#wiki-related-chatroom
1 messages · Page 10 of 1
yes, wiki gg does
mb then
yep
you could look up videos of gameplay to start ?
haz 5 solo vs haz5 4P., or something
thanks, I'm clearly not too good at wiki history 😅
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.
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.
the fake-out roar is a different audio file and animation, too.
Solo vs OG dreadnought just feels like a different fight than multiplayer.
Does that fake-out also occur in a fight against multiple dwarves, if only one dwarf is up and alive?
(Some anecdotal evidence that the answer is "yes" from another channel)
Seemed maybe like some kind of handicap on the dread stomp to allow a rez if only 1 dwarf is up
yes, the OG Dread does the fake-out roar in multiplayer if all dwarves except 1 are downed.
uncertain if the stomp attack timing has the extra Solo duration in that same situation, sorry.
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
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.
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?
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 ??
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.
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
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.
where do I even start explaning
Pretty certain that only the og dread has any solo benefit.
This was simply done to give more time for solo players to damage it.
I am not sure what you are trying to find ?
dreads can appear on PE for hazard 3 or Lower, based on what some had suggested
but that swarm thing was supposed to be ONLY for ME, so to be fair
I am not sure why it says "unknown %" when it should be Zero
and when PE spawning isn't even a swarm from what was said
I am just interested why in this page it says 'unknown%'.
because it is not known
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
what helps is giving some extra information if you think that can help narrow down investigations
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
(for extra context, the highlighted text was added to that page back in Sept 2021)
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.
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
Pain
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
Just saying, in the Excel file I sent a while back, there's info on which waves showed up in which mission
So it's possible to work out the average % of dreadnought waves per mission
It might be a wild shot, as I only have a few hundred missions recorded
just checked, it is just all PE, none for ME, as expected
I also see the check for single player, but not for other numbers of players.
2+ players behaves as normal, solo is the only time it changes afaik.
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
In solo I don't think I've ever gotten a dread wave outside of PE, as noted
https://www.youtube.com/watch?v=ruDe2iOiHDI It's been a while since I looked into this, so you can take a peek at this very old video offhand. Don't think anything about that behavior changed.
Not that that's super indepth or anything.
Maybe solo vs not is the only differentiator, then
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 ?
It is not missing, it is defined in it's super struct/parent as average complexity.
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.
:S you know what I meant
(that whatever the default is, it is being used instead of the "complexity 3" of before)
Yes, it is average.
current table used, have to check the main pages too
for other changes that went unnoticed
does anyone have the bet-c waking up sound effect?
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
Do we have a definitive number as to how many Sentinels are spawned by the Hiveguard and if it ever changes?
Solo is always 3
and with 4 players, it's always 5 IIRC
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
I suppose it's something using the player number scaling
1-2P => 3
3P => 4
4P => 5
maybe it's also not tied to anything else
where is the player number scaling located ? if it is using that, I can try changing it to see if I get more spawns
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
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
the "ambient spawns" you are referring to are known as ConstantPressure and only enemy descriptors with that flag will spawn
oh awesome, they indeed have that flag
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
does this decrease area damage as well? or only direct
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
it affects both
29: Double XP doesn't affect failures
Does anyone know if this is actually true?
did a 4 eggs and died after completing the main objective and pressing button
Awesome, thanks
I replied to both of you
'cause I was, you know, at work
Haven't checked the channel until now
If that makes your feel better, I'm going to post your screenshot in the thread and be a huge pedant
Already was planning to test, and having bigger values seems better as well,
I fcked up on the crop I am guessing ?, thought the value would make it obvious it was failure
extreme example but yes it does affect failures
why did someone thought it did NOT ?
Probably looked at the end screen once, didn't notice the line and thought it's too little XP
on another note I finally found the good values for pressure wave size, started taking notes on spawn to see how it is calculated, so I can better learn how it increases overtime
- 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
Mining mission and On-site refinery also have timed waves, if that's what you're asking ? As far as I know, ambient spawns don't stop during swarms.
btw, that might come in handy : https://www.reddit.com/r/DeepRockGalactic/comments/ehqnfy/no_swarm_frequency_doesnt_increase_with_time_on/
21 votes and 20 comments so far on Reddit
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
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)
from what I know, those values are fixed
but this is purely speaking from experience
as in, not doubled for 2P or something else ?
don't think so
another possible thing is that it spawns with more frequency (with solo starting at 55s and going down to 40s)
Here are some of the changes for the spider eggs. Left are the new values and right are the somewhat old values.
