#wiki-related-chatroom

1 messages · Page 10 of 1

glacial topaz
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yes, wiki gg does

wicked cave
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mb then

wicked cave
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yep

glacial topaz
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you could look up videos of gameplay to start ?

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haz 5 solo vs haz5 4P., or something

wicked cave
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thanks, I'm clearly not too good at wiki history 😅

floral drift
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i know for a fact that Solo mode changes the OG Dreadnought stomp attack to be like 3x longer windup. i am not certain how Hazard level or player count 2-4 affects the animation speed beyond that.

austere fossil
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The page also doesn't mention the "stop, roar without stomping, resume chase" that it can do in Solo mode. Notably this fake-out roar doesn't have the levitating rocks that precedes the actual Trembling Stomp attack.

floral drift
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the fake-out roar is a different audio file and animation, too.

Solo vs OG dreadnought just feels like a different fight than multiplayer.

wicked cave
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Does that fake-out also occur in a fight against multiple dwarves, if only one dwarf is up and alive?

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(Some anecdotal evidence that the answer is "yes" from another channel)

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Seemed maybe like some kind of handicap on the dread stomp to allow a rez if only 1 dwarf is up

floral drift
glacial topaz
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isn't a roar a thing most enemies do, basically a visual only move
but I don't think it is made to deceive you, or is it

wicked cave
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I think folks make the distinction with the OG dread roar because it always (?) stomp-attacks after a roar except in those solo / one-dwarf-standing situations, where it will roar but not attack.

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do we have the tech yet to directly view the logic/state machine that drives a given enemy's behavior? or is that logic just baked into the code and not easy to decipher once the game is "cooked" for release?

glacial topaz
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I am sure certain people can get a better visual on it, but the behavior trees can be modded just like anything from what I can see, just that when it is all part of a long file it can be harder to read it out without taking time to take notes
what is that you are trying to find ??

wicked cave
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Just continuing the same dread stomp thread. would be enlightening to view the logic directly. I probably need to pop over to the modding discord and check on the state of the art, been a year or so since I've dug into the gamefiles.

glacial topaz
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looking like a 108 pieces puzzle,
though, I better not get sidetracked before I find out more PE info
before moving to something else to test

restive yoke
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I've followed one of the links in glyphid dreadnought page => [https://deeprockgalactic.wiki.gg/wiki/Swarm] and it appears that information is not complete. I have no means to check this information so I am bringing this up for someone to check this later.

glacial topaz
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where do I even start explaning

bold plover
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Pretty certain that only the og dread has any solo benefit.

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This was simply done to give more time for solo players to damage it.

glacial topaz
restive yoke
glacial topaz
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because it is not known

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if something is not explicit, then you might say it was not looked into yet
but if you see "unknown" or anything like that
that means not known, so doesn't help much asking why someone doesn't know, won't help them known lol

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what helps is giving some extra information if you think that can help narrow down investigations

austere fossil
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That bit on the wiki page certainly reads to me as "this is a missing piece of information" so GamyGamer's "fyi, this niche page still has a placeholder on it" isn't unwarranted, imo

austere fossil
arctic prairie
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Sorry to randomly hop in but I wanted to let you all know that on the Fandom for Deep Rock Galactic a gunk seed is called a "Glyphid Ball Sack" which I find funny. Fortunately that doesn't exist on the Wiki.gg one.

wicked cave
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that's interesting, I've seen some reverted vandalism in the history on some Fandom DRG pages, I assume someone is still keeping the lights on there

glacial topaz
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Pain

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I don't even know how it applies for different mission types... which makes it harder to work with it before I do more tests

acoustic scarab
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So it's possible to work out the average % of dreadnought waves per mission

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It might be a wild shot, as I only have a few hundred missions recorded

glacial topaz
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just checked, it is just all PE, none for ME, as expected

trail gust
bold plover
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2+ players behaves as normal, solo is the only time it changes afaik.

acoustic scarab
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Yeah, I have footage of a team of new players (streamers) getting a random hiveguard on haz 1 during the introductory assignment. I think it was refinery, but I'll check when I get home

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In solo I don't think I've ever gotten a dread wave outside of PE, as noted

gaunt cipher
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Not that that's super indepth or anything.

wicked cave
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Maybe solo vs not is the only differentiator, then

glacial topaz
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Ha, so something interesting, seems like the 8 eggs really were complexity 3 before (which is even on the wiki)
but checking it again, and the "complexity" variable is missing
guessing I should change it on wiki to be complexity 2 now ?

bold plover
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It is not missing, it is defined in it's super struct/parent as average complexity.

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If a value does not get explicitly defined in an uexp and uasset pair it is simply not changed from the default value defined by the parent or base C++ class.

glacial topaz
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:S you know what I meant

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(that whatever the default is, it is being used instead of the "complexity 3" of before)

bold plover
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Yes, it is average.

glacial topaz
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current table used, have to check the main pages too
for other changes that went unnoticed

strong pivot
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does anyone have the bet-c waking up sound effect?

glacial topaz
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there is the idle one, but I haven't got the wake up one yet
I did add sounds on several pages, but not all

bold plover
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Do we have a definitive number as to how many Sentinels are spawned by the Hiveguard and if it ever changes?

acoustic scarab
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Solo is always 3

short cloud
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and with 4 players, it's always 5 IIRC

glacial topaz
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that is something I always wondered, but never got around to testing
never found a list of spawn values like the machine events have
and I don't think it uses the difficulty scaling either, cuz I wouldn't say we killed 5 on haz4 3P

short cloud
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I suppose it's something using the player number scaling

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1-2P => 3
3P => 4
4P => 5

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maybe it's also not tied to anything else

glacial topaz
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where is the player number scaling located ? if it is using that, I can try changing it to see if I get more spawns

glacial topaz
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altered the spawn count value for the hazard 4, and it still spawned 3 on solo, so at least I know the value is set somewhere else and is not affected by that value

glacial topaz
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so I have been trying to understand more about PE waves, so we can finally have some info for wiki
all have been done on hazard 4 solo, but whenever I played on 2 or 3, I didn't noticed a difference ?
ambient spawns every 55s, lowering to 40s over time, the spawn number starts at like 6 grunts and then grows up (increase rate pending)
first swarm always happen at 4:29 (or 240s + 29s, the extra 29s could be a hazard thing)
second swarm always happen after 5m:40s, third after 5m:30s, fourth at 5m:20s, and then it repeats

  • so... is it the only game mode where the swarms are fixed ? next up I have to decipher the enemy count, if it goes up, and if ambient spawns continue during swarm, making it bigger
  • also, interesting that ambient spawns seems to be locked to grunts, web spitters and swarmers, limiting the spawn pool to anything else would just make it not spawn... need to look further on that as well
cerulean berry
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the "ambient spawns" you are referring to are known as ConstantPressure and only enemy descriptors with that flag will spawn

glacial topaz
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oh awesome, they indeed have that flag

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wondering if I can make the swarms not spawn anything or have just 1 enemy type, so I can tell if the ambient and swarms overlap, or the opposite, and how the scaling plays into increasing the value

tranquil hazel
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does this decrease area damage as well? or only direct

glacial topaz
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it would have been specified in there if it was that specific
also, that background, you are using Fandom, right ? that is not supported
Go use the official wiki instead (wiki gg), it is pinned here

short cloud
acoustic scarab
glacial topaz
acoustic scarab
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Awesome, thanks

tranquil hazel
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BRUH

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so what, was mine not good enough or what

acoustic scarab
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I replied to both of you

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'cause I was, you know, at work

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Haven't checked the channel until now

tranquil hazel
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najh u good

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meant that other dude

acoustic scarab
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If that makes your feel better, I'm going to post your screenshot in the thread and be a huge pedant

tranquil hazel
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ehj

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ok

glacial topaz
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Already was planning to test, and having bigger values seems better as well,

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I fcked up on the crop I am guessing ?, thought the value would make it obvious it was failure

hexed needle
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extreme example but yes it does affect failures

glacial topaz
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why did someone thought it did NOT ?

acoustic scarab
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Probably looked at the end screen once, didn't notice the line and thought it's too little XP

glacial topaz
short cloud
glacial topaz
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however, Mining mission waves have a range of when it can happen (such as between 4 to 6 minutes), while PE seems to be fixed, with no RNG
for ambient / pressure spawns, it really seemed like the case (never stopping), so even if swarms don't get more frequent, you WILL get more enemies as time goes by

glacial topaz
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another thing, I am curious if the pressure waves happens individually for each player
enemy count is usually the same for 1P and 2P,
so if I am getting 6 grunts on 1P, will we get 12 grunts total for 2P, or will it stay at 6 grunts (possibily splitting 3 to each)

short cloud
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but this is purely speaking from experience

glacial topaz
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as in, not doubled for 2P or something else ?

short cloud
glacial topaz
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another possible thing is that it spawns with more frequency (with solo starting at 55s and going down to 40s)

bold plover
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Here are some of the changes for the spider eggs. Left are the new values and right are the somewhat old values.

trail gust
whole stirrup
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does supercooling chamber multiply the weakpoint bonus from the mod

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so like x1.2 becomes x3.6?

trail gust
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x1.2 becomes x1.6

whole stirrup
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seriously

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man, the wiki made it sound like it's x3 overall

glacial topaz
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you just forgot it said "bonus" at the end , if it had just said "weakpoint damage" then the "1.2 x 3 = 3.6" would make sense

glacial topaz
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interesting, while testing pressure waves, at 2x enemy count, 60 difficulty rating, and hazard 3
in one of the missions I would always get 16 swarmers, but the number of grunts would vary, from 2 to 6 so far
while mission with only grunts I would always get a fixed number

acoustic scarab
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Do we know it's an instakill for everything or just a big big damage number?

glacial topaz
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pretty sure we already knew that, and it is big damage number

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yea, 2000 explosive damage, in a 30m radius
0% friendly fire

acoustic scarab
glacial topaz
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all that confirmation talk reminded me, why there is no text or dialogue mentioning web spitter web smelling like waffles, which only appeared in the promo video, but never again

acoustic scarab
glacial topaz
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multiplicative

bold plover
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GD_Vanity iirc

glacial topaz
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Fck, I know I have seen that, why didn't I comment on it previously

glacial topaz
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there is a third value that affects it, oddly, if I set it to be higher than "base value", it will spawn based on it instead, but if it is lower, the pressure waves will stay with the same size
while otherwise it increases every wave, by default the "third value" is lower than "base value", so I guess I just have to watch when the increase happens... (time based ? waves based ?)

tranquil hazel
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can someone give exact info on what parts i can or can't stun by shooting them with tranq rounds ?

glacial topaz
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are you asking because it failed ? what happened ?

tranquil hazel
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like i want to know, can i stun by shooting light armor, or can i stun by just shooting at exposed flesh that's not a weakpoint. and about if "it failed" i can say kind of because i didn't get it to proc in the scenarios in question, so i want to know what's supposed to proc

trail gust
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It procs when it does damage.

tranquil hazel
trail gust
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If by regular you mean light armor with 20% dmg reduction, then yes.

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Guards have heavy armor, though.

tranquil hazel
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do they have it only on front legs or everywhere

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the guards

trail gust
glacial topaz
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you can check the wiki to see where armor is located

tranquil hazel
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yellow is the 20%?

