo bolt for crossbow"
Anyone know what this is in reference to?
It's 2 weeks actually
is it really a fork 
Fandom calls it a fork, I call it a "fuck you, greedy idiots"
But yeah, "fork" is more professional haha
Does anyone know how XP is calculated in regards to mined Nitra? Is it based on total Nitra deposited or only unspent Nitra remaining at the end of the mission?
Deposited. Same as all minerals
You get XP based on the maximum number of Nitra you've had during a mission. Hoarding or wasting it has no effect on its XP contribution
is tyrant shard page a stub? not much info in there about what it is worth and such
Fire Bolts & Cryo Bolts: 80 direct / 35 radial -> 55 direct / 60 radial - that increases damage through heavy & unbreakable armor from 35 to 60 piercing; plus additional 5 radial damage is added in the projectile files - either doesn't work or gets used as failsafe
Only impact damage is altered, no changes for status effects.
Pretty sure I added the value of the shard a long time ago though, unless it is on another page? (Will check later not much time for now.)
It is in there already
350 xp, 500 gold
๐ค
Guess it is broken on Firefox or something.
Credit & XP fields are empty and the description is very minimal.
It's fine on my Firefox (Which is the browser I used to make the .css)
What do you see?
suggestions ? names, format, what info to include
for on-site refining leaks ofc
I considered putting the range each leak can happen (1st, 2nd, 3rd and so on)
but I figured that it is too reliant on the previous leaks, still...
on a similar note that refining page seems absurdly wordy and longer than it needs to be, so I will work on getting it too be much smaller and simple
I think this looks good; minor consideration, is maybe revising it as "minimum" and "maximum" columns instead (with percentiles in brackets, using the header to clarify the units). This is coming from a data science perspective, though, so I might be entirely off base
Something like this, for context
(Though looking at it, maybe "Time between leaks (seconds)" is a better header)
will check some feedback and adjust it later on
first version is published
then later figure out something new to discover / test
Not sure what would be best for the leak frequency.
While the proposition from Someone_in_Particular seems more clear at first glance, in practice people will want the values either in seconds or in %, so with Omegaโs display it would be easier to read for them.
How do I read that? Is that cooldown either/or?
Does the next 1p leak happen after 50 seconds or 33% progress? 50 seconds and 33% progress?
I'm not sure there's a difference between the two options though.
Time and progress are tied
There is more text on the page that could help
Maybe some hoverover text on "Leak Cooldown in %" column header stating that's it's Refinery Progress %
right before the table there is:
"It takes a total of 150 seconds for the refining to finish, after it starts and after every leak, the game will pick a new time, within the range, for the next leak. See table below for the ranges:"
maybe "% progress before next leak" ?"
I think that would be the clearest way to put it
curious, is there anything that is affected by Multiplayer
that we don't know the details yet ?
I probably should next investigate how many segments can leak and what affects it
but just in case
Machine event quotas
Wiki shows somewhat fragmented answers as to how many Ebonite glyphids need to be killed
We know it's 15 for 1p and 40 for 4p
Similarly for the health of the crystal and number of kursite enemies to kill
fragmented ? pretty sure we already have all the answers in there
Originally ME only scaled between solo or not
Will the Lunar Widebrim hat make a return this year?
you mean this ? Ebonite, kursite and tritilyte
iirc events always give stuff from the last times the same event happened
but nobody is 100% sure, more like a pattern, guessing you noticed that too
that isn't making sense
maybe you are confusing it with something else you heard from another game
anyway, back to regular stuff
Should there be a wiki page about the Longbeard freighter before it makes its third fail?
for the sake of lore?
Nay
https://deeprockgalactic.wiki.gg/wiki/Multiplayer#Server_options
I think a "ban" function was added? No idea how it really works though
prevents someone from ever joining your lobby again and automatically opens their profile so you can block them iirc
could test at home
Yes. Nevermind then, I missed the moment the info was filled in
Minor quibble with the Wiki editor currently; if you're making a named link to another wiki page, the formatter automatically capitalizes the contents within it (i.e. [[SHIELD GENERATOR]]. This can obfuscate typos (such as "Shield generator", where the 'g' is lower case, and thus the link would fail to work)
For context:
The contents of [[SHIELD GENERATOR]] could be the correct [[Shield Generator]], but also [[shield generator]], [[shield Generator]], [[Shield generator]], or [[ShIeLd GeNeRaToR]], and you'd have no way to tell
I don't know who I'd contact to bring that up with, so I'm stuck leaving it here
Bug confirmed on my end, thanks for reporting it, pretty annoying, I will report it to wiki.gg staff if it hasnโt already been reported.
@sterile crescent the bug appear to be visual only, the link still register properly the case you used when you were typing it from what I see.
Yup; I did test that as well, and the link does correctly form if the (hidden) capitalization is correct. Thanks for the response!
Fixed, you may need to use Ctrl + F5 to force the changes to apply (since it was a CSS change).
One thing I wonder is how salvage uplink time changes on multiplayer
And then stuff like omoran beamer spawn rate , etc
I recall exploring this thing in the past, I don't remember my conclusion though, but you might find useful this:
#wiki-related-chatroom message
Duration: 80 from EVENT_DropPodDefense_Uplink
ExtraDefenderBonus: 0.25 from EVENT_DropPodDefense_Base
Function GetDefenderBonus from:
https://raw.githubusercontent.com/trumank/drg-control-flow-graphs/master/cfgs/FSD/Content/GameElements/Objectives/Salvage/EVENT_DropPodDefense_Base.svg
You can kinda see the whole formula right in the function flow
Depending we just have to include on wiki
Since there is no details at all there
data point for minerals dropped by a Huuli
That one is complicated
Iirc i couldnt find any numbers on hulli
Thank you! Just tested it, works like a charm
the BRT7's page has a completely empty "unique modifications" section, i think it'd be nice if it had something describing how the stun mod works
https://deeprockgalactic.wiki.gg/wiki/BRT7_Burst_Fire_Gun#Unique_Modifications
What is there to explain ?