Yeah, I noticed it before too: #wiki-related-chatroom message
does supercooling chamber multiply the weakpoint bonus from the mod
so like x1.2 becomes x3.6?
x1.2 becomes x1.6
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
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
https://youtu.be/-It6gjEYTw0?t=6859
Johan saying that the ME victory explosion has a 30m radius
Do we know it's an instakill for everything or just a big big damage number?
pretty sure we already knew that, and it is big damage number
yea, 2000 explosive damage, in a 30m radius
0% friendly fire
https://youtu.be/ynSn1UYWcEY?t=2590
Confirmation that "phazyonite" is indeed an intentional pun on "fashion-ite"
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
Well, now it's on the wiki too
multiplicative
In the game data files it is literally called fashionite.
GD_Vanity iirc
Fck, I know I have seen that, why didn't I comment on it previously
only thing I am not sure is how often the increase happens, I got base value (80) and even how often it increase (5)
but not what determines when it will increase, thinking on speeding up pressure waves to see if it will increase in like 10 waves,
don't think it is based on swarms either
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 ?)
can someone give exact info on what parts i can or can't stun by shooting them with tranq rounds ?
are you asking because it failed ? what happened ?
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
It procs when it does damage.
does subata always penetrate regular glyphid armor?
If by regular you mean light armor with 20% dmg reduction, then yes.
Guards have heavy armor, though.
you can check the wiki to see where armor is located
wiki is pinned here just so you know
Which reads better?
Like option 2 style more
same, not just a wall of numbers
Don’t see anything like that in crowdin (assuming there is a subtitle or it).
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.
closest trigger I found is for depositing on molly, multiplayer only
Thanks
Pretty sure I've heard that line in solo but k
time to make some creepy pasta on some ghost player that joins solo games, triggering multiplayer lines
I have about 600-700 hours in solo and I can't say I've even heard this depositing
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
maybe the difference is between true solo and solo but in an open/private lobby ?
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)
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
unsure if multiplayer will affect the delay, so appreciate anyone that can get some data on that
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)
nice find
Thanks
how does the breadcrumbs cargo table work? I'm planning on setting up the tags for files on the voice line page
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")
But the setup of the data is at least quite simple
All the data is stored on https://deeprockgalactic.wiki.gg/wiki/Template:Breadcrumbs/Data
Each entry of data is as shown in the embed
{{BreadcrumbsData | Page=Page | Label=String | ParentPage=Page }}
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)
Afterwards you can (on any page) call the tablename like a template (as shown above) to add an entry to the table
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
the data page for the table will be similar to this one? https://deeprockgalactic.wiki.gg/wiki/Special:CargoTables/CreatureStats
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
Actually creatures is a bit diffrent, all the data is displayed on that page
Each creautre has a /Data subpage where it is written (and actually added to the table)
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)
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
Well like making a spreadsheet you would just have a column for each type of thing
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
Exmaple entry: {{BreadcrumbsData | Page=Rival Caretaker | Label=Caretaker | ParentPage=Creatures#Rival Tech }}
alright, so the page to type this information in needs to be set up first?
Nothing complex to it really
Here is the base define of breadcrumbs
10 lines
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
I can write one for you if you give the wanted table name / columns etc.
appreciate that, thank you
what info are you referring to with columns?
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
a tags one sounds better
The ones you gave are good choices
imo the columns should mainly be things that will always have something in them of meaning
im assuming the tags one can denote more specific stuff like the line's content, referring to robots like bosco or molly
Speaker, Location, Trigger, every soundline will have one of those
Well one could be subtitle
and you have the text of the line in it
Which you could query to easily get any containing X text, no tagging needed
this is what im somewhat picturing how the table would look like, hopefully this is in line with what you were discussing
Yeah that seems good to me
Lol, "his desk"
-->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>```
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
Pretty sure more changes will happen, but so i dont forget,"drop pod" is redundant, that is just hoxxes/mission
You are linking the wrong wiki btw
Check pins here for the official one
Not sure how I did not see this, but it looks good to me, and you should be able to just make a template page with that and it work
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
that was the part I was unsure about, I clicked preview and it said the table hasnt been created yet. is there another formatting thing I need to type to make the table?
https://deeprockgalactic.wiki.gg/wiki/Plagueheart#Events
Is there a reason we say that large meteor strikes can happen on most missions, but showers can happen on any mission?