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this last question and i'll go to the wiki

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ok thanks

glacial topaz
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wiki is pinned here just so you know

acoustic scarab
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Which reads better?

glacial topaz
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Like option 2 style more

wicked cave
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same, not just a wall of numbers

weary sonnet
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Don’t see anything like that in crowdin (assuming there is a subtitle or it).

merry kernel
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There's a depositing voice line that mentions remembering when they were a green beard but it definitely isn't word for word what the reddit post says.

tame plover
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Closest I could find

glacial topaz
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closest trigger I found is for depositing on molly, multiplayer only

acoustic scarab
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Thanks

merry kernel
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Pretty sure I've heard that line in solo but k

glacial topaz
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time to make some creepy pasta on some ghost player that joins solo games, triggering multiplayer lines

acoustic scarab
glacial topaz
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in an extreme case we can just make the chance of the line be 100% and see if it will trigger, but I don't think that is needed

short cloud
glacial topaz
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interesting finding on PE pressure waves, the "size" of it seems to be:
Max( 80 ; 40 + (5 x (waves -1)) )
which means, that starting from the 10th wave, it will increase in value, didn't find a limit to how big it can get
(a grunt seems to take "10" points, and then affected by scaling count, but didn't fully check how swarmers or web spitters affect it)

glacial topaz
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think I understood how the Delay between Pe pressure waves works
Max( ((55 - (waves)); Max ((40 / PE_scaling) ; 40) )
So should be pretty much starting at 55s, then each wave reduces it by 1s, until you hit the minimum value of haz2: 50s , haz3: 45s and haz4+ (40s)
haz1 should be a fixed 57s with no varation if the formula is correct

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unsure if multiplayer will affect the delay, so appreciate anyone that can get some data on that

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I can see why there is no need to reduce delay further, you need 12m40s to reach the 40s mark
next part I will probably check announced swarms (though I guess I have enough info to finally start adding more about PE on wiki)

glacial topaz
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Thanks

native fern
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how does the breadcrumbs cargo table work? I'm planning on setting up the tags for files on the voice line page

shell frigate
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The template that calls the breadcrumbs is very messy as it's recursive (each level up it needs to check the table again to build the full "path")

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But the setup of the data is at least quite simple

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Each entry of data is as shown in the embed
{{BreadcrumbsData | Page=Page | Label=String | ParentPage=Page }}

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BreadcrumbsData = name of the cargo table it's adding too (You have to define the table that but it's quick, akain to setting the headers of a spreadsheet)

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Afterwards you can (on any page) call the tablename like a template (as shown above) to add an entry to the table

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Then when you want to get data from the table you write a query
So one example for breadcrumbs is {{#cargo_query: tables=BreadcrumbsData |no html |fields=Label |where= Page="{{{Page2}}}"}}
It checks the table and gets the label of the entry that has the given page

native fern
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My understanding is all the data for creatures is written on that main page, and then the other pages call on it with the query

shell frigate
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Actually creatures is a bit diffrent, all the data is displayed on that page

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Each creautre has a /Data subpage where it is written (and actually added to the table)

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It does not matter on which page the info is added to the table it will be accessible to all other pages via queries, it all can be set on a single page (like breadcrumbs) or many (like creatures)

native fern
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how would the process of creating tags and labels work for the voice line files? omega mentioned before about tag/groups like speaker, location, and trigger/prompted

shell frigate
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Well like making a spreadsheet you would just have a column for each type of thing

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E.g. {{BreadcrumbsData | Page=Page | Label=String | ParentPage=Page }}
3 Columns

  • Page: page url
  • Label: Visual Display Name (always short for the template to show)
  • ParentPage: the page name that is above it for the breadcrumb order
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Exmaple entry: {{BreadcrumbsData | Page=Rival Caretaker | Label=Caretaker | ParentPage=Creatures#Rival Tech }}

native fern
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alright, so the page to type this information in needs to be set up first?

shell frigate
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Nothing complex to it really

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Here is the base define of breadcrumbs

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10 lines

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First 5 Setup the table & it's columns (and the datatype of each)
Last 5 Make it the template to call to add data to the table

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I can write one for you if you give the wanted table name / columns etc.

native fern
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what info are you referring to with columns?

shell frigate
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The name of each one wanted and what type of data it would have

native fern
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imma type in what omega had brought up previously in terms of the potential columns
Speaker: Driller, Engineer, Gunner, Scout, Any Dwarf, Mission Control
Location: Space Rig, Hoxxes, Anywhere
Trigger: Laser Pointer, Kill, Situation, Interaction, Unlock
Period (?): Base Game, Festivities, Season

shell frigate
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You could have a tags one if needed

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Could then be a list type

native fern
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a tags one sounds better

shell frigate
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The ones you gave are good choices

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imo the columns should mainly be things that will always have something in them of meaning

native fern
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im assuming the tags one can denote more specific stuff like the line's content, referring to robots like bosco or molly

shell frigate
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Speaker, Location, Trigger, every soundline will have one of those

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Well one could be subtitle

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and you have the text of the line in it

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Which you could query to easily get any containing X text, no tagging needed

native fern
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this is what im somewhat picturing how the table would look like, hopefully this is in line with what you were discussing

shell frigate
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Yeah that seems good to me

glacial topaz
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Lol, "his desk"

native fern
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-->This is the "Voicelines Description" template. <!-- 
-->{{#cargo_declare:_table = VoicelinesDescription
 | speaker = String (allowed values = All Dwarves, Driller, Engineer, Gunner, Scout, Mission Control)
 | location = String (allowed values = Any, Space Rig, Drop Pod, Hoxxes)
 <!-- Prompts -->
 | promptSubject = Text
 | promptSubjectType = Text
 | promptMethod = Text
 <!-- Content -->
 | subtitles = Wikitext
 | audio = Text
}}<!--
--></noinclude>
<includeonly>
{{#cargo_store:_table = VoicelinesDescription}}
== {{{speaker}}} ==
* '''speaker''': {{{speaker}}}
* '''location''': {{{location}}}
=== Prompts ===
* '''promptSubject''': {{{promptSubject}}}
* '''promptSubjectType''': {{{promptSubjectType}}}
* '''promptMethod''': {{{promptMethod}}}
=== Content ===
* '''subtitles''': {{{subtitles}}}
* '''audio''': [[File:{{{audio}}}]]
</includeonly>```
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my guess is an admin makes the page for the table itself after the template is defined, idk squat about field types and the formatting, I copied the example from the creature stat page

glacial topaz
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Pretty sure more changes will happen, but so i dont forget,"drop pod" is redundant, that is just hoxxes/mission

glacial topaz
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You are linking the wrong wiki btw
Check pins here for the official one

shell frigate
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Though would say the template part (The includeonly) you might want to make it a table if you are going to do a lot on one page

native fern
acoustic scarab
bold plover
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Likely because showers do not outright kill things and are destructible while large meteors are the opposite.

acoustic scarab
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But are the rules for mission types different? Are there mission types where showers are possible, but large shards aren't?

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Because that's what the wording leads the reader to think.

bold plover
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I see no restrictions, the only thing related to Escort is some criteria for it to not spawn too close to various things.

glacial topaz
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Already known it scales off player count, just not fully tested or added

shell frigate
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Callling data from a Cargo table will work in preview though

glacial topaz
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Were we able to calculate how many voice lines per group ? For the 1000 limit

native fern
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Dwarves (542 files)
Space Rig (527 files)
Hoxxes (472 files)
Creatures (787 files)
Mission (889 files)
Company Robots (386 files)
Equipment (480 files)
Removed (24 files*)

native fern
glacial topaz
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Complicated to split lol

shell frigate
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Let me have a look

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I belive you don't get the option Create data table (top right)

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That's the Admin part of it, which I've now pressed

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You will need us to press it again if you ever change the columns (name / datatype / adding /removing one)

shell frigate
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Well should all be working now

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Just Ping Me, Ely Or Goldmath if you ever need it pressed (when making changes in the cargo_declare)

glacial topaz
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Remind me, can slashers or guards spawn outside veteran system ?

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Depending, curious to know if it uses their own values for difficuly rating, should be easy to test

weary sonnet
glacial topaz
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Interesting, so at least "rarity" shouldnt be used, and guessing neither "difficulty" , since I always got as many grunts as expected, regardless of having more veterans

native fern
native fern
# shell frigate Here you go

ah sorry about that, so if i were to list an entry, would the entries be put under the text like this

-->This is the "Voicelines Descriptions" template. <!-- 
-->{{#cargo_declare:_table = VoicelinesDescriptions
 | speaker = Text (allowed values = All Dwarves, Driller, Engineer, Gunner, Scout, Mission Control)
 | location = Text(allowed values = Any, Space Rig, Hoxxes)
 <!-- Prompts -->
 | promptSubject = Text
 | promptSubjectType = Text
 | promptMethod = Text
 <!-- Content -->
 | subtitles = Wikitext
 | audio = Text
}}<!--
--></noinclude>
<includeonly>
{{#cargo_store:_table = VoicelinesDescriptions}}
== {{{speaker}}} ==
* '''speaker''': {{{speaker}}}
* '''location''': {{{location}}}
=== Prompts ===
* '''promptSubject''': {{{promptSubject}}}
* '''promptSubjectType''': {{{promptSubjectType}}}
* '''promptMethod''': {{{promptMethod}}}
=== Content ===
* '''subtitles''': {{{subtitles}}}
* '''audio''': [[File:{{{audio}}}]]
</includeonly>

{{VoicelinesDescriptions| speaker=All | location=Hoxxes | promptSubject=Mushroom | promptSubjectType=Plant | promptMethod=Ping | subtitles=Mushroom! | audio=[[File:mushroomstew.ogg]]}}
{{VoicelinesDescriptions| speaker=Scout | location=Hoxxes | promptSubject=IFG | promptSubjectType=Equipment | promptMethod=Usage | subtitles=IFG! | audio=[[File:electroball.ogg]]}}
{{VoicelinesDescriptions| speaker=Driller | location=Space Rig| promptSubject=Cough| promptSubjectType=Shout | promptMethod=Shout| subtitles=Mushroom! | audio=[[File:mushroomstew.ogg]]}}```
shell frigate
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Well you would call it on another page, any other page as you are calling that page to store it

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Wiki won't allow recursion

native fern
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how to call?

shell frigate
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{{VoicelinesDescriptions

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{{ = template

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VoicelinesDescriptions = template page name

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So you are doing it, you just would have it on any other page (the last paragrapth of that)

native fern
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sweet, I think I understand it now. thank you!

native fern
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@shell frigate i already know imma use this alot lol

shell frigate
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Not to ruin it but it does have a diffrent name after the table is created

native fern
shell frigate
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Magic

native fern
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how do i make it stop!

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imma leave it up there

shell frigate
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Loop count 1 when making gif

native fern
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tbf that was the effect i was going for

shell frigate
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Fair fair

native fern
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.

#

.

#

.