iirc it actually only requires the last shot of the burst to land for it to stun
You dont need a section only for that
fair enough
the fear mod for the flamethrower just has a hover-over for how it works, would that be sufficient
https://youtu.be/xDWCzWRnxIE?t=2742
Interesting factoid about the minigun and frame loss
Interesting: I suspect that would effect all weapons then
The minigun has a known exploit unique to it, though (hitting mouse click faster than its normal fire rate allows for faster-than-normal fire rate), so maybe it is unique to it
I'll look into finding a way to tank my frames and test
that got fixed tho
Oh? Must have missed the patch note for that
Did a quick test with 120fps vs. 30fps, functionally identical (recorded the video at 60fps, counted the number of frames between first damage instance and killing damage instance when firing the minigun at point blank into the back of a Haz 5 1 player Oppressor: 30fps came to 378 frames, 120fps to 380 frames)
So within reasonable frame rates, that seems to not be a concern
I'm looking into testing a way to force the game down to 10 fps to see if ๐ฅ PCs would be effected at all, but safe to say most people probably won't be effected
Only minigun mods were the fire-rate mod, as (presumably) the lower fire rate would be caused due to only being able to fire once per frame
No overclocks or other mods used
Under this assumption, the point where we would start to see a drop in DPS is when FPS falls below 17 (15 without the fire rate mod)
Unfortunately, seems DRG does not play nicely with the native Proton framerate limiting commands
Going to see if Mangohud is better about it now
And it crashes too :)
I'll do more digging this evening, but seems DRG keeps FPS modification inaccessible, at least on Proton
Commendable effort. Godspeed, SiP
could you max out the graphic, cap the FPS and just spawn a million glyphid ? Would that work ?
there's probably a way to brick it without crashing the game
Could try that; the game-provided FPS counter works fine. Its just FPS capping functions seem to either just be ignored or crash the game outright
another way could be to use crassus ๐ค
My PC needs a stress test anyways
spawn crassus, dig the gold
don't deposit it
do that enough time to kill the FPS enough
Better yet, spawn crassus, then normal, repeat until lag achieved
should go fast enough
I think 2 stacks of crassus gold will lose you most of your FPS ๐
I'm worried the bulk explosion might crash the game though
Yeah, we'll see. I'll tune it until it either crashes, or falls below 12 FPS
since it will have to do the calculation all at once
Gives a bit of buffer, both for game crashing and the expected 15 FPS threshold
you might have to dig the second crassus a bit more manually
good luck 
If you need ways to tank your FPS, I know some more ways to do it
Yeah, I know plenty. I was just hoping there were better solutions than "stress test your PC"
you can set FrameRateLimit directly in the config file if you need something outside of the range of the UI, goes for most settings
Alright; where would the config file be for DRG? I would much prefer that than gold spam
./Deep Rock Galactic/FSD/Saved/Config/WindowsNoEditor/GameUserSettings.ini
Excellent, thank you. i'll try that now
Slight correction, for if someone wants to test this as well: its Hardware.ini, not GameUserSettings.ini
Aaaand the game resets it on boot
๐คท it's in both for me, tested modifying the one in GameUserSettings.ini so guessing that one takes precedent if it's there
I'll add it manually and see if it works
Nope, ignored. Can you send a screenshot of how its used in your GameUserSettings.ini file? Maybe it needs a specific header or the like
it's under the [/Script/FSD.FSDGameUserSettings] section
Alright, retrying now
IT WORKS
MY EYES
This is awful, but we do what we must for science
Oh, btw, the frame limit effects how long it takes for you to fade in and out after you reload the space rig ;~;
i noticed that too lol
Aight, test run, compiling the frame count video now
Yeesh, it really does tank your DPS
30fps takes ~380 frames (~6.3 seconds) to kill
10 fps jumps it up to 648
Or ~11 seconds
Going to see if it holds true for other continuous weapons
At 10 fps, Automated Beam Controller takes 234 frames to deplete (+/- 5 due to 10 fps only updating every 6 frames for a 60fps recording)
Or 3.9 seconds
Normally (assuming the math on the wiki is correct) it should deplete in ~2.36 seconds
I also noticed the heat on the minigun builds up and decays more slowly when in potato mode
See below the video evidence for 10 and 30 fps on minigun
And for the beam controller (haven't run at 30 fps yet, I have a headache now and am taking a break)
Went from skill issue to hardware issue. 
Yeah; I wonder if it still happens when the host has a good PC, but client has the potato
Since (presumably) the host would be validating some stuff; maybe fire rate for continuous weapons is included
Wow.. Maybe these stuff is the reason why the Minigun and the Zhukovs having "fake" stats? also Drak's T5.B Thermal Feedback Loop having firerate limits?
those exist because of the engine limitations for damage calculation as a client, I believe
From what I remember, the fake status existed because having the displayed rate of fire (as currently displayed) was not reliable. Some of the shots would not be fired, in an inconsistent way, so the displays lies to ensure all shots are fired as they should.
Tracers, decals and damage calcs.
Decals in particular are bad for performance after a certain point.
tf2's minigun also fires a lot slower than it looks like for similar reasons, though it has an accurate ammo count.
What we have is this
https://youtu.be/0Xqfxdmtx38?t=1705
The "we literally can't shoot that fast" is the frame limitation Johan was talking about in the link I gave earlier
DRG minigun is like the polar opposite of TF2's, highly accurate firing less bullets than it claims to
They're both firing at a lower rate of fire than they claim, though. It's just that tf2's minigun is functionally an automatic shotgun.
It shoots 4 pellets per 1 ammo spent 10 times per second, but the visual effects of the gun's muzzle flare and bullet tracers make it look like it is firing 1 bullet at a time much more rapidly.
So both are different ways to trick the player into thinking their gun is shooting a lot more rapidly than it actually is, for technical/performance reasons.
I just wanted to say that it warms to heart to see a semi-random link I threw spark a testing/research spree. Makes it feel more worthwhile to watch dev VODs and hunt for those details.
on some of the dwarf pages, the new 4th grenades aren't yet there
i think at least driller is missing it
probably old wiki
to clarify, we are now on wiki.gg and not fandom
https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
oh ok, maybe i was looking at the old one
The dps of the minigun should be based on the local clients framerate. the client is doing the actual logic for deciding when/where the hit landed and how much damage and sends that info to the host
in terms of the host validating it. it just says yes whatever the clients says ๐
thoughts on adding biome specific creautres (cave cruiser, nayaka trawler) to their respective biome feature tables? imo it would make too much sense not to include that in a more visible manner, the creature names can link back to the dedicated creature page like how the helix links to its dedicated page
Biome features focus is for cave generation, cave characteristics
including creatures would divert from that purpose, and also require you to include spawn restrictions
why does it have to be limited to cave generation? why not make it all the more slightly accessible by including exclusive biome features in more than one area?