Likely because showers do not outright kill things and are destructible while large meteors are the opposite.
But are the rules for mission types different? Are there mission types where showers are possible, but large shards aren't?
Because that's what the wording leads the reader to think.
I see no restrictions, the only thing related to Escort is some criteria for it to not spawn too close to various things.
Already known it scales off player count, just not fully tested or added
The foundations of Cargo stuff won't work in preview has to be push live for it to actually make the table / add data to it
Callling data from a Cargo table will work in preview though
Were we able to calculate how many voice lines per group ? For the 1000 limit
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*)
template page for voicelines made, though the table is missing. i noticed Elythnwaen made the other templates so they def will know what's up
Complicated to split lol
Let me have a look
I belive you don't get the option Create data table (top right)
That's the Admin part of it, which I've now pressed
You will need us to press it again if you ever change the columns (name / datatype / adding /removing one)
Well should all be working now
Just Ping Me, Ely Or Goldmath if you ever need it pressed (when making changes in the cargo_declare)
Once you have some entries set they will show up here
https://deeprockgalactic.wiki.gg/wiki/Special:CargoTables/VoicelinesDescriptions
Remind me, can slashers or guards spawn outside veteran system ?
Depending, curious to know if it uses their own values for difficuly rating, should be easy to test
afaik they can’t
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
can i get an example of how an entry is written/formatted?
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]]}}```
Well you would call it on another page, any other page as you are calling that page to store it
Wiki won't allow recursion
how to call?
{{VoicelinesDescriptions
{{ = template
VoicelinesDescriptions = template page name
So you are doing it, you just would have it on any other page (the last paragrapth of that)
sweet, I think I understand it now. thank you!
@shell frigate i already know imma use this alot lol
Not to ruin it but it does have a diffrent name after the table is created
Magic
Loop count 1 when making gif
tbf that was the effect i was going for
Fair fair
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
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...
https://youtu.be/-It6gjEYTw0?t=3526
Fun bit of trivia we can put on the OMEN page
that mean you don't need 16, 17 anymore?
I've been meaning to get back to you with feedback
I've grabbed some links when I had time, but I'm still going to need help tagging everything with categories
happy to help ofc
ive been trying to make sure my wording for the comments parallel previous ones you did
I appreciate it, and I need to actually sit down and put your notes and my notes side by side
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
got your back, like karl
is there a place to find a spread sheet of breakpoints?
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 ?
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
hope you using the official wiki at least, pinned here if not
pins are where i found the link
im about to make the spread sheet of all spread sheets
"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
Does Overdrive Booster multiply direct damage, area damage, or both?
both AFAIK
Created the article for the spin-off title for the newest game, https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic:_Survivor
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.
@shell frigate what do you think ^
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.
I mean if it doesn't get added then Fandom will add it and they will take all your viewers from Google SEO.
In order to beat Fandom, you'd have to create the content/articles first.
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
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.
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
https://terraria.wiki.gg/wiki/Terraria_2, that's because it's not out yet.
Okay, I stand corrected. I guess I'm not opposed to one page with two paragraphs about DRG Survivor on our wiki
please do not make 2 games on the same wiki, subnautica did it and its unbearable to navigate
DRG Survivor isn't out either
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
The https://trucksimulator.wiki.gg/ handles 5 games, it's not that hard. You just need a great way to manage the content.
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.
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
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.
I think it's fine for that page in question but only that page
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
So how many games will we list from ghostship and drg-like, if the "other works" page is approved
So far there's one
They're going to be rare enough that we can decide on a case-by-case basis
Board game, right ?
You would call it "other works" and add a short explanation + links ?
I'd say a shorter word than what was added to the survivor page, + links (official and wiki -once created)
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
"Other uses of the licence"?
"DRG IP products"?