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it's gone now

glacial topaz
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interesting, "Spawn Amount Modifier" won't work if it is a >1 value, was counting on that to see how it is calculated, but I am guessing it still obeys the difficulty limit
trying to have as few variation as possible to better tell what each parameters is doing

glacial topaz
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guessing rarity is being used, spawning only 2 enemies, sum is always 20, when I used rarity "100" and "2", the one with "2 rarity" spawned between 14 to 20 in total
when I used rarity 1 and 2, the range was from 7 to 16
wonder if I should start using grunts in case they are special, testing RNG is hard...

acoustic scarab
native fern
acoustic scarab
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I've been meaning to get back to you with feedback

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I've grabbed some links when I had time, but I'm still going to need help tagging everything with categories

native fern
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happy to help ofc

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ive been trying to make sure my wording for the comments parallel previous ones you did

acoustic scarab
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I appreciate it, and I need to actually sit down and put your notes and my notes side by side

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My day job is mostly looking at spreadsheets and figuring out how to build tables. And with me having been reassigned recently I often get pretty exhausted and don't have much energy in the evening

native fern
#

got your back, like karl

dense flame
#

is there a place to find a spread sheet of breakpoints?

glacial topaz
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that would be quite the massive spread sheet with all the upgrade variations, status effects, enemies, hazards, weakspots and so on
at least I never heard of such thing
is there something you are looking to that is missing on wiki ?

dense flame
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i was just looking for common enemy health breakpoint, i just found the creatur stats page and will see if that has what i need

glacial topaz
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hope you using the official wiki at least, pinned here if not

dense flame
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pins are where i found the link

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im about to make the spread sheet of all spread sheets

glacial topaz
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"The explosion won't occur if the final shot killed the enemy and the Super Blowthrough Rounds mod is equipped"
was that fixed or something ? pretty sure I have seen my lok1 doing some explosions, and stuff, and I had that mod equipped

whole stirrup
#

Does Overdrive Booster multiply direct damage, area damage, or both?

fresh breach
analog rock
#

Yeah, I'm going to need confirmation from one of the guardians, but I don't believe this page should be here, or at least not like this.
Maybe a page about spin-offs (including the board game) could work, but not a page looking like a main wiki age.

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@shell frigate what do you think ^

fresh breach
#

I know that most of the game related content is put behind, Category:Deep_Rock_Galactic_Wiki.

Thinking it should be moved to Category:Deep_Rock_Galactic instead of Category:Deep_Rock_Galactic_Wiki so the Wiki be a 'root' category for both titles. A bit more organization and future proofing for newer titles like this.

fresh breach
analog rock
#

The goal of the wiki is to be about DRG, the game. Not DRG, the licence. A wiki.gg will very probably be made once the game is closer to release, but bloating a game wiki by adding pages about another game does not serve this purpose, and goes against SEO by diverting traffic to a "wrong" result.
I'll wait for Cyrob's answer on the best practice though

fresh breach
#

To be fair the wiki is called, deeprockgalactic not deeprockgalactic(only for game 1).

You aren't diverting traffic if it's under the same license, brand name, same weapons, same characters, same lore, it makes sense to put it under 1 wiki. Why split the communities with 2 wikis when it's the same title/brand. That makes SEO even harder.

acoustic scarab
#

To be fair the wiki is called, deeprockgalactic not deeprockgalactic(only for game 1).
It's not called that because there's hasn't been a need to specify. Let's wait for more evidence that Survivor will release at all before making a wiki for it.

#

The Portal wiki doesn't have Portal: Bridge Constructor on it, because it's a different game in a different genre

#

The Terraria wiki doesn't cover Terraria 2 either

acoustic scarab
#

Okay, I stand corrected. I guess I'm not opposed to one page with two paragraphs about DRG Survivor on our wiki

merry kernel
#

please do not make 2 games on the same wiki, subnautica did it and its unbearable to navigate

acoustic scarab
#

DRG Survivor isn't out either

merry kernel
#

I already have gripes with the drg wiki, dont do that too, make a seperate wiki, maybe add a single page to describe what the game is and how its related but dont straight up make 2 games on one wiki

fresh breach
weary sonnet
#

please do not make 2 games on the same wiki, subnautica did it and its unbearable to navigate
This

A mention about the game in a page is fine.

acoustic scarab
#

I think the proper way to handle this is to reach out to wiki.gg and have them guide you through the setup of a new separate wiki for DRGS

#

If you're worried about catching the early clicks, this is the optimal solution

analog rock
#

And I'd say the even better way would be to wait for some official word that the game is close to release before even doing this.

shell frigate
#

I think it's fine for that page in question but only that page

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As it's about the game but in out-of-game sense

#

Would then be a good place to link to a wiki for just that game so people expecting it to be on the DRG wiki can also find it easy

#

I assume Survivor will be reusing terms a lot so it would be confused to navigate both at once

glacial topaz
#

So how many games will we list from ghostship and drg-like, if the "other works" page is approved

acoustic scarab
#

So far there's one

#

They're going to be rare enough that we can decide on a case-by-case basis

glacial topaz
#

Board game, right ?
You would call it "other works" and add a short explanation + links ?

analog rock
#

I'd say a shorter word than what was added to the survivor page, + links (official and wiki -once created)

glacial topaz
#

A paragraph at most yea,
Though mostly curious on which name to use for the page, even if we make board game qnd survival link to it

analog rock
#

"Other uses of the licence"?
"DRG IP products"?

glacial topaz
#

Including books, cds and toys ?
Was thinking games at first

fresh breach
glacial topaz
#

Pain, thinking that page creation should be on guidelines now

shell frigate
#

I think both those pages have a place on the wiki as they very much are related to DRG as a product,
If someone does want to make a wiki for either it should be separate but those pages would be a good place to link to said separate wiki

glacial topaz
#

wouldnt it be better to have a single page for both? keep it more organized and straight to the point
"DRG IP uses
DRG survival:

  • it is a game made by X, released in 2023, website: [link], wiki: [link]"
    DRG board:
  • it is a board game made by X, website: [link], wiki: [link]"
    having an entire page is just copying something that will already appear on their wikis, as well as adding more details than needed
shell frigate
#

Not really

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Both have a good fit for having an infobox and multiple infoboxs on one page is not good

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& If people are searching the wiki for it best have it be a separate page "DRG IP" is not going to jump out to them as the page they want

glacial topaz
#

infobox is not needed, you only need a paragraph / text to explain what a game is about
on issue of searching, won't it appear if you add a redirect ?
just wish we had talked about it before, it is always stressing to see new pages being added out of nowhere and then I have to check if it helps

shell frigate
#

Infobox is not needed on any page but they are useful for get infomation quickly a paragraph is not

#

As long as the page is just a single page per product and talking about it as a product then it's fine and it's absence would be odd

#

To the point of even if we set rules against it, it would be created, better direct peoples productivity than block it

#

Doubly so with them linking to a separate wiki

fresh breach
glacial topaz
shell frigate
#

IF you want to

glacial topaz
#

as long as it can be made fair, not for making it as extreme as "needing approval of 3 different admins and waiting 2 weeks"
I would imagine that discussing with "Contributors" on #wiki-related-chatroom before doing so could be an option
though I look forward to suggestions

copper oak
#

hi

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i came across rubik's cube ore thingy

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what does it do?

weary sonnet
#

Gives a lot of experience.

glacial topaz
#

well, you have to deposit it first

copper oak
weary sonnet
#

There is no other use for it as of now.

copper oak
#

i thought it was a bug at first when i saw error

glacial topaz
#

real bugs don't look that nice
though I guess people aren't used to seeing bugs, so they don't have a good reference frame

weary sonnet
#

No, that is just a kind of rare item with a weird name, this is not a bug.

copper oak
copper oak
#

then a teammate told me to go deposit the cube

glacial topaz
#

you can read the Miner's Manual (pause / esc menu, top left corner), if you get unsure on what to do in a mission
or for other important detail

copper oak
#

got yelled at in chinese

glacial topaz
#

the tips you get in there will expand your strategies
and when you want to get more technical on values and details, wiki it is (pinned here so you don't miss)

acoustic scarab
#

Where could we put information about what the mission-end stat screen says?

glacial topaz
rain fulcrum
#

Hey, is there a place or a document where all the testing done for the wiki is documented?

weary sonnet
#

There isn’t, some of it is done on some temporary spreadsheet, some on some personal spreadsheet (usually linked in this channel at that time).
Other just written in this channel or even on another wiki.
If you have a test in particular you are looking for, I may know where the data is though.

glacial topaz
#

I don't need people asking what my data means, or complaining it doesn't make sense because I am not labelling it, + doesn't make sense to document every test

floral drift
#

https://deeprockgalactic.wiki.gg/wiki/Mutators#Lethal_Enemies

i think this needs to be updated? i was looking at Mutators a few weeks ago, and noticed that in FSD/Content/GameElements/Missions/Warnings/LethalEnemies/MUT_LethalEnemies the DamageMultiplier is 1.75, not 2.

so, strictly speaking, I think Lethal Enemies is +75% damage not +100%

glacial topaz
#

when did it change ? did the previous "x2" come from the same file ?

floral drift
#

i have no answer to either of those questions

#

sorry 😦

short cloud
#

I can try asking a dev tomorrow about it

weary sonnet
#

Looked at the history for the lethal enemy thing, from what I see it was always ×1.75 since its creation (checked up to U30).
The damage type covered by it changed, but the value didn’t.
Pretty sure the ×2 we had came from a dev comment or patch note back then and the value was not checked in the files.

glacial topaz
#

guessed it was some flawed test

weary sonnet
#

Or the value was different before U30, didn’t keep any history before that.

glacial topaz
#

old footage could show that, given we know the health and damage at the time

charred anvil
#

i don’t really know where else to ask this- but i want to get involved in the wiki side of the game- is there any way i could possibly do that? i really enjoy the game and i want to contribute to the development and community of the game as much as i can

shell frigate
#

While we have a todo list, I think it is outdated

#

Guess the simplest way is to explore the wiki and when you come across a page you feel is missing some details; add them

glacial topaz
#

wiki is pinned here
don't go updating the wrong one, as well as pinned guidelines, it is on the wiki too with more details
most stuff was added already, with most of what is missing being hard-to-discover stuff
but there is always stuff that end up forgotten

covert sinew
#

Found something in the wiki:
The Final blow attack on the crassus is stated to be 8m radius, with both dmg and carve.
That does seem kinda wrong as the C4 has a diameter of 15m at highest upgrades, so just 1 less than the 16m diameter of the Bulk Det's explosion.
What's the actual radius of the bulk det?

trail gust
covert sinew
#

What's that in meters?

trail gust
#

In cm

weary sonnet
#

It is in cm

covert sinew
#

Hmmm

weary sonnet
#

For the crassus it is a bit smaller since the gold has a thickness defined.
13m diameter with 25cm thickness

sterile crescent
#

With Season 4 coming up, whatever new stuff they release will probably need to be tested as well, so you could join in on that

#

In fact, I just noticed a large number of the overclock descriptions on the wiki are outdated, if you want to lend a hand at that

#

(At least, glancing through; it is entirely possible that people just don't play Sludge Pump enough to notice it had errors)

glacial topaz
#

guessing you copying the text from crowdin and all, right ?

sterile crescent
#

I was actually just taking a screenshot from in-game and manually transcribing it; thats probably a lot smarter in retrospect

glacial topaz
#

<@&296918282403840000> ☝🏽 (scam issue) (issue solved)

sterile crescent
#

<@&296918282403840000> ^ (was reffering to the same issue as prior, resolved)

glacial topaz
sterile crescent
#

Makes sense; will do that going forward

tranquil hazel
#

can anyone direct me to where i can read about spawn mechanics in full detail? specifically i would like to read about the unit cap or, apparently, caps

acoustic scarab
glacial topaz
#

suffering on having only discovered about PE pressure waves, "general spawn" is still far away from being ready for a wiki article
though, like, I guess it is easier if you ask what part you are curious about

tranquil hazel
#

ty

tranquil hazel
# glacial topaz suffering on having only discovered about PE pressure waves, "general spawn" is ...