I could see a short mini-section like
Unique creatures
* Nayaka Trawler
that links to it on the creatures page
A page has the purpose of delivering information on the topic, but it also has the purpose of providing relevant additional info and links, therefore making the pages more interconnected
just adding a sub section listing things considered as creatures with a short description and a link is what I had in mind
infobox already shows enemies
probably not on page to avoid redundancy
but if there is to be something on the page (there is an enemy sections already btw)
cave and spawning should be 2 different parts
the enemy section is tiny, why not merge it with biome features
don't gain anything by mixing different things under 1 place
isntead of keeping it organized by type
one side for enemies, other side for objects
the size stays the same, tiny
but at least organized
eh, hard disagree, surprised there's this much push back to add a biome feature to the biome feature table
I think our original layout was too focused on consistency rather than accessibility, by the very meaning of the word things like Deeptora are indeed the biome's feature
wish I would've snapped out of it sooner but that's just how it is, the only reason it wasn't put in the table originally was due to the enemy section in the first place, which I now view as meaningless if it'll contain repeat information such as "has glyphids" with the rare "and this guy"
Omega has a lot of pushback to a lot of things ๐
I still remember when biome feature's original name was fuckin "doodads", wow that was close
if you can figure out how you include the fact that web spitter is Banned from glacial on the table
otherwise
renaming the table and making it have different parts could work "Biome Enemies, Biome Decoration, Biome hazards etc"
even if I agree with it
I have to test if the idea is really good or not
I see where you're coming from, but sometimes it comes off as resistant to change
tbf that's how I perceived it
Is there any mroe precise info on pheremones
like if 1 enemy is pheremones how many mobs wil target it. will having multiple enemnies pheremones increase the total amount of enemies?
I answered this question before on reddit:
Pheromone Canister's direct hits (within grenade range):
- 2 min guaranteed targets;
- affects every 2nd target;
- x0.9 movement speed;
- 4 bugs can attack pheromone-naded target at the same time;
- lasts 15 seconds.
Nishanka's pheromone bolt (direct hit):
- x0.7 movement speed;
- 6 bugs can attack pheromone-shot target at the same time;
- customizable duration.
Pheromone-infected bugs (getting infected every time they do damage to directly pheromoned ones):
- no visual effect for them (i.e. no yellow particles);
- 2 bugs can attack pheromone-infected target at the same time;
- lasts 2 seconds.
One bug attracts:
Pheromone Canister: 11.
Pheromone Dart: 18.
Canister + Dart: 23.
Basically every directly pheromoned enemy (via nade or dart) gets attacked by 4/6 enemies, which, in turn, get propogated pheromones after dealing damage once through biting/slashing - these secondary-pheromoned bugs attract 2 more bugs each, thus making it look like a chain reaction, increasing total amount of pheromoned cluster. Pheromones get applied via 3 status effects, you can find all status effects in this spreadsheet: https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/
so does that mean tossing more pheremone canisters does or doesnt help
i cant quite deduce that from that
also feels like that should be on the wiki
Pheromone Canister infects randomly half of bugs in a group, so tossing it one more time infects more bugs in the same group, but it'd be way less effective than the first canister.
And every infected bug is able to attract other enemies, so you certainly want more bugs to be able to do that.
Hence you'd want to throw it on different groups of enemies to make an efficient use of it. For Pheromone Dart, though, it's simply the more the better.
You can also infect a grunt with pheromone canister, then tame him. This way you can spread pheromones off Steeve with Re-atomizer anytime.
im assuming pheremones still wears off on steve like normal
and doesnt bug for infinite duration with you tame a phere bug
You just need to put pheromones in bug's "memory of effects", then no matter it expires or not - re-atomizer will be able to pick it up and spread anytime for the same 15 seconds on any lined up target spending just 10 ammo, you can reload and repeat that very easily. It's just that you can't pheromone friendly targets, i.e. Steeve, therefore you need to pheromone a bug before taming.
Didn't they buff the Pheremone target number to 7 in Season 2?
Double checking now
Just Says "Increase the Max Number of enemies that can attack a target affected by pheromones" in the Season 2 path notes, very helpful
Before S02 release: #wiki-related-chatroom message
is 32 still the total limit
yes
(i said nothing here, ever)
I think you might have a better chance of getting an answer in #babelfish-lounge
then what is missing to have phero details on the wiki ?
๐
not what content is missing
Why is it missing
wait, did you ignore the rest of the message
so got confused cuz only read the first part
btw Dreadnought's pheromones just spawn swarmers around afflicted players over time, it doesn't affect swarmers' attacking priorities - it's just that they tend to attack the closest player so it might seem like you attract swarmers
don't the hiveguard sentinels spawn with pheromones on them? never really understood how that worked
That's a visual effect, to imply they were summoned by the Hiveguard
ah i see
how do i reconnect to a game i got dc'd from? is there a quick launch or do i have to go search lobbies? also if i reconnect after dc do I still get the full rewards? i keep getting dc'd cuz i can't find lobbies near me.
I encourage you to read this thread and try the solutions listed there : https://discord.com/channels/257785731072786435/1046798439016583178
This channel is for discussions around the wiki editing.
oh ok. thought it could also serve as a help channel. thx
Hey has anyone updated/added the 3rd primary/secondary paintjobs/frameworks
I could help with that since I have quite a few frameworks and paintjobs for the new guns (though I don't know what to do)
Unfortunately most of the mechanics with Pheromones aren't widely understood. I can think of a few ways to test them for more information, but at least within the files a lot of the pheromone mechanics are baked into the aggro system as a whole and not easily deciphered.
I think that costmodifier=12 change makes bugs switch their target and take newly available spots for attacking pheromoned bugs, which is 2/4/6, while dwarves have 0.5-2 costmodifier (ziplines), but normally 1, pets also have costmodifier=1. That parameter impacts enemies' aggro calculation, so they just prioritize target with much greater costmodifier, despite distance difference and spots available difference, which probably affects aggro as well. Idk what's there left to test.
Do we have any information on any sort of range limit for enemy aggro?
Also do we have a wiki page for enemy aggro that we could link to from the Pheromone page for extra context?