Including books, cds and toys ?
Was thinking games at first
@glacial topaz Created the page, https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic:_The_Board_Game
Pain, thinking that page creation should be on guidelines now
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
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
Not really
Both have a good fit for having an infobox and multiple infoboxs on one page is not good
& 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
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
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
To add onto what Cyrob is saying, as a former Fandom Staff member, no redirects don't get cached by Google.
should we add something here about "making new pages" ? https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki:Style_guide
while editing regular articles allow others to easily correct it if needed, an entire unexpected page takes way more effort to handle (+ needs administrator for some parts)
IF you want to
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
Gives a lot of experience.
well, you have to deposit it first
ok cool
There is no other use for it as of now.
i thought it was a bug at first when i saw error
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
ahh i see
i tried throwing it at a meteor drill since i thought it was part of the objective
then a teammate told me to go deposit the cube
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
I never tried opening the manual and went around bumbling like an idiot most of my mission's when I played for the first time 💀
got yelled at in chinese
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)
https://deeprockgalactic.wiki.gg/wiki/Missions
here ? already has mission types, random spawns, warnings, so loading - end screen might go there too
Hey, is there a place or a document where all the testing done for the wiki is documented?
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.
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
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%
when did it change ? did the previous "x2" come from the same file ?
I can try asking a dev tomorrow about it
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.
guessed it was some flawed test
Or the value was different before U30, didn’t keep any history before that.
old footage could show that, given we know the health and damage at the time
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
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
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
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?
What's that in meters?
In cm
It is in cm
For the crassus it is a bit smaller since the gold has a thickness defined.
13m diameter with 25cm thickness
Yeah; even something as simple as typo fixing is always appreciated. Just check in before making really substantial changes (i.e. entire page re-write). Even then, if you make a mistake, its easy enough for you (or one of the wiki mods) to revert it.
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)
guessing you copying the text from crowdin and all, right ?
I was actually just taking a screenshot from in-game and manually transcribing it; thats probably a lot smarter in retrospect
<@&296918282403840000> ☝🏽 (scam issue) (issue solved)
<@&296918282403840000> ^ (was reffering to the same issue as prior, resolved)
noticed some differences between the new edit and what crowdin had, which is what got my attention
I usually check in game to know what words I am looking for, and then I copy crowdin for no typos
Makes sense; will do that going forward
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
It's not on the wiki in full detail. The most elaborate description I have access to is this:
https://www.reddit.com/r/DeepRockGalactic/comments/xyel20/enemy_spawn_stats/
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
ty
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
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
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
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
@glacial topaz
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
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
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)
i also thought there was something special about that spot, so i dug it out at some point, now there seem to be 3 spots where they like to hang out. also they seem to be attacking something now
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
Oh! I think Sentro here might be right. Those points are directly above the meteors, so perhaps a meteor hit a pheromone target and the game didn't properly remove them from the list of targets
Thats a lightning in a bottle bug if so, damn
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
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
It exploded on first try
3 damage finished the target, yet there is still the explosion
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
Sometimes it doesn't dmg 2nd target for some reason
It's inconsistent
Examples with 1/3 and 2/3 penetrations
should the blowthrough part just be removed, while it is not fully known ?
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
Already confirmed twice that explosion still occurs, at least visually
And now not visually
That was final blow as well
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.
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.
I see; neat! Do you know the specific algorithm they use for the (non-flight) pathing per chance?
I have an official, visual representation of how it works for a repellent platform video.
If you care to learn how to mod, have mod suggestions, want to post your streams, guides, YouTube videos, art, blog posts, tools pertaining to DRG or simply just hang out; feel free to join our Discord for DRG (Mod) Creators. Stone and Rock! Oh . . wait. https://discord.gg/gUw32ayWGt
Thank you, was just going to ask
(At this point its come up so much its almost worth pinning)
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?
uninterrupted iirc
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
Fuel Stream Diffuser for Crisper is one of the best ones for heat radiance due to the lower RoF.
Haven't tested that in ages, tho
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
To clarify on this, I think it stops tracking the 1s intervals when you completely "spin-down". I'll test it momentarilly
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.
if needed, guess it could be modded for much longer spin-down, and no damage-freeze stream
So, I was half correct
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.