if i may ask then, what is the unit cap in vanilla and how does it work? what are the implications for lure and pheromone which can only attract up to a certain number of enemies? is there any merit to strategies that involve selectively killing or even complete pacifism e.g. as scout or in maps with rich presence or low gravity?

i've done some testing in an on-site refinery mission with regenerative bugs and while something appears to be capped in some way it doesn't appear to be the whole story as stuff keeps spawning despite nothing dying, particularly after a wave is announced. in late game point extraction my deliberate pacifism seemed to have even less effect than in on-site refinery

#

all i could find is some mention of what might be a suitable unit cap for modded gameplay, without any further detail of how it works or what the default value is

glacial topaz
#

last I heard on limit it was 60 for swarmers and 60 for anything else
now for "targetting" mechanics that is a whole other issue, which I remember someone here talking more about it
by spawn, you mean fully spawn and be active ? cuz on my tests I could easily see stuff despawning

tranquil hazel
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i don't know what you mean by being fully active, and i don't think i've ever seen anything despawn, ever. what would despawning look like? does it have an animation or anything?

the only strange thing i noticed is some of the grunts bunching up on precisely the same spot at multiple random locations somewhere in the middle of the map. they were completely ignoring my presence and appeared to be attacking something, it looked very much like what they do when pipelines are leaking even though i haven't built a single pipe anywhere. i could temporarily wake them up with pheromones, but eventually they (although i'm not sure it's the same group of grunts) go back again to do that thing again.

how does the separate cap for swarmers work? i actually tried to selectively eliminate swarmers for some time by carefully shooting them and using bosco's cryo rockets, but gave up as it didn't look like it was possible. there were always present even if only in very low quantities. without fighting there isn't much to hear in the cave besides grunts growling, i can hear all the spawns and every time swarmers ignite and burn to death from meteor impacts. they still spawned during (announced) waves alongside everything else in the wave, but outside those waves they did not show any difference from the likes of grunts in terms of spawning

glacial topaz
#

they unburrow from underground and just vanish, fully active is being able to walk around and attack
I haven't really focused on any "targetting' or "spawn limit" tests, so not fully aware
though you can always do some modding yourself, first time I hear grunts ignoring everything

tranquil hazel
#

unfortunately i cannot use mods, i can't get past the screen that says "you must agree to the terms of use to gain access" that never finishes loading

#

in here they're just chilling it seems. at other times they were attacking something it seemed

trail gust
#

To me, it looks like a bug that was probably caused by meteors

#

I believe they're supposed to just walk around in groups until they notice you

#

Pheromones is indeed one of the strongest options at high hazard levels, pacifist runs are possible, though surely you can't rely only on pheromone lures

sterile crescent
# tranquil hazel <@108637623139995648>

ohhh, I think I have an idea what happened there (thought its based on an admittedly basic understanding of path-finding). Notice how they're on sharp point, overhanging an expanse of nothing? Assuming DRG is using something like vertex-based D* for its path-finding, the search space of possible places to path-find to is limited, so its very likely that search space terminates before it finds a vertex closer to its target (you) and thus has no idea where to pathfind towards.

#

I suspect they go into a "static" state in that case, so they don't exponentially increase the amount of computations they need to do to find you

#

Hence them not changing to charge you when you get close again; they only move when you give them a new target that is within their range (via the pheromones)

#

Should be possible to confirm with a large bridge of engie plats into an open space; will test once I finish up some work

#

(I suspect thats why they clustered there too; they all went to the "closest" valid vertex near you they could, then got stuck)

tranquil hazel
sterile crescent
#

I haven't the foggiest idea about that, I'm afraid. Only (wild and unfounded) speculation is that the game is forgetting to remove a pheromone target, because you hit so many bugs at one time and they're all being undone at once?

#

In either case, report it on the PleaseFix, if you haven't already

sterile crescent
#

Thats a lightning in a bottle bug if so, damn

glacial topaz
#

anyone have any clue on what wiki means by "The explosion won't occur if [...] and the Super Blowthrough Rounds mod is equipped"
lok1 chemical explosion oc, I know it was added recently and even commented here, but testing the thing here, and it exploding just fine
just not removing if I am missing something on that

tranquil hazel
#

i dunno, i main scout and i've pretty much always used pheromone. this is the first time i see this myself

#

i'm level 300+ and the rest of my classes are silver rank

trail gust
#

3 damage finished the target, yet there is still the explosion

glacial topaz
#

trying to see if it something like "if it explodes, the bullets won't continue the trajactory" or something
cuz as it says it sounds you can't equip at all, but thinking the person meant something else

trail gust
#

Sometimes it doesn't dmg 2nd target for some reason

#

It's inconsistent

#

Examples with 1/3 and 2/3 penetrations

glacial topaz
#

should the blowthrough part just be removed, while it is not fully known ?

trail gust
#

That would make sense if bullets go not on the same trajectory

#

Cause it's consistent if you line up targets for sure

#

That is final blow

trail gust
#

And now not visually

#

That was final blow as well

bold plover
# tranquil hazel i don't know what you mean by being fully active, and i don't think i've ever se...

Enemies despawn when they are not within 150m of any players, not aggro'd, not spawned by level generation, or if the enemy cap is reached and they just vanish. The thing about enemies not targeting you is simply because there is a cap of 32 melee based enemies that can target you via player attacker positioning, so if you are within a location that is not accessible you will see other enemies usually wander around as they wait for slots to free up to add themselves to. So what may have happened is when you added pheromone attacker positioning to enemies this lowers their attack cost for their own temporary positions so they go for each other instead, but when pheromones wore off they had no player or other source to target so they remained in their own slots. If 60 of non swarmer enemies exist, you can still have swarmers active up to 60 instead of despawning active ones.

bold plover
# sterile crescent I suspect they go into a "static" state in that case, so they don't exponentiall...

Most enemies do not use the 'force path if none found' boolean, so when the Deep CSG Pathfinder navmesh updates (approximately every 3-5s) and they are not within about a 15m radius of pathfindable terrain, they will just stay floating in the air as they have no location to travel to. If they do use this boolean then they are able to freely make their own path and visibly fly / phase through terrain.

sterile crescent
#

I see; neat! Do you know the specific algorithm they use for the (non-flight) pathing per chance?

bold plover
#

I have an official, visual representation of how it works for a repellent platform video.

sterile crescent
#

Thank you, was just going to ask

#

(At this point its come up so much its almost worth pinning)

tranquil hazel
#

thanks, may i ask one more thing? if cold radiance only ticks once per second does it have to be an uninterrupted second or does it also work if you shoot twice for half a second?

bold plover
#

uninterrupted iirc

sterile crescent
#

iirc its enforce once per second, but it doesn't have to be continuous between those intervals. So if you're god-like at timing, you can be super ammo efficient

bold plover
#

Fuel Stream Diffuser for Crisper is one of the best ones for heat radiance due to the lower RoF.

sterile crescent
#

Haven't tested that in ages, tho

trail gust
#

so they remained in their own slots
But when it wears off, there should be no attacker positioning at all, hence there should be no slots

sterile crescent
bold plover
#

Yes but if they have nothing to go to they remain in the general location since it is just vector coordinates that are relative to an actor. Not sure if they still damaged each other or not, did not pay much attention.

glacial topaz
sterile crescent
#

So, I was half correct

trail gust
#

I just checked: PheromoneAttackerPositioning gets destroyed after STE pop, the bug takes a couple steps back, makes a couple of turns and stays. It does not attack, so that is not normal what occurred in the vid. My attackcostmod was 0 that moment. Slots don't exist, like I said, and bug doesn't stay in the same place. The group there was definitely on terrain, so bugs could definitely use navmesh to do the same: stop attacking and continue minding their own business.

sterile crescent
#

You need to have gotten the first proc legitimately (holding for the full 1s)

#

After that, it just enforces that it can only do so every 1s

#

As long as you keep it "spun up"

#

I'll record a demo in a sec

#

Hmm, nvm, seems like I just managed to nick him for exactly one hit of cold by mistake

#

Either that or its incredibly inconsistent

#

So yeah, sorry for the misinformation

trail gust
#

Though I just had a hunch about the case when there's many bugs, and was able to reproduce long pheromones. I'll find a way to share.

sterile crescent
#

So, does anyone know what there are two models for exploders?

#

One on the left is "Spider_Exploder_Warning", one of the right is "Spider_Exploder"

floral drift
#

one is normal spawn, the larger/oranger one is for Exploder Infestation

sterile crescent
#

Ah, I thought so; didn't know they had different models

trail gust
#

It seems to me that AI just doesn't update bugs' behaviour so they continue to do what they were doing, when there's many of them.

sterile crescent
#

Interesting

#

Has the different models been noted anywhere on the Wiki yet?

#

Ah, it does; someone added it since I last looked a the mutators page

glacial topaz
#

Sconk almost thought you meant I had added the image
since I did notice that while working on images, but never asked "should we ?"
had more important images to get done first lol

sterile crescent
#

I think i would be worthwhile to add, even if it just gets placed into the trivia of the Exploder page or on the mutators page

glacial topaz
#

wonder why they even have different models, considering it won't (I think) be used on radiactive or glacial
that, and mactera plague or swarmageddon using same model (afaik)

sterile crescent
#

Maybe to make them easier to hit?

#

The mutator version is noticeably larger

floral drift
#

i think there are larger Radioactive Exploders for the warning in REZ? might be the same model just scaled up, though

sterile crescent
#

Its weird they have different textures though

glacial topaz
#

did not know they were bigger, sounds like interesting to mention

floral drift
#

i think they're bigger. i don't know for sure. it should be verified before being added to the wiki

sterile crescent
#

These are them side by side, basically directly beside each other

#

Unless Sandbox makes them bulk or something for some reason

glacial topaz
#

now curious to see it on the special biomes side by side, which I guess could make a nice screenshot of the 6 variations

floral drift
glacial topaz
#

I got confused and thought there were glacial variants, so sad

fair oxide
#

For magic bullets with splash dmg and neurotoxin, does each bounce have an individual chance to proc neurotoxin? Or is the chance rolled for just the entire shot (as in both the bounces proc neurotoxin or neither does)

glacial topaz
#

Did you check the ricochet page already ?

fair oxide
#

ye i didn’t see it there

#

i looked on wiki.gg not the fandom one

glacial topaz
#

Sounds like something to test

floral drift
bold plover
#

I wish the AoE actually had proper visuals. I think it's just like dust from impact, no explosion.

sterile crescent
#

I'll test in a sec though

#

Instantly confirmed lol

#

Let me get a demo of it

#

Oh, thats strange actually

#

It seems it does roll per-instance, but rolls against the proc (This is wrong)

#

So a direct hit rolls twice, and if either fail, it won't poison, even if the AoE did succeed

#

Its a rare edge-case, but it is reproducible

sterile crescent
# sterile crescent

Either that, or the bullet just phased through him to directly hit his neighbor, so the AoE failed by direct hit succeeded

#

Spooky bullets

#

Someone else needs to test alongside me, the results are really inconsistent

sterile crescent
#

Oh

#

Its rolling per target in the AoE

fair oxide
#

wait so it rolls it for every enemy hit by the aoe?

sterile crescent
#

Seems to

#

Thats the only thing that explains what I was seeing

glacial topaz
#

Probably can be seen by making the aoe size take entire map, and having 20 enemies ready
Though not sure if it will be as simple as when I did a 100m radius pgl

hallow adder
#

So I've been looking at a map of Hoxxes and I hypothesize the water cycle starts and ends at Glacial Strata.