:3 that would just be a stub page given how much is not known
but 2 possibilities, either status effect page
or if complex enough, do the same as Fear page, or stun page
General sight range is 15m for Grunts, Praetorians, Wardens, Bulks, Swarmers, Twins, Dreads, Hiveguards, Sentinels. 20m for Mactera, Exploders, Acid Spitters. 30m for Grabbers, Bombers, Menaces.
Changes for a few enemies.
would that range be only for aquiring new targets / start looking for one ?
Should be, yes, that is why you can sneak up on them sometimes, there is an alerted boolean that needs to be ticked for it to work afaik.
Map gen enemies have a "placed" gameplay tag that prevents them from despawning when more than 150m away and also limits their networking and logic. So they are in a sort of downgraded idle state or scripted formation such as grunt packs roaming or mactera searching in packs which allows you to sneak up on them until they look at you or get damaged by you.
There's probably nothing that can be done about this, but I've noticed that Google almost exclusively shows the old wiki in search results relating to DRG.
results vary a lot, which browser ? logged account ? what search prompsts ?
ofc, it is getting way better in a short time
some people get new wiki to appear first, if not second
Do rockpox praetorian's blisters have the same 90% radial damage resist as grunts? Certainly seems like it, though I'm not looking through the files right this moment.
Didnโt saw it on praets, but I could have missed it.
Their blisters definitely resist it, I'm unclear on how much though. Takes a lot of hurricane missile AoEs to pop them.
Also they seem to interact weirdly with incendiary PGL? Like, max damage clean sweep shot near a rock prae will pop some blisters in one shot, and then with incendiary on, they often take like 4 shots to pop any blisters.
I donโt see anything in the praetโs file for the radial damage multiplier, the grunt blister have it set at ร0.1
It could be inherited from the grunt though.
I will try to check it in game and let you know if I figure out anything.
The blisters on the praets donโt have the radial resistance applied to them unlike the blisters on the grunts so I donโt know how to explain your findings.
some gun testing needed to find out interactions then
probably with the good old modded subata and pgl too
Is this still true?
Afaik, no, it was changed to all.
That was my understanding as well
There is a status effect from the infection master component that gives a number of stat boosts and it should have the relevant info for the blisters on that component.
The grunts do seem to resist it more than praetorians, but both are clearly resisting AoE damage. And now I'm a bit confused about how hit detection works for AoE damage vs blisters.
So, shooting that spot on the ground(where the grunt and nearest boil are both within the hurricane's 1m max damage radius), it took 15 shots for a blister to break
but as you can see it's not the nearest one to point of impact
instead it's the one on the opposite side
Under similar circumstances, the prae took 6 shots to the nearby floor until a blister popped. Which is a lot less but still way more shots than you'd expect, considering they do 20 damage and the blisters have 5 unscaling HP
also the blister that popped was actually the nearest one
i recall seeing something similar with breakable weakpoints breaking in intuitive ways to AOE
If that helps blisters use the armor plate system.
In that case it sounds to me like this may be another case of the linked armor plates bug. So the blister is taking damage as intended but the wrong blister pops.
It doesn't seem like this affects all blisters on rockpox grunts, but it's always happening on that right-front-leg blister.
PhysBoneToArmor > Sockets > Health (for the max health)
BoneName (for the location)
RadialSocketDamageMultiplier (for the resistance)
Other parameters:
"HealthIsBreakPercentage": false,
"OverrideAffectedByAmorBreak": false,
"NewAffectedByArmorBreak": false,
"OverrideArmorDamageEnabled": true,```
oh, here's another weird thing...
if a rockpox prae has a blister on this leg(right front, again), it pops after taking AoE from just 2 of the 20 damage hurricane missiles
Wow, this could use a rephrasing
everywhere else, they seem to take 6 20 damage AoEs
I have no idea why it would be the right front leg on both prae and grunt that are behaving differently than normal wrt blisters(and in 2 different ways), but it is
btw, for these rockpox prae blisters to take the 20 damage AoE of 6 hurricane shots to pop, the damage would need to be multiplied by something like 0.04 to fall low enough. which seems rather extreme
...just had a realization. h5 grunt has 1.2 hazard scaling, rockpox gives it 0.2x damage resist, and then the blisters also have 0.1x radial damage taken
20 explosive damage on hurricane that's
(20/1.2) = 16.66 repeating, 16.66 * 0.2 * 0.1 = 0.33 repeating
0.33 repeating * 15 = 5
so that 15 shots to pop a rockpox grunt blister makes perfect sense, I just didn't follow it all the way down
that does, however, imply that the blisters are actually affected by hazard scaling. otherwise the number doesn't make sense again
and it'd pop the blister in just 13 shots
if the haz1 reflects that, then
but could it be using another resistance scaling ?
on haz 1, only takes 9 shots to pop blister
(20/0.7) * 0.2 * 0.1 = 0.57142857142
that * 9 = 5.14285714286
so yeah, looks like the blisters are actually affected by hazard scaling
haz 1 rockpox prae, I break blisters in just 3 shots.
haz 5, 6 shots.
haz 5 and 4 player scaling, 8 shots.
(again this is 20 AoE damage from hurricane, within max damage radius)
The wiki right now shows x0.3 "elite resistance" for praetorians, but ingame it seems to be x0.2
The wiki right now shows x0.3 "elite resistance" for praetorians, but ingame it seems to be x0.2
I will double check that and update it if needed.
You are right, it should indeed be ร0.2 for preats too.
when did it change
Donโt think it did, pretty sure I just messed up the data when I checked it.
The grunt damage resistace is lined up with the praet piercing res which is 0.3 when you check it in UUU in the pawn stat component.
Looking at the file, there is a single buff applied to several enemies.
STE_Plague__EnemyBuffs
...ok, actually, it seems like there's some weird variability on rockpox praetorian blisters vs AoE in general.
Hazard level definitely matters-for instance that right front leg blister that seems to pop faster than normal is popping in 1 20 damage AoE on haz 1, but 2 20 damage AoEs on haz 5 4p. But I'm having more inconsistent results on other parts of the body for some reason.
Once in a while they break in as few as 2 shots as well, but other times the missile will be exploding very close, but take 5-8 shots to break.
v0v
I wonder if this is a hit detection thing and they should more frequently be breaking in 2 shots. It'd make sense, (20 / 1.5) * 0.2 = 2.66, barely enough to break in 2 shots.
It sounds like that armor breaking AoE bug affecting blister's hp. For instance, in the past I checked bulk's blisters and it was affecting it 100% - it was getting only 25% dmg from AoE damage sources. That's probably the case here as well.