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
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.
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"
one is normal spawn, the larger/oranger one is for Exploder Infestation
Ah, I thought so; didn't know they had different models
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.
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
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
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
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)
i think there are larger Radioactive Exploders for the warning in REZ? might be the same model just scaled up, though
Its weird they have different textures though
did not know they were bigger, sounds like interesting to mention
i think they're bigger. i don't know for sure. it should be verified before being added to the wiki
The absolutely are
These are them side by side, basically directly beside each other
Unless Sandbox makes them bulk or something for some reason
now curious to see it on the special biomes side by side, which I guess could make a nice screenshot of the 6 variations
6? i can only think of 4.
- Normal
- Exploder Infestation
- REZ
- REZ Exploder Infestation
what are the other 2 types you're thinking of?
I got confused and thought there were glacial variants, so sad
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)
Did you check the ricochet page already ?
Sounds like something to test
my intuition / current understanding for Revolver + T3.B + T5.B + Magic Bullets would be:
because there are two separate DamageComponents happening, one on the bounce and second upon impact, that there would be 2 chances to proc NT
i believe that's also the prevailing wisdom amongst veterans
I wish the AoE actually had proper visuals. I think it's just like dust from impact, no explosion.
Unless it changed recently, it does roll for proc each time (and again should it directly hit something after the bounce)
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
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
It seems like the AoE can proc, but it also either rolls per enemy it hits on the way to its ricochet target, or does this
Oh
Its rolling per target in the AoE
wait so it rolls it for every enemy hit by the aoe?
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
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.
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
That makes sense, thank you.
no problem
Does sticky fuel affect bug pathing?
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.
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)
If someone finds the values, please ping me
Thanks very much
Also, do you know if anyone has found the values for the caretaker (also arms) and nemesis?
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.
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
I extracted and parsed the files for the whole game as json using FModel on my side then searching through them using an IDE.
Ah ok
Are these just the base values (before hazard scaling) or the flat value for all hazards
They are the base values before hazard scaling.
Do you know what scaling those enemies use or nah
For hazard scaling it is the same for all enemies when it comes to damage done.
It is different only for the health scaling.
Haz 2 4 players is the base right?
https://deeprockgalactic.wiki.gg/wiki/Difficulty_Scaling#Normal_Scaling
Enemy damage column.
Yes H2P4 has a ×1 multiplier and is considered the base difficulty.
Thanks
it is considered base difficulty because it is used to balance the game ? or something else
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
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.
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
Two things
One, I don't know if we ever knew that for certain, but prospectors can spawn outside of Rival Presence
They have a 50% chance to replace a rare boss enemy.
The info was found by Banagement and is on the wiki.
since they do care about making sure one shooting praets in H2P4 is not possible.
not included : all the other things that actually can
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?
I think we just know the spawn chance
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
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
I can flip through my screenshots to make sure I'm remembering correctly
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
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
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
i mean remaining pressure, not remaining ammo. the weapon depressurizes upon shooting the ice spear
Oh geez,did they even provide evidence or something
Never heard anything about it
And inclined to say it makes no sense, so up to others to test - prove
ty
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*
Np
It's actually equal or less, just edited that.
Old Spear did scale off pressure, but it was changed long time ago. That's quite a common myth, heard it many times at this point, so I added a mention that it is a fixed value.
is it intended you need more fuel than it uses, or oversight ?
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.
https://youtu.be/peYVJSh3_G4?t=2158
Apparently the maximum RoF for the M1000 without hipster is 4, whatever that means
So how fast you can tap fire ?
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"
Ah, well, we have it on the page
because it's effectively extremely hard to do without a macro, due to no input buffer
The question sounded much more "how?" than "wow!"
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.
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.
Thanks for reporting it, removed the kinetic part from the wiki.
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 ?
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
short version draft, biggest issue will probably be how to name stuff
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
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
I think get a version of the descriptions out on the wiki, we can polish and improve later
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
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
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)
https://deeprockgalactic.wiki.gg/wiki/Point_Extraction#Enemy_Spawning (short)
https://deeprockgalactic.wiki.gg/wiki/Swarm#Point_Extraction (long)
ok, as suggested, posted it so it can be improved
didn't add the "end mission" waves, since I didn't test on that (such as it stopping pressure waves or not), but it can be mentioned
should be interesting to see how Machine Events affects the Swarms and Pressure times
Extraction waves are common for all missions and shouldn't need a lot of text imo.