#

Simply put the top of Glacial Strata constantly melts because heat rises. And there must be a system of underground rivers that run through and or above the other biomes and lead back to the bottom of Glacial Strata. So if it's cold at the bottom of the glacier then when the water freezes and expands it must lift the glacier only for it's top to melt again.

glacial topaz
#

did you use the wrong channel ? guessing you meant #drg-chat
or you trying to find some information inside the game ? such as dialogue or text

glacial topaz
#

no problem

fair oxide
#

Does sticky fuel affect bug pathing?

trail gust
#

Yes, bugs tend to go around sticky flames, since it has pathfinder collision, somewhat similar to repellent platforms. However, most bugs ignore lines of fire in practice because players put sticky flames too close to them to prefer not to go straight and instead go around the whole thing. Those bugs who get close at distance and notice sticky flames try to go around it, but again some of them still get hit with fire at edges of a sticky flames line, but some of them do take safe routes.

calm cedar
#

Does anyone know where to find damage numbers for the rival tech enemies? Stuff like patrol bots, shredders, turrets, etc

I'm updating my all enemies spreadsheet but these numbers still haven't been added since I last updated the spreadsheet (21st November 2022)

calm cedar
calm cedar
#

Also, do you know if anyone has found the values for the caretaker (also arms) and nemesis?

weary sonnet
#

Didn’t recheck them recently, the data is pretty old it was datamined for a video at the time.

Also, do you know if anyone has found the values for the caretaker (also arms) and nemesis?
Afaik no one checked theses values so far.
I can check see if I can find them once I am done with work.

calm cedar
#

That would be greatly appreciated. If you could also guide me on how you do it that would be great. Currently I'm just using UAssetGUI and browsing through the .uasset files

weary sonnet
#

I extracted and parsed the files for the whole game as json using FModel on my side then searching through them using an IDE.

calm cedar
#

Ah ok

calm cedar
weary sonnet
#

They are the base values before hazard scaling.

calm cedar
#

Do you know what scaling those enemies use or nah

weary sonnet
#

For hazard scaling it is the same for all enemies when it comes to damage done.

#

It is different only for the health scaling.

calm cedar
#

Haz 2 4 players is the base right?

weary sonnet
calm cedar
#

Thanks

glacial topaz
#

it is considered base difficulty because it is used to balance the game ? or something else

calm cedar
#

It's the base value. Hazard 2 with 4 players is the "intended" difficulty. If you go to start a mission, it will default to hazard 2 for example

weary sonnet
#

The devs consider it the base difficulty, as for if it is used to balance the game or not I would say it is considered for sure since they use it for some breakpoint, but it doesn’t matter more than haz4 or 5 for balance.
It still does matter a lot though, since they do care about making sure one shooting praets in H2P4 is not possible.

glacial topaz
#

complicated, would think there is more to it, even more when not all values are " 1 " on H2P4
would be nice if I can find the devs commenting on it (hopefully here, so I don't have to go though livestreams)

  • on game using it as mission start default, that should be just to avoid new players picking something they might not handle
acoustic scarab
#

Two things

#

One, I don't know if we ever knew that for certain, but prospectors can spawn outside of Rival Presence

weary sonnet
#

They have a 50% chance to replace a rare boss enemy.
The info was found by Banagement and is on the wiki.

short cloud
#

since they do care about making sure one shooting praets in H2P4 is not possible.
not included : all the other things that actually can

acoustic scarab
#

Two, I just found 29 phazyonite in one mission (before hazard bonus) and that's way more than I usually get, do we know the range in which it's generated?

short cloud
acoustic scarab
#

The chance yes, but I think most of the time I find like 2-3 formations worth 6-7 each, so it's under 20 total

glacial topaz
#

if they work the same as other minerals I could find values (for crystals spawned)
UnitsPerCarver = 30, which means I am just missing the biome range
oh... 1/7 for 58.0 6/7 for 0 ?

#

which would be (58 x scale) / 30

acoustic scarab
#

I can flip through my screenshots to make sure I'm remembering correctly

acoustic scarab
#

other data points:
01.08, 1/1 egg hunt, 16 phazyonite
01.29, 3/3 escort, 6 phazyonite
02.03. 3/3 elimination, 21 phazyonite
02.06, 2/2 sabotage, 24 phazyonite
02.22, 1/1 egg hunt, 14 phazyonite
02.22, 2/2 elimination, 9 phazyonite
03.08, 1/2 morkite, 16 phazyonite
03.14, 1/2 sabotage, 11 phazyonite
03.22, 1/1 egg hunt, 14 phazyonite
04.09, 1/1 egg hunt, 33 phazyonite
04.29, 1/1 egg hunt, 32 phazyonite
05.03, 2/2 morkite, 29 phazyonite

tranquil hazel
#

i heard ice spear damage scales with the remaining pressure when the thing is fired, is this true? the wiki has no mention of this

glacial topaz
#

wiki actually says "You cannot fire a projectile if you have less than the required Fuel cost."
so you must be using the wrong wiki
the official one is pinned here

tranquil hazel
#

i mean remaining pressure, not remaining ammo. the weapon depressurizes upon shooting the ice spear

glacial topaz
#

Oh geez,did they even provide evidence or something

tranquil hazel
#

no

#

:(

glacial topaz
#

Never heard anything about it
And inclined to say it makes no sense, so up to others to test - prove

tranquil hazel
#

ty

merry kernel
#

It doesnt, ive never actually tested it but ive also never not one shot a menace with ice spear so im pretty confident

#

never not oneshot of the shots that i actually hit, let me clarify*

glacial topaz
#

Np

trail gust
trail gust
glacial topaz
#

is it intended you need more fuel than it uses, or oversight ?

trail gust
#

It changes:

  • PST_FireResistance
  • PST_ColdResistance
  • PST_ElectricResistance
  • PST_PoisonResistance
  • PST_RadiationResistance
    And I don't know any PST that would be indicated to be able to modify infectious dmg.
#

It's also specified on wiki:

Does not give any resistance against Kinetic, Melee, Explosive, or Lithphage Infestation effects.

#

Gotta correct that typo real quick. Done.

acoustic scarab
glacial topaz
#

So how fast you can tap fire ?

austere fossil
#

Due to the M1000 firing on release instead of press you can't just spam click to fire at max rof, you have to be more deliberate. This means in actual use you'll have a somewhat lower rof depending on how well you time your shots and they're just talking about who's gotten the closest to that listed 4 rof in the stats screen.

#

I have no idea why someone would ask "How's that possible" in regards to "someone reached 3.89 effective rof"

acoustic scarab
#

Ah, well, we have it on the page

short cloud
austere fossil
#

The question sounded much more "how?" than "wow!"

gaunt cipher
#

The spitballer page lists their attack as having both kinetic and explosive damage. (Up to 34 and 85 damage each on haz 5 4 player.)
After testing, it appears that it only actual deals that 85 explosive damage with its shot on haz 5 4 player, with the 34 kinetic damage value being unused.

trail gust
#

I confirm, it is only 25 explosive dmg hits with 1.0 resistance. There is still 10 Kinetic direct damage in the same dmg component.

weary sonnet
#

Thanks for reporting it, removed the kinetic part from the wiki.

glacial topaz
#

working on the text for PE swarms, and while I don't have the first draft ready, I was wondering 2 things

  • should it be part of the PE article, or the Swarms article ?
  • should I include tables showing wave size increase for the different hazards or any sort of "over time data", instead of just providing the raw values and a few points ?
acoustic scarab
#

I am firmly of the opinion that the PE page should have a short description of the swarm mechanics 2-3-sentences long, and a link to the Swarm page where mechanics for all mission types are described in full detail

glacial topaz
#

short version draft, biggest issue will probably be how to name stuff

acoustic scarab
#

Huh. So it's not accurate to say that PE pressure groups increase in size, but not frequency?

#

From what I read, they get more frequent and then switch to getting bigger

glacial topaz
#

from what I tested it is both happening at the same time, getting "more frequent" (55s down to 40s for haz4+) and "increasing in size"
but due to how it is set, it will only "truly" show size increase after the 10th wave
by the time it starts getting bigger, it might have hit "lowest frequency" or not

acoustic scarab
glacial topaz
#

long version draft, also 2 things I have to confirm (but shouldn't be such big deal that they will invalidate everything)

  • hazard 5 Swarm delay, and use 3P+ multiplayer to test Pressure Waves
glacial topaz
#

right, getting something interesting and weird
what is up that I only get either 4m29s OR 4m for Swarm 1, might be a boolean, as even though I changed all kinds of values, it was never "in between"
going to test something on that

glacial topaz
#

first thing is that second one never changed from 5m40s
nice!!! a PE scaler of >1 makes first one start earlier (which means haz4.5, 5 and 5.5)
(will add that)

glacial topaz
glacial topaz
#

should be interesting to see how Machine Events affects the Swarms and Pressure times

acoustic scarab
glacial topaz
#

There seems to be different extraction waves for each mission type, but I am not sure at all on what changes.

bold plover
#

Anyone by chance know what the difference is between push and pop for status effects is?

glacial topaz
#

No idea, but I can test later, what is it about?

weary sonnet
#

No idea, sorry.

floral drift
sterile crescent
#

Think is, that would mean that statuses pushed first are last to expire, which doesn't make sense given current game mechanics (unless there's a stacking status that acts like that that I'm unaware of)

#

Seems like it'd be more a of a queue structure, if anything

#

Granted, it often uses the same "push" and "pop" language, just slightly different behavior (first status in -> first status out)

tranquil hazel
#

The wiki states this about thrawlers

Any weapons with a stun chance will cause the Trawler to come to a sudden stop and make it writhe about on the surface belly-up, exposing its highly vulnerable weakpoint.
but if that's correct then i expect bullet hell to stun and belly-up these things in no time at all, but i can't even remember the last time i saw a thrawler belly-up

glacial topaz
#

Why not test with other weapons, but I can later discover where that came from

floral drift
#

i think the Nayaka Trawler belly up is a damage threshold, not a Stun reaction

gaunt cipher
#

Yes, it's based on damage. You can do it with minishells which cannot stun.

glacial topaz
#

🙃 error source identified

glacial topaz
gaunt cipher
#

Seems to take 40 damage to flop, yes. With 40 damage heavy hitter EPC on haz 2 1 player for 1.0 normal enemy resist, it takes either 2 hits that deal 20 or sometimes 1 hit that deals 40 to make it flop.

#

I don't know which parts of the trawler actually have the 0.5x damage resist, it's certainly not all of the body aside from the weakpoint.
Some of it takes 0.5x damage, some takes 1x, and then the weakpoint obviously takes 3x. I don't think the wiki currently mentions that they have both 1x and 0.5x damage zones.

#

The flop behavior is strange, though-it seems as though when you first deal damage to it, you have a small window in which to deal 40 damage and make it flop. (Or maybe a small window after it spawns?)

#

If you fail to do that, it seems like it becomes permanently impossible to make it flop.

#

Either that or there's some other prerequisite I don't understand. Sometimes it happens immediately, sometimes I rapidly shoot it until dead and it never flops.