It's the one right under the table here: https://docs.google.com/document/d/1l7TSN99lW4LpHSArf5wyw1zAHQV4TUtdgHwWhzsj1p8/
I don't think c4 no longer working on blisters is a bug
there was a comment from a dev on reddit mentioning nerfing it in response to a clip of dread bullying, shortly before it stopped working
However what dread has is just overhealth, except for twins' armor. While bulk's blisters and bomber's sacks are likely considered as armor. Cooker's blisters might be different then.
oh, I misread-not used to thinking of bulk weakpoints as blisters
A bit of a run-on sentence
Also it still said "higher frequency" as time goes on, changed to "larger size"
do we have the means to confirm if 3 mini-mules can ever spawn in the first cavern on Salvage Op?
I'd like to change this statement to be based directly on cave gen rather than reference documented instances
It's known, fandom is the older site and they have pretty good SEO. Random pages/files showing up seems to happen for all wiki.gg wikis currently, probably Google still figuring it out and trying not show to duplicate results
yep
Is there anywhere on the wiki you can see a list of resistance and matchups sort of thing
like frost good vs X bad vs Y
kinetic/piercing/explosive/electric.
That or just get some more info on the https://deeprockgalactic.fandom.com/wiki/Damage page.
An example of a use for this page would be something like:
Looking into scout crossbow. See it deals piercing. Would like to see the pros and cons of kinetic vs piercing
this can be seen on the creature page as well as directly ingame
in the miner's manual
also, you're better off using the new wiki : https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
in game miners manual means you have to cross reference every single one
should just be a tack on to the damage types
like: Fire damage.
Resisted by:X
Vulnerable by:Y
Immune by: Z
cant even use this page to quickly find and compare
cause all of the resistances are shown as images
so you cant control F Piercing
It all comes down to creatures' resistances, there's spreadsheet containing them: https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Table
However, I understand that you can't really filter nor sort this one easily like the previous one (not supported starting with S03): https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/
So I got hacked everything was changed my email password phone number and 2fa
@dry oar I got hacked on discord so this is my new acc for rn
@frozen edge I got hacked on discord
I need your help
Just phone them up directly will be faster
I sent them the email tho but
Why are you not on Slack ?
I'm still waiting
Everyone knows that's where the real talks are
1065093250307858472
hi
Oh hey
wait what
Can someone kick my old account please
Just got hacked, but you have a "secondary" account that's four days old ^^
I got hacked on discord
I should not be entertained by this, but I am
jacob and amimoller should be able to
same
I just wish I could see the backchats on how to deal with the troll
Help me step-mod I'm hacked
Hvad?
You don't seem like Amanda.
seems like a situation that can be solved easier on slack ๐
I am
You don't talk like Amanda.
Well I do.
What town do you live in?
Jacob making people doxx themselves
Amanda, plz
Ok
That's easy, everyone knows she lives in Paris
Also please DM Jacob the CVV of the card where GSG sends you paychecks
For verification purposes
In usa?
...
Yes, what town do you live in in USA?
This is getting interesting
Just approximate area
That ? is just so perfect
You are supposed to give the hint.
This is getting even better
oops :V i just got the ping and banned it, weird that its in this room.
nooooooo Dwarfurious
because yeah obviously this isnt where and what a dev would do lol
WHHHHHYYYYY ???!
mod abuse
It was so much fun !
because troll/scammer
Dwarf noo!
We could've gotten so much mileage out of it, but oh well, mod's work
We were laughing our ass off
Ofc
It was so good ๐
It was a goddamn sketch
This deserves a comedy award
how will amanda every get dev privileges back?
please someone ping Amanda
she cant, you have to fire her.
she needs to see it
I hope this becomes a running joke in your office
she'll magically have it the next time she returns
i assume all devs use authy ? you made us use it ;o
Poor Amanda, got hacked and also suffered from amnesia now that she was dropped in the US
I think that's called a fugue state
that was before I arrived, now you just have to know the secret password
it's bananas
i'm so glad you brought that to my attention. i needed a good laugh
Please don't delete this exchange so we can re-read it when we need a good time.
don(t worry
I have it saved
in its entirety
Well at least the hacker can have a laugh then
6 seconds ยท Clipped by GentleCat ยท Original video "Magicka part 1 Safe word BANANA!" by Kira
my favorite part of magicka
Is this how Magicka is voiced or did they speak Swedish?
I think they mix different languages
It's always suspicious when you colleague and fellow countryperson doesn't use the first language you have in common when addressing you in an emergency.
but theres definitely some swedish in there
they're speaking Magicus
My favorite part of Magicka is the game bugging out so much you can't play for more than 5 minutes
send it to me
i wonder why they'd try to imitate amanda of all people.
Yeah, it's Swedish with layers of Hsidews
Hey, if you were held in USA against your will, you'd behave irrationally too
Best bit is the Skyrim Easter egg they have the Fus Ro Dah but they are saying Ostkaka (||Which is just Swedish for Chessecake||)
i just noticed they got the name backwards? its QA - amanda? lol
They were in a rush as they were hacked
A 4 day rush
Even if it wasn't against my will
GSG needs a training for how to react when you're hacked and kidnapped to USA.
Discord kept asking her to verify her new account by requesting her ZIP code, but she couldn't find it. It took really long, okay?
they joined YESTERDAY ๐ they ogt hacked and made a new account and joined and waited almost 24 hours to say anything haha
Now I know how to ask "what?" in Danish
Or you know, direct means of communication. I don't know about y'all, but I have a fair number of my co-workers contact info in my phone.
Sure, but we wouldn't have been able to laugh about it then
So remember, always contact your colleagues in an emergency, on a public media, with an unverified account
I have zero
really?
That's because you have all of us to keep you company, right?
oh yes
that would have been glorious
i pin the fact that tommy fell for fakemanda ๐
blocked
So mean wanting me to get kicked ๐ญ
Or maybe they had the right idea - An extra me would be a bit much ๐
How did you get hacked, did you mistake the lovely free nitro salesmen for a scammer
Dunno how the other Amanda got hacked - and since they got booted I'm afraid we'll never know ๐คท
Guess you'll have to try as Jacob next time.
How was your trip to USA and did ya recover from that amnesia?
nobody got hacked, it was some stupid scammer hoping to trick their way into a high standing role to maximize their effectiveness
"High standing role" - I'll take that as a compliment ๐
I don't know if here is the right room but: is the mineral container amount fixed to 120?