But yes, a mention would be good
There seems to be different extraction waves for each mission type, but I am not sure at all on what changes.
Anyone by chance know what the difference is between push and pop for status effects is?
No idea, but I can test later, what is it about?
No idea, sorry.
if they follow the normal term conventions used by programmers, i would expect this definition.
Data Structure: Stack (First in, last out)
Stack.push(element): take the input and add it to the stack, making it the new top of the stack
Stack.pop(): retrieve the top element from the stack, return it, and remove it from the stack. the next lowest element in the stack becomes the new top.
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)
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
Why not test with other weapons, but I can later discover where that came from
i think the Nayaka Trawler belly up is a damage threshold, not a Stun reaction
Yes, it's based on damage. You can do it with minishells which cannot stun.
🙃 error source identified
does it uses these ?
"DamageTimeLimit": 5.0, "DamageThreshold": 40.0
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.
so if this time limit gets changed to 0, it becomes impossible, and to 999 then it can happen at any time ?
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
Both push and pop can add STE to the "ActiveStatusEffects" map as key, but as for value - push adds one ActiveStatusEffect to the value struct that corresponds the key, while pop removes the oldest one from that struct. I recall there are also functions to pop all active status effects, so that varies.
Yeah, the functions are why I asked because I did not understand it other than push applying a STE. So in order to refresh a status you would first pop then push since most STE are not stackable? I remember they use keys to decide what to not allow combinations of or something like that.
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.
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.
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.
Makes sense based on what I have experienced.
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
Probably just as simple as a state change.
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
Thanks for testing that, I was also wondering in the past why it's so inconsistent
I wonder if Dwarves page could use info like other creatures (temp and movement stats). Movement especially, so its easier to look up
Currently im working on some spreadsheets and im thinking about including every stat i can find. If you are interested in temp and movement i could look into those and add them
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?
3 m/sec walk
4.35 m/sec run
+5.5 m/sec z component for jump
50 Heat ignite, 25 douse, -12.5 heat/sec
100 Cold freeze, 50 Cold thaw, -2 Cold/sec when not in Glacial
i think...
what if it's as simple as "the jump is a different form of movement like the grapple attack"?
Well, the issue is that usually it can't get flopped during the jump
so it has 3 states:
- moving (forced movement, can't CC)
- attacking (can do belly roll)
- jumping
but I have seen it now rarely
once in a while it can get flopped during jump, but not normally
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.
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.
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.
Unrelated, but does bunny-hopping generate any extra speed in DRG?
It may affect if you go up with rj so your horizontal speed will be lower than dash level, that's what I recall.
tests i did a long time ago indicate that the best case for bunny hopping is maintaining upwards of 95% speed. most often it's about -40% speed per hit.
disclaimer: these bunnyhops were done by hand, not using a freescroll rebind
Rj is bonus impulse, dash modifies movement speed once.
No it minimises the time you spend touching ground so you loose less speed during ground contact
Using jump bound to scroll wheel just means more reliably hitting those 95%+ conservations, ime
By hand it's not really efficient I think, especially in caves. Scroll wheel needs to be stopped when you stop hopping (those that have free inertia spinning), the mod is a more preferable option.
here's the best i ever did with bunnyhopping without freescroll (3 yrs ago): https://www.twitch.tv/ppstac2/clip/FineSingleParrotBuddhaBar
in other runs when i had Bebe's Speedometer on, i wrote down the frame-by-frame component speeds around the bounces to figure out if there was some kind of trigonometric relationship. i couldn't find anything at the time.
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.
I don't use the free-spinning, just timing a quick flick of the wheel
(but I also mis-time it plenty)
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 😆
You are correct however you won't get extra vertical velocity from dash, just linear velocity
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
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
melee and kinetic, I suppose.
and explosive for some of the attacks
the caretaker also has some fire damage I think ?
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?