#

Alright, from my testing right now, it definitely seems as though you can only make trawlers flop a short time period(maybe 5 seconds?) after they spawn, and if you miss that window it's not possible.

glacial topaz
gaunt cipher
#

Well, anytime within like 16 and a half minutes, so yeah, basically. That lines up with what I'm observing right now but I want to test natural spawns in sandblasted to see if they behave differently.

#

biome rotation my beloathed

trail gust
bold plover
gaunt cipher
#

Ok, I think I figured out the sand shark thing.
It's not just "40 damage in 5 seconds right after they spawn", it's "40 damage in 5 seconds during their charge attack", the one where their fangs/claws are splayed out to the sides. For some reason it just also happens to be possible right after they spawn in, even though they're not doing that animation.

bold plover
#

I think you can do it when they are jumping too, I've flipped them from far away when they were not aggro'd yet iirc.

gaunt cipher
#

I've had almost entirely failures trying to do it during other animations, except just now I did successfully flip one during a jump like you said.
But every other time during these trials it's only worked during the charge... so there may be edge cases, but it seems to primarily happen during the charge when taking 40 damage within a short window of time, which is probably that DamageTimeLimit of 5 seconds.

#

Doesn't seem to be affected one way or another by stun.

bold plover
#

Makes sense based on what I have experienced.

floral drift
#

i wonder if this is related to that weird edge case about Fearing Goo Bombers, it can only be done when they're not using strafe attack or something

#

someone had a theory about "force movement" makes immune to Fear

#

wonder if similar restriction on Trawlers for belly

bold plover
#

Probably just as simple as a state change.

trail gust
# bold plover Yeah, the functions are why I asked because I did not understand it other than p...

You don't need CanStack to be true in order for STE to be refreshable, you just need EXKEY that your STE might have to not be already present in status effects component of a target creature. I recall there's a separate struct for exkeys and they get removed when corresponding active status effect is popped. So I believe STEs get refreshed by repetitive pushes, the only thing that gets refreshed effectively is duration in that case, while tickrate state remains. By the way, that is also the case when you shoot one creature with different sludge pojectiles that push modified version of the same STE. It always applies the same STE that was added to the map first, and then it just "reactivates" it with pushes, while keeping the key STE intact. https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-308

trail gust
ebon heart
#

I wonder if Dwarves page could use info like other creatures (temp and movement stats). Movement especially, so its easier to look up

calm cedar
gaunt cipher
# trail gust Thanks for testing that, I was also wondering in the past why it's so inconsiste...

I do think what MeatShield's saying about forced movement could be the explanation behind all this behavior. Like, it may not be under forced movement for a moment when it spawns, or during the charge attack, which makes the flop possible in both those situations. Question is, under what circumstances would it not be under forced movement during a jump to account for those edge cases?

floral drift
floral drift
gaunt cipher
#

Well, the issue is that usually it can't get flopped during the jump

floral drift
#

so it has 3 states:

  • moving (forced movement, can't CC)
  • attacking (can do belly roll)
  • jumping
gaunt cipher
#

but I have seen it now rarely

#

once in a while it can get flopped during jump, but not normally

floral drift
#

i'll be honest, whenever i see a Trawler jump i pull out my Revolver and try to shoot the 3x orange weakpoint. i'm not super focused on making it roll. my observations aren't really relevant to the current inquiry.

gaunt cipher
#

Also very minor note on dorf speed @ebon heart , 'dash' doesn't necessarily imply sprinting.
Although it's weird to think a dwarf can be dashing but not sprinting, you essentially have 2 different common kinds of dash: "walking" dash(6.6 m/sec) and "sprinting" dash(9.57 m/sec).
Sprinting dash is more common due to pressing shift to start a dash but if you're shooting while dashing you will get slowed to "walking" dash if you're on the ground, so it's not that rare either.

#

There's other different dash speeds based on things like dashing during rj250 jumps of course, but those are the typical numbers.

#

Though actually I think dash might not affect rj250 speed due to the way it adds speed... yeah, doesn't seem to, though it can let you redirect in midair.

floral drift
#

can you check: jump, Dash, RJ? does that give a super jump?

i remember seeing @timid wolf do some crazy stuff with RJ250 + Dash, so i thought they would interact multiplicatively.

acoustic scarab
#

Unrelated, but does bunny-hopping generate any extra speed in DRG?

trail gust
floral drift
trail gust
#

Rj is bonus impulse, dash modifies movement speed once.

trail gust
austere fossil
#

Using jump bound to scroll wheel just means more reliably hitting those 95%+ conservations, ime

trail gust
floral drift
#

what i found was that the bunnyhop can only maintain or lose horizontal velocity, but when the jump's +5.5 vertical gets tacked on it raises the total speed above the current, which creates the visual illusion of speeding up

#

i found that the faster horizontal movement i had, which in turn led to a shallower angle of incidence to the flat ground, the larger grace window i had to tap the spacebar to achieve the bhop.

austere fossil
#

I don't use the free-spinning, just timing a quick flick of the wheel

#

(but I also mis-time it plenty)

floral drift
#

also, tracking the XYZ coordinates i found that my dwarf's s head actually fell below standing height before the bhop pushed back up, so there's a small window where the player's feet are inside the ground. i'm pretty sure that's the trigger to get the bhop speed maintained

#

i once got Milligin to observe it, and we saw that in third person there's 2 frames where the dwarf went from falling animation to sprinting animation then back to falling as the bhop lifted off the ground again. in my mind, i interpreted that as "bhop has a minimum horizontal velocity that is at least the run speed"

#

like i said, i did some pretty intensive research on bhopping in DRG a while ago 😆

timid wolf
#

Dashing while in air will add very little outside being able to change your direction, however if you dash and immediately jump into an RJ launch it can multiply your speed significantly especially with a flat jump

sinful fiber
#

Hey Wiki guys, does anyone know what kind of damage each of the Rival bots deals? Most creature pages show the damage type of the attacks, but I noticed that rivals dont have this

short cloud
#

and explosive for some of the attacks

#

the caretaker also has some fire damage I think ?

sinful fiber
#

But are there any specifics? Like how much damage the Caretaker's electric damage blast does? Or the damage of the rockets from the patrollers?

sinful fiber
#

Amazing, thank you

#

That's okay, this gives me most of the info I needed. I bet Nemesis is fully melee with the grab

#

And I bet the caretaker's barrier is also electric

#

But.. what about phase bombs..? Most likely explosive?

#

I'll have to test with gunner's resistance sometime

glacial topaz
#

not sure at all, but phase bombs might be either 20 explosive or burn + heat . 3.5m radius
be sure to check

short cloud
glacial topaz
#

btw, just updated the PE section on swarm article to have better quality now

glacial topaz
#

Up for suggestions for it
Or even what to research next on swarm related

acoustic scarab
#

I'll be able to go over the changes on the 10th

tranquil hazel
#

hello there, there's a bit of a debate about experience gain on the main chat: is player level (blue) to class level (red) a 1 to 1 ratio (1 red = 1 blue segment) or is it a 3 to one (3 red = 1 blue segment)?

short cloud
#

don't even know why it's a debate, it's literally shown in game

tranquil hazel
#

the wiki is poorly worded on the matter

#

You rank up each time the blue gem fills all three of its sections up, and one section fills up each time you gain a level with one of the four classes or promoting a character.

short cloud
#

looks pretty clear to me

tranquil hazel
#

oh right, "section"

#

wait no!

cosmic shoal
cosmic shoal
#

As it’s three sections to 1 player level and it’s being argued that three class ranks equates to 1 section

short cloud
#

one section fills up **each time you gain a level **with one of the four classes or promoting a character.

cosmic shoal
#

I rest my case

tranquil hazel
#

So 1 red level equates to 1 blue section

#

birb brain strikes again

#

sorry about that, got confused

wild grotto
#

It's funny, my friend group was literally talking about this 2 days ago because one friend wants to be at blue level 1337 forever (right now she's at 666⅓) but wanted to know if you could reach 1337 perfectly and still be able to play with your dwarves at maximum level.

We calculated that the full life cycle of a dwarf from 25 -> 25 is 8⅓ blue levels (since 25 * ⅓ = 8⅓), but you have to exclude the very first initial dwarf level (when you start playing the game for the first time) because you don't start at blue level 0, you start at blue level 1. So the initial cycle is 8 blue levels, and every other cycle after that is 8⅓. So you can input whole numbers for this equation in order to calculate what your final blue level will be.

x = times a dwarf promoted
y = final blue level
8⅓x - ⅓ = y

So for 1337, since 1337, 1337⅓, and 1337⅔ are all acceptable in order to display the vanity number of 1337, you can plug those in to see if you receive a whole value for x.
8⅓x - ⅓ = 1337
8⅓x - ⅓ = 1337⅓
8⅓x - ⅓ = 1337⅔

None of those turn out to be whole numbers, so it's not possible to reach 1337 along with having all of your dwarves maxed out at level 25. One or multiple of your dwarves would unfortunately have to be at a lower level than maximum. Plugging in 160 times for x results in blue level 1,333, while plugging in 161 times for x results in blue level 1341⅓, so it's unfortunately not possible to reach 1337. So she's probably going to stay at 666⅓ forever lol. Right now my dwarves at maximum are 633 perfectly.

8⅓x - ⅓ = 633
x = I promoted my dwarves 76 times

bold plover
#

Yep, I have been at 666 for like 3 years now and haven't promoted since then, so she is not alone. Pretty funny with my user name being cut short and it hurt my not math friendly brain.

glacial topaz
#

talking about math
I started investigating again Croppa, and I wanted a way to dig everything (to not miss anything )
satchel won't hit the ceiling, unless I use a 50m explosion. Is there a way for me to make pgl be really good at digging or something ?

glacial topaz
#

well, the carve is still too small for a full map destruction
but if I know the variable I should change...
(btw, suspecting it might be easier to explain croppa by total wield, unlike all other minerals I researched)

trail gust
#

You can modify carvediametercm in the projectile, right?

glacial topaz
#

I changed both "CarveDiameterCM" and "CarveNormalSqueeze" to 1000
ended up with a pgl that carves nothing at all, cuz, even if I make the diameter huge, it will still only make a shallow carving

trail gust
#

I just changed the diameter from 200 to 2000 and it worked.

glacial topaz
#

interesting, not sure how it is calculated
will check that out later

glacial topaz
#

seems like making NormalSqueeze close to 0 will improve the depth,
think I shouldn't be aiming for map wide carving, but at least I got to see that bedrock height changes every 2m, which I guess is nice to get the height of stuff

tranquil hazel
#

is there a graphic setting to decrease muzzle flash or do i need a mod

acoustic scarab
#

No, there aren't any settings to change how weapon effects look

sterile crescent
#

Has anyone tested the activation conditions for Field Medic's flash-fear yet?

#

I know it only triggers if "large" enemies are nearby, but it also seems inconsistent when you are not the one initializing the revive

#

Having some hard stats on the radius of the effect would be nice to add to the wiki as well

floral drift
#

i could've sworn someone like Banagement posted it in this channel, nearly a year ago...

#

yeah, here

sterile crescent
#

Oh good, thank you

foggy briar
#

(Not sure if related, but it is missing on mobile at the very least)

#

Also, I don’t have the option to test this right now myself/refer to in-game values, although maybe individual special bolts could use an attribute that mentions their base duration (and modified duration with T5A and/or The Specialist OC)?

trail gust
#

What's missing?

trail gust
# foggy briar Hey folks, https://deeprockgalactic.wiki.gg/wiki/Nishanka_Boltshark_X-80 Bolts...