Are you asking if there's a limit on how much minerals you can carry ?
I mean when you craft mineral cores is the amount you get fixed?
I believe it is a fixed amount yes
@trail gust sorry for the ping, but I suspect you might know the answer to this; does the Drop Pod only check for the "Safe" status effect when deciding whether you successfully extracted or not, or does it do an area check? The wiki isn't clear on this, and I wanted to clarify it either way
(Also, it may make Re-Atomizer even sillier)
The wiki implies the latter (though it doesn't state outright how this "safe zone" is determined), but given what we observed while testing Re-Atomizer, I'm thinking it may be a status effect that just checked instead
I mean it is status effect that I have listed in my table, however I just assumed that it's active while you're in the "green zone". It is definitely not permitted for Re-atomizer. Here's the link on the last talk on that topic: #wiki-related-chatroom message
I can check it easily in-game just watching at the status effect's state, but not rn. And from my experience it doesn't wear off on escaping drop pod. So the only question is about camping at the mission start.
Fair; I just recall that we had that issue which made us do significantly less damage when we were testing dwarf-to-bug/bug-to-dwarf status transmission, and I think that might of been what was causing that. My best guess is that is the "safe" status coming into play, and we just didn't recognize it at the time
I would've noticed it in status effects' list then. Though I didn't really outright check pawnstats anyways.
True
My (completely unfounded and wild) guess is that Re-Atomizer copies all deviations from norm that aren't blacklisted, then, rather than just entries in the status effect list. Would somewhat explain why it can still transmit statuses from a host who had experienced a status previously, but are not actively effected by them at time of transfer. Needs more testing though
[EDIT; They changed things during S03, see below]
Re-atomizer is whitelist if you didn't know.
Ah, interesting that Iron Will works then
It's been changed in S03.P5.
Check out my table containing all status effects and re-atomizer usage: https://docs.google.com/spreadsheets/u/1/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/edit#gid=0
STEs
Check out Info sheet for explanations,Use Data โ Filter Views for filtering and sorting,Found a mismatch? Leave a comment!,Assembled by SplitSentroใ
ค
Status Effects,Application,Effects,Duration,Synergy,Overlay
Icon,Name,Inflictor,Trigger,Recipients,Misc,DamageClass,Damage,MovSpeed,Resistance...
Smart way to fix the crazy stuff we found during S02, tbf
Excellent, thank you
They really did cut down the list, damn. Mind if I try to incorporate this info on the wiki somehow (at least for the set of Re-Atomizer possible statuses)?
I'm not really against wiki (how could I write the opposite in wiki-channel), your contribution to wiki will be appreciated
lol, just wanted to make sure you didn't want to keep it separate for some reason (i.e. its still WiP)
table is donezo, I have one more research going on, but it's a long run anyways
Sounds good; let me know if you need an extra body to test anything. The re-atomizer testing was really fun
Aight, re-atomizer is now shrinked to just a few good uses anyways.
Yeah, though I secretly wish they at least kept the speed boost from the Prospector on the whitelist. If you managed to get that lined up in game, you deserved to roleplay as Sonic the Dwarf-hog
fun times
oh yeah sentro have you got a list of things that Re-Atomizer applies to
cause i know some things are ignored. But im curious if freeze applies. Or if it just spreads the cold. Or for stuff like stun.
they posted a status spreadsheet here, you probably want to check it
Thoughts on this for the Re-Atomizer entry under "Unique Overclocks"?
I'm also open to suggestions on how to include a list of the valid, transferable status effects. Right now I'm split between a hoverover element, or a table somewhere else in the article, but I'm open to other suggestions as well
that part of an status expiring, and you being able to apply it a long time after is news to me lol
for the list, depends on how big it is, and how short you can make that
sometimes it might be better to just say what does not work, be creative with it
Yeah, its messed up. Before the blacklist was made, it allowed some crazy jank
Like being able to transfer the low O2 suffocation DoT to enemies who are supposed to be immune to it
Thing is, both the list of things that do work and don't work are very large
19 status effects for "work", and just under 200 effects which do not
Plus temperature transfer
Granted, some of them can be grouped, but even then theres weird exceptions (likely only some of the electric slows being transferable, and only one type of pheremone)
wonder how does the non-expiring status bug even work, I would guess there would be no point to keep a list of a status they had, unless for debug purposes
right out of those 19 and 200, how many can be grouped together, you could make a collapsible table
I can answer some questions
7 effects are "electric", 2 are "neurotoxin" (which can occur from 3 different weapons), 2 are related to the Sludge pump, and 2 are pheremone related (but 1 is really strange)
and it's 15 that re-atomizer supports atm, not 19
Going off of SplitSentro's table, anyways
ew, what is up with taser bolds not working
I can see why the others don't work tho
nishanka bolts are written differently - they don't have duration in STEs itself, therefore if you re-atomize it - it'd become infinite
instead bolts turn on and turn off status effect when attached to certain enemy
if there's no bolt but there's status effect then it runs infinitely surely
it's the bolt that starts and stops status effect
If I'm not mistaken, thats why the sludge puddle is also infinite; it works in a similar way
you would have to make the coil apply it is own status it seems
Touching or leaving the puddle triggers the change
not really, sludge puddle is "while in contact" status effect, it starts when collision with puddle happens and stops when you loose contact with puddle
there can be residual duration applied based on applydurationafterpop flag which I indicated as "min" duration in the table
but it's also in the cell notes there mentioned as well
Ah
you can't separate bolt and enemy, while you can leave the field that applies status effect
If I recall from our tests, the taser "beam" that could form between two electric bolts works like the sludge puddles (or at least, acted the same in game, I never saw the game status itself)
yes it's "while in contact"
I mean normal taser in the ground is also while in contact
it's just that area is small
I indicated all "while in contact" effects in my table
Yeah, I'm just discussing in this context
That the electro-bolts, despite causing an electric status, are not a transferable one
And speculating on the reason
re-atomizer permissions are done simply through AllowSread (or called smth like that) flag which is only present for 15 status effects atm
So its a whitelist, managed via a flag
simpler to just say it does not work for "Statuses that require staying inside a hitbox" ?