Doesn't include caretaker/ nemesis though
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
not sure at all, but phase bombs might be either 20 explosive or burn + heat . 3.5m radius
be sure to check
I think they are burn + heat but not 100% sure
btw, just updated the PE section on swarm article to have better quality now
Up for suggestions for it
Or even what to research next on swarm related
I'll be able to go over the changes on the 10th
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)?
3 to 1
don't even know why it's a debate, it's literally shown in game
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.
looks pretty clear to me
So is it 3 class levels to 1 player level or 9 class levels to 1 player level?
3 to 1
As it’s three sections to 1 player level and it’s being argued that three class ranks equates to 1 section
one section fills up **each time you gain a level **with one of the four classes or promoting a character.
I rest my case
So 1 red level equates to 1 blue section
birb brain strikes again
sorry about that, got confused
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
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.
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 ?
Fat Boy I suppose.
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)
You can modify carvediametercm in the projectile, right?
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
I just changed the diameter from 200 to 2000 and it worked.
interesting, not sure how it is calculated
will check that out later
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
is there a graphic setting to decrease muzzle flash or do i need a mod
No, there aren't any settings to change how weapon effects look
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
i could've sworn someone like Banagement posted it in this channel, nearly a year ago...
yeah, here
Oh good, thank you
Hey folks,
https://deeprockgalactic.wiki.gg/wiki/Nishanka_Boltshark_X-80
Boltshark’s contents table is missing a point about Unique Modifications: Special Bolt - Pheromones
(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)?
What's missing?
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
STEs
Check out Info sheet for explanations,Use Data → Filter Views for filtering and sorting,Found a mismatch? Leave a comment!,Assembled by SplitSentroㅤ
Status Effects,Application,Effects,Duration,Synergy,Overlay
Icon,Name,Inflictor,Trigger,Recipients,Misc,DamageClass,Damage,MovSpeed,Resistance...
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
Corrected it from my phone, just a matter of a few = signs.
Mastery is fixed now.
and who told you its damage type ?
It does convert 50% dmg to disintegrate
it doesn't seem to be specified on the wiki
which makes it even more curious on where user even get that from
I suppose when it's not specified it is assumed to be kinetic.
best to not rely on assumptions, and include the damage types
wasn't there some work being done for the weapon stats
don't remember who i remember i once asked in the chat if it does disintegrate and someone said no, then i witnessed this
but it doesn't always delete a praetorian ?
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 (??)
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
and they are not being killed by other sources, like burn or electrocution ?
More like it's kill by either the disintegrate part or it's not
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 ?
if I can find out where the % is stored, it shouldn't be hard to test results for 1% disintegrate vs 99% disintegrate
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%.
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
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.
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
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 ?
I will check, but afaik yes
hmm, if it does it's gonna be tough to test.
What other weapon outside of EPC and Drak deals only partly disintegrate ?
From what I can tell (but take this with a grain of salt) it seems to be tied to order rather than a random %.
Ah, HeavyParticuleCannon it seems, not sure what weapon that is though.
that's the old prototype for the diffractor IIRC ?
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 ?
HeavyParticuleCannon doesn’t seem to be used.
Edit, it was Shard Diffractor.
Checking for the splash
HPC is SD
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.
It's just 2 parts, the order is constant, they go after each other. Radial part is separate as well.
alright, thanks
So 2.5 Fire + 2.5 Disintegrate damage for the radial damage.
EPC Charged Shots do partial Disintegrate
yeah but only 10%, which make it hard to test
But anyway, I can almost say for certain the order is set
identical health value yields identical result
What would you wanna test?
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
I can confirm this now, just tested it
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
time to mod a weapon with all of those just for testing purpose 
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
that part is interesting, since they have different death animations, which ones you would see in a weapon with all 3 types
yes. i've tested this extensively via breakpoints. RadialDamage is also converted to DMG_Disintegrate
what damage type is drak again ?
fire/disintegrate, right ?
Drak kinetic/disintegrate, said by Elyth above
thanks
double checking my notes....
dunno why it keeps switching the kinetic to fire in my god damn brain
Axes use DMG_Physical btw
probably thinking of the OC TEF, which does add Fire/Heat to it
probably
Drills use physical dmg as well.
ok, so DMG_Physical is what dwarves use (referred to as "melee damage" in wiki)
then DMG_Melee must be what bugs use
There is no dmg melee at all
i thought there was, once upon a time
There is no such file even.