I corrected max aggroed targets, the correct value is 18. If you want to contribute and only need info on the effects, you can use Status Effects Spreadsheet for that: https://docs.google.com/spreadsheets/u/1/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U

foggy briar
#

Nothing in the section itself, but the sites contents don’t mention Pheromones section

#

There’s only Chem bolts and Taser bolts

#

(Also seems that Taser bolts has a redundant space in its title?)

Mastery should also not be in the category dedicated to Unique Overclocks - something is amiss with that contents list overall

trail gust
#

Mastery is fixed now.

tranquil hazel
#

i've been told drak does NOT deal disintegrate, so what is this?

#

no cloud

glacial topaz
#

and who told you its damage type ?

trail gust
#

It does convert 50% dmg to disintegrate

glacial topaz
#

it doesn't seem to be specified on the wiki
which makes it even more curious on where user even get that from

trail gust
#

I suppose when it's not specified it is assumed to be kinetic.

glacial topaz
#

best to not rely on assumptions, and include the damage types
wasn't there some work being done for the weapon stats

tranquil hazel
tranquil hazel
glacial topaz
#

and who said you need 100% disintegrate to "always delete" a praetorian ?

#

or that it is even chance based on damage % ?

#

wait... do people think that "50% fire / 50% electric" means it rolls a chance to do either damage, instead of always both at the same time (??)

tranquil hazel
#

i do not think that way, but i didn't always get the no-cloud-kill on praetorians with drak so i have doubts about the consistency

glacial topaz
#

and they are not being killed by other sources, like burn or electrocution ?

short cloud
#

50% still means the value is "cut in half" with each half dealing its damage at the same time but I suppose the death animation is still down to which part of the damage dealt the killing blow

#

like you hit for 10 hp, the target has 9. Which part dealt the blow ? The disintegrate value or the other value ?

glacial topaz
#

if I can find out where the % is stored, it shouldn't be hard to test results for 1% disintegrate vs 99% disintegrate

weary sonnet
#

The damage conversion is set in the prj file, the % isn’t clearly defined, it is implied to be 50/50 since it is not defined.
FSD\Content\WeaponsNTools\PlasmaCarbine\PRJ_PlasmaCarbineShot

#

If a value is defined, it is assumed to be a percentage, otherwise, it is a weight system, in that case it assume the kinetic part and disintegrate part both have a weight of 1, making them both 50%.

glacial topaz
#

more curious if it is known already that having a % means the disintegrate won't always trigger
so I wouldn't have to test that one

weary sonnet
#

It is my current understanding at least, I know it doesn’t guarantee the trigger, but I don’t know if it is related to the % chance or if the relation is more complicated than that.

glacial topaz
#

if it is the order, you could kill a 50hp enemy with a 200 damage weapon, that way, you will always get the same damage type first
unless it randomly pick which damage type to deal first

short cloud
#

could be the order rather than the %, at least that's how I imagine it works

#

I'm gonna try to test it

#

@weary sonnet do Hyper Propellant also change the damage type of the radial damage ?

weary sonnet
#

I will check, but afaik yes

short cloud
#

hmm, if it does it's gonna be tough to test.
What other weapon outside of EPC and Drak deals only partly disintegrate ?

weary sonnet
#

It should convert everything yes.

#

Partial? None I think.

short cloud
weary sonnet
#

Ah, HeavyParticuleCannon it seems, not sure what weapon that is though.

short cloud
weary sonnet
#

checking atm

short cloud
# weary sonnet checking atm

while we're at it : how does the splash mod affect the value for the drak ? is it a specific damage type ? how does it interact with both damage type ?

weary sonnet
#

HeavyParticuleCannon doesn’t seem to be used.
Edit, it was Shard Diffractor.
Checking for the splash

trail gust
#

HPC is SD

weary sonnet
#

It add to the actual value of the radial damage of the existing projectile, which is set to 0 and DMG_Burn.
That part should be converted to Disintegrate then.

trail gust
#

It's just 2 parts, the order is constant, they go after each other. Radial part is separate as well.

weary sonnet
#

So 2.5 Fire + 2.5 Disintegrate damage for the radial damage.

floral drift
#

EPC Charged Shots do partial Disintegrate

short cloud
#

But anyway, I can almost say for certain the order is set

#

identical health value yields identical result

trail gust
#

What would you wanna test?

floral drift
#

to the best of my knowledge, the reason why the Drak will sometimes make Praetorians do the disintegrate animation and sometimes not is because of the split damage types. depending on which part gets the killing blow (reduces the hp to 0), it triggers a different animation. this is noticeable on Subata T5.B, as well, sometimes causing the melt animation

short cloud
floral drift
#

assuming that DRG was coded by humans at GSG, then i would expect the order of operations of damage elements to mirror the order that they were added to the game. something in the ballpark of:

  • kinetic
  • explosive
  • melee
  • fire
  • heat
  • poison
  • electricity
  • frost
  • cold
  • radiation
  • disintegrate
  • internal
  • corrosive
  • piercing
short cloud
#

time to mod a weapon with all of those just for testing purpose nice

floral drift
#

that doesn't include DMG_Physical, which is used by bugs' melee attacks

#

errr... one is called DMG_Physical, the other DMG_Melee; one is used by dwarves' pickaxes and drills, the other is used by bugs' melee attacks. i've forgotten which is which

#

fire, disintegrate, and corrosive element damage have special death animations if they score the killing blow. fire/disintegrate shares an animation

glacial topaz
#

that part is interesting, since they have different death animations, which ones you would see in a weapon with all 3 types

floral drift
short cloud
#

fire/disintegrate, right ?

floral drift
short cloud
#

thanks

floral drift
#

double checking my notes....

short cloud
#

dunno why it keeps switching the kinetic to fire in my god damn brain

trail gust
#

Axes use DMG_Physical btw

floral drift
#

probably thinking of the OC TEF, which does add Fire/Heat to it

short cloud
#

probably

trail gust
#

Drills use physical dmg as well.

floral drift
#

ok, so DMG_Physical is what dwarves use (referred to as "melee damage" in wiki)

then DMG_Melee must be what bugs use

trail gust
#

There is no dmg melee at all

floral drift
#

i thought there was, once upon a time

trail gust
#

There is no such file even.

short cloud
glacial topaz
#

guessing the findings could be a good addition to the damage page, the whole % and death animations thing
that as well as finding out the types and adding them to all weapons

floral drift
weary sonnet
#

DMG_Melee is not supposed to be used afaik, it was just there for the dreadnought dmg resistance as a typo for the melee res and wasn’t working iirc.

floral drift
#

ahhhhh that's where i saw it!

bold plover
bold plover
#

We used to mag dump all of the Drak ammo into a dread to take down one layer of armor, lmao. I remember needing 8 resupplies in solo to kill a table.

short cloud
#

jesus

bold plover
#

We are here just to suffer.

short cloud
#

😂

floral drift
#

oh, also also... i think Drak T4.B RadialDamage is DMG_Burn/DMG_Disintegrate. that might be another thing you're remembering

short cloud
#

possibly

#

too many fire damage on a weapon with no base fire damage

#

😵‍💫

tranquil hazel
short cloud
trail gust
#

If you do a direct hit into the weakpoint, then I suppose it should, indeed, deal increased damage, although its explosive part gets resisted.

acoustic scarab
#

You know, I've realized that after the dev Q&A has been broken up into mini-archives, searching the entire history for anything is a pain, and doubly so on mobile

#

So I've been investigating options to move the entire thing off-wiki and onto a more database-friendly website

#

And you know what? AirTable has some really nifty built-in auto-visualization tools

trail gust
#

Isn't that commercial product with strict limitations?

acoustic scarab
#

They've got a free version with a neutered feature set

trail gust
#

1200 records limit

acoustic scarab
#

I don't know, it's showing me all 2339

glacial topaz
#

is it common to want to search the entire history ?
even more given the older it is, the more likely that their opinion changed, or that it was already created
not counting how some questions appears like 10 times each season

acoustic scarab
#

Today I wanted to find when exactly they said that the jet pack might appear as a findable item in the caves

#

I remember hearing it

#

Turns out, Johan mentioned that 2.5 years ago

trail gust
#

I'm not sure even he remembers it 👀

acoustic scarab
#

He doesn't need to, YouTube remembers 😏

weary sonnet
austere fossil
#

yeah, that

trail gust
acoustic scarab
#

Okay

#

How about now?

austere fossil
#

I see stuff

#

and can scroll through all 2,339

acoustic scarab
#

Wonderful

short cloud
acoustic scarab
#

Now I just have to fix 1000 broken timestamps

austere fossil
trail gust
#

I don't see any search buttons

austere fossil
#

I've got one in the top right (desktop)

acoustic scarab
#

Indeed it seems they're not present on mobile

#

You could search via your mobile browser, but I'm half-certain it's not loading the entire list all at once and the browser will only search through the visible part

trail gust
#

Yeah it loads upon scroll

tame plover
#

You can load it as desktopsite for the search function on mobile

acoustic scarab
#

I wonder if pcj can tell us how embeddable AirTable would be on a wiki.gg page

#

It would be the best of both worlds (for desktop)

trail gust
#

Ok, it is usable as pc version on mobile.

#

Just beware in case it cuts half of your records one day

acoustic scarab
#

Yeah, I'd have to make regular backups

acoustic scarab
#

Oh wow. It has been a while, huh?

#

That is kind of funny, I admit

acoustic scarab
tame plover
tame plover
#

Wants me to create an account but this time it says ' (name) invited you'

#

I assume it's your name

acoustic scarab
#

Well, that's a shame. Alright, no fancy interactive diagrams for you

tame plover
acoustic scarab
#

Oh, now you tell me

#

Goodbye then, AirTable.
It's not like I like you or anything||, baka||

#

Anyway, remaking these diagrams in GSheets via a pivot table is trivial

#

But now? Sleep

tranquil hazel
#

if noone but me has iron will and everyone is down, do we lose after my 10 seconds pass?

acoustic scarab
#

If you don't gain any health and IW runs out - yes, the mission is lost

tranquil hazel
acoustic scarab
#

Ah. Yes, that's how long the game waits for anyone to activate IW. If you're the only one with it, then after those 10 seconds it's over

tranquil hazel
#

there's no way to know if anyone else than me has it is there?

trail gust
#

You can always ask them or just time it right

gaunt cipher
#

double IW when everyone's down isn't even bad tbqh

tranquil hazel
#

how much time does AC take to reach 8 RoF on 100% growth speed?

glacial topaz
#

you could check the wiki gg for that, there is an entire table there

weary sonnet
floral drift
weary sonnet
#

They were using \[ and \] instead of <math> and </math>, it should be fixed.

glacial topaz
#

oh, you did already? cool

weary sonnet
#

I will check a bit later if there is other similar cases on the wiki.

weary sonnet
#

Seems like there were no other occurrences, at least my regex didn’t catch any.

sterile crescent
#

Should we add WIP pages for the new enemies confirmed in the teasers for Season 4? We have names for the Stingtail at least, and it seems relatively common practice on other wikis

glacial topaz
#

not at all

#

we do have a system for working when it is on experimental
but as of now, I see no reason at all

analog rock
sterile crescent
#

Makes sense, thanks

glacial topaz
#

no problem
I also consider "common practice on other wikis" to not be a good parameter
sounds like doing it because most are doing it, not because it is good

sterile crescent
#

Yes, of course. Thats why I asked

sterile crescent
#

Also, the Biome pages seem to be inconsistent in how they're formatted

#

Specifically, the header levels

#

Do we prefer how Crystal Caverns (⬅️) or Radioactive Exclusion Zone (➡️) is formatted?