when it was blacklist that flag was present in other status effects - it was just turned to False, instead of True like now
But thats not true either, since Neurotoxin grenade and Coilgun trails work
(re: Omega's comment)
there are 2 status effects left that go infinitely cause they're "while in contact"
and are permitted for re-atomization
coilgun trails are mentioned in re-atomizer sheet only because they get applied with every coilgun shot regardless of oveclock module
they don't get re-atomized
Ah, I see
you can see there's like bold separating line as well
I never thought to click to see if there were cell comments for those two; I just thought they were separate because they had the weird "0.5-5.5 second duration" range
Makes sense
yeah there's a lot of cell notes on hover in my table
0.5 is residual duration that gets applied after creature looses contact with trail
it gets done via applydurationafterpop flag + duration property
Yeah
Just struggling to think how to compress that into the Wiki in a meaningul way
The statuses that are and are not allowed are, frankly, consistently inconsistent
normally while in contact stes don't need duration property, but the presence of one doesn't necessarily mean that there's residual duration getting applied unless there's also applydurationafterpop flag
start by making groups, and then expections to those groups
in another spreadsheet probably
- even if you have to give exceptions to a group (such as neuro and coil, for hitbox statuses)
mmmk
regarding temperature transfer, you should ask Evan for info, as he did several tests on that and earlier posted some results in this channel
I'll save the current entry for Re-Atomizer then, as its still more informative than we have, and start working on that
The tables of "what the hell works with Re-Atomizer"
I can only say that it does respect max temperature values and does account temperature change scale
Saved, feel free to rewrite/revert/whatever as you see fit
I probably could try my hand at grouping it
though do post here proposed solutions
Will do, thanks
Yeah, its just a whole lot of info. Honestly if I could I would just make a "Re-Atomizer Jank" section underneath unique overclocks to discuss all the intricacies
ste system works just fine imo, nothing janky - especially now with re-atomizer containing such a small amount of effects
I agree (for the most part), its just Re-Atomizer is so specific with how it works and what it does/does not transfer that you could genuinely write an entire article for it alone
But I don't think we want to break from form for it alone, either giving it its own section or page
ON that note, quick tangent
Do we want to stick to the Table style for unique overclocks (i.e. Deepcore) or entry format (i.e. Breach Cutter)
Currently some weapons follow the table-styled system, while others just have sub-sections for each entry
Unless theres a reason, I would like to go through and unify the formatting
I am pretty sure only a few leftovers , like 5% have sub-sections
got bored when porting it to table format
Ah, alright
I'll stick to table format for the Coilgun then
Thanks for the help Omega and Sentro, appreciate it. I will return to this tomorrow; just have some work to get done before a meeting tomorrow morning
No problem
got too curious to not give a starting shot:
"with the exception of Bolt shark, Re-atomizer will work for All Dwarf / Bosco applied Electrocution, Neurotoxin and Pheromones. Weapon slowdown will not work for that lock-on rifle OC, and sludge pump won't have its puddle (?) status spread."
the corrosive puddle and direct hit parts did make me confused, though I can elaborate later
The corrosive puddle will transfer, and will actually last infinitely once spread (at least until they walk back into and out of the puddle). The direct hit only lasts 4s though
The electric trail effect from the Coil-gun's own mods won't transfer either
Nor the base trail effect
Nor the Static Discharge effect from having your shield broken with the armor mod
Nor See You In Hell's explosive electric effect
you should also know that electric trail's exkey blocks re-atomization of stes with the same exkey
So only one of the Breach Cutter or SMG's electric effects can be transferred at a time
none can be transfered if there's electric trail
Was just going to ask that
it gets applied first and blocks everything with the same exkey
Consistently inconsistent
Oh, also no electric effect from the scout IFG
Sentro, did you test whether a weapon's modded effects are transferred as well (such as longer duration on the Sludge Pump's DoTs)?
yes, I did test that - Sludge Pump always gets transfered as default status effect
which is 4 seconds
Ok, thats an easy addition to the current entry then
Thoughts?
"Status effects transferred this way do not conserve a weapon's modded effects (such as the increased slow from Corrosive Sludge Pump "Protein Disruption Mix" mod) "
I'm not a native english speaker but afaik a can't be put in front of plural form noun
Yeah, good point. Let me revise quickly
'Status effects transferred this way do not conserve a weapon's modded effects (such as the increased slow from the Corrosive Sludge Pump's "Protein Disruption Mix" mod)'
"a weapon's modded effects"
either way, it just straight ignores and applies default version of the status effect and that's it
it shouldn't be implied that it's aware in some way that there was modification of status effect's duration or status effect item
it just applies default version and that's it
MMk, let me think for a bit
"Only the default duration, effect, and damage of each status effect is transferred; changes caused by weapon mods or player buffs are not preserved"
Still feels a bit vague
it's not the properties that get transfered, it's status effect that does
There is default "unmodified" version of status effect and it gets transfered, while ignoring all status effects' modifiers (that's how it's called)
these modifiers are part of weapon's mods
"Only the unmodified status effect is transferred; changes resulting from a weapon's mods, player's buffs, or debuff's on the original target are ignored"
I don't recall player's afflictions or statuses having modifiers to other effects on a first thought
They can; on Azure Weild the spooky stone henge's blue buff makes you take less damage from DoTs for example
Granted, it does that for all damage
for sludge pump only mods and OCs contain them
But better thourough than vague
Yup, I know
But the status effect page on the wiki doesn't list it (currently, I'm considering finding a way to integrate your big table into it)
So most players don't really know that, at least intuitively
*the contents of your big table into it somehow
Yeah
but I wouldn't like wiki deceiving players either
Anyways, how about this: "Only the unmodified status effect is transferred; changes resulting from a weapon's mods which would effect the status are ignored"
pretty much correct
you can add that mods and overclocks do apply modifiers on original target effect though
Still general enough to cover everything, while being as specific as we can be (at least until we can restructure the Status effect's page to be much more thourough)
True
"Only the unmodified status effect is transferred; changes resulting from a weapon's mods and/or overclocks which would effect the status are ignored"
Issue is some overclock effects are themselves statuses, which can be transferred
I think most people are smart enough to work out the difference, though
We'll go with it for now, and can re-edit it again later if need be
Also, just a quick clarification re: this. "weapon's" isn't a plural, its a possessive, and thus can have an 'a' before it (i.e. a weapon's damage). You can have a possessive plural, though (i.e. penguins'), which for whatever reason can also have an 'a' in front of it (a penguins' home)
Granted, the latter is very rare (usually you see "a group of penguin's home")
In short, English is a shitshow, even native speakers have trouble wrapping their head around it
I figured it was applied to effects, rather than to a weapon
because there's only one such weapon with status effect modifiers
Ah, thats what you meant
Yeah, it was poorly worded by me in retrospect
Does the explosion from the EM discharges's explosion for the Stubby proc the same electric status as the stubby itself?