#

If theres no preference here, I will go with the REZ formatting, as its closer to other pages (far as I can tell, anyways)

glacial topaz
#

Anyone knows if there is some inate variable for veins to explain the variation I am getting for Croppa? Trying to calculate the spawn values for different missions, but even though I eliminate several rng factors, I still got some big variation

sterile crescent
#

Could it be explained via model intersection? If I were working for Ghostship, I would just intersect a model of a "ore vein" with random orientation with the terrain; would result in significant variation simply due to the (functionally) infinite ways the intersection could occur

#

Seems most pronounced with Bismor, which would be a perfect cube if it didn't intersect terrain

glacial topaz
#

Bismor system is different
It spawns X crystals, and terrain generation was Not enough to make it "spawn less than X"
Croppa is a vein, so instead of spawn being based on "X crystals", it seems to be based on total value

sterile crescent
#

I see, interesting

sterile crescent
sterile crescent
#

Changes made; however, while doing so, I also noticed that the formatting of the Biome features/hazards is pretty inconsistent as well (and rather redundant too). Should I update that as well?

#

Particularly on Hollow Bough, Azure Weald, Magma Core, and Sanblasted

glacial topaz
#

which part is inconsistent or redudant
what is the proporsal

sterile crescent
#

The four in question don't have a "stats" section for their features, and most of the biomes detail the hazards in both the hazards and biome features sections

#

I would propose joining the hazards and features section together, with the biome features table being the "detailed" version, and the hazards being moved to a short paragraph before the table which summarizes everything

#

And extending the tables without the stats column to have a stats column for relevant biome features

#

Here's a preview of what I mean, based on a quick edit of that page:

glacial topaz
#

that looks like the "short paragraph" is the detailed version

sterile crescent
#

Yeah; I just copied it over as an example of how it'd look

#

It would be truncated significantly

glacial topaz
#

also, is that fire / heat protection from rain true

sterile crescent
#

Seems so, at least if the fire rocks from the meteors are representative

#

You can't gain any heat or take any damage from them while its raining (though the sizzle noise will still play)

#

I don't tend to intentionally get shot by my Driller pals when its raining though, so can't attest to anything else

trail gust
#

I encountered an interesting fact:
Oppressor looses about half of its hp (on H5P4) or more on lower hazards from being pheromoned with Xbow Dart with multiple grunts around. It likely thanks to its vulnerability to melee damage.

trail gust
trail gust
#

I remembered about the recent confusion about Drak's dmg types and added it to the wiki page: base direct dmg types, base radial dmg types. I also noticed that radial dmg fall-off applies only to starting Fire element, while Disintegrate part that comes first is always intact.

spare hatch
#

is getting event les likelyy on haz 5 than n haz 3 or 4?
can u show proof? bc from last 50 games on haz 5 i got non of evets

glacial topaz
#

how you even kept track of how many games, what kind of missions it was

stoic raft
#

There seems to be some inconsistencies between the displayed images of the heartstone core. Is it just missing a texture layer? The in game core looks a lot more detailed than the transparent version.

#

Could just be an extra layer that's not added since you can sorta see the left image underneath some sort of surface layer

bold plover
#

Likely just the laser pointer HUD icon. Most are dumbed down and basic.

stoic raft
#

Ah ok

#

aw man the in game stone actually looks really nice

glacial topaz
#

well, I had quite the experience cropping stuff for wiki
so fine doing that for objects
just would have to known which we want

neat stone
#

what units does rate of use?

#

is how it many times it fires per second?

glacial topaz
#

should be in seconds, yes
is it not specified on the game, or the wiki ?

acoustic scarab
#

On the wiki it says in the stat block "Rate of Fire (per second)"

gritty bear
#

@merry chasm

gaunt cipher
acoustic scarab
#

What name do meteor fragments have when pointed at with the terrain scanner laser pointer?

severe tapir
#

you can point at things on the terrain scanner?

acoustic scarab
#

Oh, sorry, I meant the pointer

timber drum
#

Has there been an entry on the Wiki on that overdameage mechanic I talked about half a year ago, maybe in a tips section?

sterile crescent
#

Can you link to it? I'm not aware of such a thing, and could add it after I confirm it exists (if it isn't already on the wiki under some other name)

timber drum
#

This is where that conversation began

austere fossil
#

There's a video of it in the reddit post linked here.

#

I wouldn't mind a double check that it works for any amount of overkill and on all/any protrusion phase.

#

I don't see it mentioned on the Hiveguard or Tips pages. It's probably worth a mention somewhere on the Hiveguard page. Something along the lines of:

Note: Any "overkill" damage dealt to the last protrusion destroyed per phase is carried over to the main health pool.
(after it's confirmed to work for any amount of overkill and any protrusion phase)

floral drift
#

🤔 i'm betting that's an inherited trait from the OG Dreadnought, which was changed to allow Overkill damage from the Yellow healthbar to transfer onto the Red healthbar.

makes me wonder if Caretaker has this trait, too...

short cloud
acoustic scarab
glacial topaz
#

probably one of those things that isn't talked about cuz everyone already expects it

floral drift
#

the memory stands out because i literally closed DRG because i didn't want to deal with the Warning, i think it was Low2 or Haunted...

#

waited the 30 min mission cycle

#

but if the devs themselves say it only 7 days ago, i'm probably in the wrong here. maybe they changed it when Sabotage was released, so that it was slightly-less-frustrating to do every day?

#

FSD/Content/GameElements/Missions/MissionSetup

#

well, that's certainly part of the answer...

#

if that's a true value, then theoretically there should never be a Sabotage mission with a Mutator nowadays

#

don't see anything else about disallowing Warnings/Mutators on other mission types in that file 🤔

#

SplitSentro, we summon thee. grace us with your knowledge and tools

acoustic scarab
#

As a matter of fact, I have screenshots of about 70+ map rotations with each biome and mission

#

Spread over march, april and may

#

So we can look at them and say exactly which mission does or doesn't have a "pure" instance

opal lake
#

I don't think this chance of spawning a Nemesis is real (1 in 1,000,000,000,000,000,000 chances?)

strong pivot
#

huh .. it's weird the end mission music hasn't been uploaded anywhere? unless I haven't found it

opal lake
#

The whole prospector drone section looks like it was written by a 10 year old

acoustic scarab
#

That's because you're looking at the old wiki, Fandom

opal lake
#

holy

#

DAMN

#

why does the search engine keep suggesting this?

acoustic scarab
#

All of the core editors have abandoned it and we cannot guarantee any level of quality there

#

Because fandom is older and spends a whole lot of money on SEO

#

We built that place to be good, so it attracted a lot of clicks

#

Now that we've moved on, Fandom is still enjoying the fruits of our labor

opal lake
#

yeah but

#

that's quite dramatic

#

hopefully the situation will keep on improving over time

#

even Villains Wiki scores higher

acoustic scarab
#

The results change from user to user

#

Someone will see GG right below Fandom

#

In rare cases it's been reported to be above it

opal lake
# acoustic scarab In rare cases it's been reported to be above it

That's if you use a search engine like Google with trackers on I'm sure, eventually it will start suggesting websites you open more often first

Or for specific web pages that gained more traction on the other wiki (example, I'm sure for newer stuff the new wiki would be at an advantage)

tame plover
bold plover
strong pivot
acoustic scarab
#

It's the only search engine that's worth battling Fandom on

timber drum
#

From my experience its only with the Hivegaurd

#

I am sure there are players outside the wiki that are aware of the mechanic

opal lake
acoustic scarab
#

Yeah, I think the author even coordinated with us here in this channel

sterile crescent
#

Yup; works real good too

bold plover
#

Does mission length affect special event spawns or is it actually the mission scale?

#

I'm thinking it is actually the mission scale, which could be confused with length.

#

The keys in the curve for machine events are 0 at length 0 (lowest is 0.70), 0.22 at length 0.98, up to 0.27 at length 1.91+.
Rival Bomb, Prospector, Prospector Data Deposit are 0 at 0, 0.05 at 0.91, 0.10 at 1.51+.
Lost Pack and Cargo Crate are 0 at 0, 0.10 at 0.95, 0.15 at 1.90+.

#

Mission Length is not an actual value per say; it is not a float at least and is just a representation used in the map selection widget (internally an integer), however these have predefined payout multipliers used for mission end results.
The only thing related to map "length" that is a float is the mission scale, which these keys seem to go by.

#

Each DNA asset contains up to three digits for the mission scale to serve as a multiplier for multiple things but is an integer that later gets converted to a float (170 becomes 1.70).
Within each DNA asset is the data for what mission length and complexity to represent it.

glacial topaz
#

look, by everything I observed for machine events, crates and lost, being based on scale
would find really odd if special event like meteor is not also using the scale
I didn't test that specific one (meteors), but I see 0 reason for it to be based on length instead

bold plover
#

Yeah, meteors just use a timer and big can only occur twice but only after the first meteor is completed.

glacial topaz
#

within the 10 minutes limit ? unsure on how the limit works for multiple events

bold plover
#

That limit is just the time it takes before it tries to spawn one.

#

So a meteor event can only occur after a minimum of 2 minutes in a mission and can take up to anywhere between 10 minutes.

glacial topaz
#

Aye, wondering it having the first meteor at 9m59s means there is no time left for the second one

bold plover
#

There is a minute cooldown before it rolls a 30% chance to loop again between 2-10 minutes for the next event afaik, so if you get another event it will be a shower if the first meteor is not completed.

glacial topaz
#

guessing the event type is decided right when it is about to happen, and not 1 minute after the first spawned

bold plover
#

I'd assume so.

ocean plover
#

hey, random question bout meteors. theres a pretty loud sound que for a meteor breaching planet surface(o whatever it means) before actually landing, but it only works in solo. Is this a bug or intentionall mechanic?

short cloud
trail gust
#

I've done a series of tests on Re-atomizer's Temperature Transfer out of curiosity, I worked with Temperature Components of 2 Praetorians and then I also checked the logic for 2 Grunts — it was the same unlike what Evan was saying the last time. I was modifying key stats of each Temperature Component, setting initial temperature values directly and then observing how these values were changing after re-atomization.

Say, number 1 represents Source Creature, number 2 represents Recipient Creature. T1 is the temperature value that gets read by Re-atomizer, T2 is the temperature value that gets set by re-atomizer. TCS is TemperatureChangeScale, which is 1.0 for most creatures.
Then the temperature transfer looks like this:

T1 = CurrentTemperature1 IF ((CurrentTemperature1 > BurnTemperature1) & (Creature1 IS On Fire)), else T1 = BurnTemperature1 IF (Creature1 IS On Fire).
T1 = FreezeTemperature1 IF (Creature1 is Frozen), the temperature value can't go below FreezeTemperature in general.
T2 = CurrentTemperature2 * (1 - TCS2) + T1 * TCS2
If not (FreezeTemperature2 <= T2 <= 100), T2 gets set to the closest boundary (FreezeTemperature2 or 100 degrees).

gilded hare
#

Ah... Fandom wiki... a fucking disgusting mess of a wiki site.

#

I'll never forgive them for buying out Gamepedia.