I don't see any thing in the STE table about that overclock
There are entries for the Turret Arc, though, so its another electric effect that can't be transferred
Thoughts on this?
"Re-atomizer can transfer most Electrocution, Neurotoxin, Corrosive, Slow, and Pheromone status effects inflicted by a player's weapons or Bosco. It can also transfer the temperature of a target to other targets (but not the Ignited or Frozen effects)
All status effects resulting from the Nishanka Bolt Shark cannot be transferred"
With hover-overs on each status detailing the exceptions
yes
Perfect, thank you
included EMD for smg electrocution ste sources list
So, for example, with "Slow", the hover-over would be "Excluding the CRSPR's Sticky Flame Slowdown mod, IFG, and LOK-1 Smart Rifle's 'Neuro-Lasso' overclock"
"Re-atomizer can transfer most Electrocution, Neurotoxin, Corrosive, Slow, and Pheromone status effects inflicted by a player's weapons or Bosco. It can also transfer the temperature of a target to other targets (but not the Ignited or Frozen effects)
you might just list all 15 status effects without giving any vague phrase beforehands
no need to "create exceptions" out of nothing, there is no exceptions - it's just not permitted
Fair, though that ends up being a massive block of text and hyperlinks to the relevant material
in fact, what you call "electrocution" is just a set of effects with the same damageclass and that's all
True, electrocution as a status effect is really scuffed under the hood
At least from a player-perspective
I mean the only thing that you can notice in common is the icon, however you can also see 2 same icons sometimes too
Yeah, most clearly with the IFG
Honestly, it might be worth re-writing the entire status page, either splitting it into "status" and "states" or elaborating on the nitty gritty details of how statuses/states work in DRG
Another time though
So, just to test, I wrote out all the "electric" effects in the wiki editor and previewed it to see how verbose it gets
This is the result
Its already a wall of text, and while I could try to re-write it, its probably going to just have people's eyes glaze over as is
Oh, I forgot to add the GK2, one sec
Better (also removed the duplicate "M1000" entry)
10 entries due to multiple weapons proccing the same effect under-the-hood
I think, for the sake of at-a-glance clarity, hover-over elements could be used (though that makes linking to the relevant articles impossible)
But I'll wait for feedback before I proceed
I have procrastinated enough as is
first thought is that an important condition for re-atomizer to work is to damage hp of both recipient and source
another condition is that status effect must be applied in the past to the source no matter if it's active in the present or not
actually not even applied, just "initialized", pop functions can do just that as well, not only push ones
Issue is how do we explain that to people not savvy with programming?
The rest are already stated; might just need to be re-arranged in "order of importance"
Or rephrased
there are cases of effects being initialized without actual working effect
that's just how it is
and re-atomizer can use that
Yeah, just how do we state that without getting into (what is for most people) jargon or being too verbose
just sayin' hitting a target is not enough => correct would be damaging all participating entities in line or smth like that
you remember seeing it in re-atomizer tests - you can only re-atomize smth to a dwarf if you destroy some of his hp
Yeah; it states that already
The current entry on the Coil-gun "Unique overclocks" page
"Both the source of the status effect and the target which will receive it must take health damage. Causing damage to a target's shield or armor (such as that possessed by a Glyphid Dreadnought) will fail to transfer any status effects."
hiveguard is exception btw, it can be re-atomized anytime
Could be rephrased to be more succinct, granted
True
Consistently
inconsistent
That's an easy hoverover, though; perk tables do something similar already
teammates cannot be immune to certain status effects i think
in fact, it's status effects that have tag limitations that prevent their appliance
Fair; that results in effective immunity, however
not necessarily
At least from the perspective of a player who hasn't spend nearly 24 hours of their lives testing this stuff (i.e. us)
there's different kinds of tag limitations, some like Sludge Puddle one could be still initialized with pop in dwarves' BPs
but exclude one is like 100%
I noted those in cell notes as well
you might also want to revise my initial guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2884176974
True; I'm just arguing that we need to be succinct, even if it results in some edge cases being let through.
At least for now, until we find a way to integrate all the status effect info
So we can avoid massive blocks of text in this one overclock, and instead just reference The Big Status Tableโข๏ธ, for example
At this point, it honestly might just be worth doing that; as I mentioned earlier, given what we know about the STE system now, the status page as-is is somewhat obselete and misleading
"we" being "people in this game in general"; you've been discovering this stuff for ages
actually if you look at "active on" column in re-atomizer spreadsheet - you can notice that all allowed STEs cannot be applied to friendly creatures and dwarves
hence no re-atomization to dwarves whatsoever
or steeves
I see there's NONE on gooprojectile, that, perhaps, could be transfered and initialized as inactive via re-atomization on dwarves, but requires confirmation from testing
but kinda pointless from a player perspective anyways, same with neurotoxin
To be clear, does that mean a dwarf wading through a sludge puddle can't be used as the source of the sludge puddle DoT anymore?
Or just that they can't suffer the actual effects of it
second
Ok; I thought so
it's initialized but inactive
Ok, let me try rephrasing the last point quickly then
"Status effects cannot be inflicted on your your teammates or allied entities (such as glyphids tamed using [[Beast Master]].). However, hitting a target with status effects followed by an allied entity will still mark them as if they had received all of their statuses. This results in them becoming "carriers" for these status effects, which can then be propagated from them afterwards. "
again, not necessarily - there are different kinds of limitations
I don't recall testing it thoroughly, however I've never seen the ones with "exclude tags" or with "ALL/ANY" do that
although I do remember the ones with NONE behave this way
hence only some effects can be "planted" into dwarves this way at best
Does Steeve lose the STEs when he's charmed after receiving ANY/ALL effects then?
Based on your table, it doesn't appear to be the case
But better to be sure
taming Steeve doesn't affect his status effects at all
you can pheromone some grunt, then tame him and then spread pheros off him anywhere anytime
You just can't phero him after?
yes because pheros have
ExcludeTargetsWithTags(Creatures.Humanoids; Attitude.Friendly)