Anyway, to get back to this : The death animation depends on what damage part deals the killing blow. MeatShield confirms it and my testing confirms it. So yeah it's possible to have the animation always/never trigger.
I even have a video of the testing I've done if you're curious about it.
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
huh. i must be misremembering. sorry. thanks for correcting me 
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.
ahhhhh that's where i saw it!
Because that's what it was during testing for quite a while. Then it was abysmal vs dreads and was changed.
that would explain it
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.
jesus
We are here just to suffer.
oh, also also... i think Drak T4.B RadialDamage is DMG_Burn/DMG_Disintegrate. that might be another thing you're remembering
does that mean oppressors are weak to axes
they are
If you do a direct hit into the weakpoint, then I suppose it should, indeed, deal increased damage, although its explosive part gets resisted.
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
Isn't that commercial product with strict limitations?
1200 records limit
I don't know, it's showing me all 2339
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
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
I'm not sure even he remembers it 👀
He doesn't need to, YouTube remembers 😏
Anyway, can you see all 2300+ lines here?
https://airtable.com/shrHNxJYoV5VwRxYH
yeah, that
Wonderful
I see them all
Now I just have to fix 1000 broken timestamps
I've got one in the top right (desktop)
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
Yeah it loads upon scroll
You can load it as desktopsite for the search function on mobile
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)
Ok, it is usable as pc version on mobile.
Just beware in case it cuts half of your records one day
Yeah, I'd have to make regular backups
Can anyone see this dashboard?
https://airtable.com/app5lpyNL6kEQ6nSo/pagLUTbazN1GZzu5R
It wants me to sign in/ create account
Wants me to create an account but this time it says ' (name) invited you'
I assume it's your name
Well, that's a shame. Alright, no fancy interactive diagrams for you
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
if noone but me has iron will and everyone is down, do we lose after my 10 seconds pass?
If you don't gain any health and IW runs out - yes, the mission is lost
i meant the countdown. when i'm down there's a countdown from 10
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
there's no way to know if anyone else than me has it is there?
You can always ask them or just time it right
double IW when everyone's down isn't even bad tbqh
how much time does AC take to reach 8 RoF on 100% growth speed?
you could check the wiki gg for that, there is an entire table there
the math formulas on this page aren't parsing correctly?
They were using \[ and \] instead of <math> and </math>, it should be fixed.
oh, you did already? cool
I will check a bit later if there is other similar cases on the wiki.
Seems like there were no other occurrences, at least my regex didn’t catch any.
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
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
Standard procedure is to have the pages worked on during the public experimental period, and published only once the update is released
Makes sense, thanks
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
Yes, of course. Thats why I asked
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)
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
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
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
I see, interesting
Seems everyone prefers how REZ is formatted, so I'll re-format the biomes to match it now
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
which part is inconsistent or redudant
what is the proporsal
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
Something like how Crystalline Caverns is formatted, but with Hazards being moved into the Biome Features: https://deeprockgalactic.wiki.gg/wiki/Crystalline_Caverns
Here's a preview of what I mean, based on a quick edit of that page:
that looks like the "short paragraph" is the detailed version
Yeah; I just copied it over as an example of how it'd look
It would be truncated significantly
also, is that fire / heat protection from rain true
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
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.
Yes, it is STE_HeavyRain, it gives +100% Fire resistance, which for players means immunity to fire and heat. Players have from 30 to 120 seconds to use it to their advantage.
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.
interesting tidbit.
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
how you even kept track of how many games, what kind of missions it was
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
Likely just the laser pointer HUD icon. Most are dumbed down and basic.
well, I had quite the experience cropping stuff for wiki
so fine doing that for objects
just would have to known which we want
should be in seconds, yes
is it not specified on the game, or the wiki ?
On the wiki it says in the stat block "Rate of Fire (per second)"
@merry chasm
It's not really specified ingame, it just says "Rate of fire:"
What name do meteor fragments have when pointed at with the terrain scanner laser pointer?
you can point at things on the terrain scanner?
Oh, sorry, I meant the pointer
Has there been an entry on the Wiki on that overdameage mechanic I talked about half a year ago, maybe in a tips section?
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)
This is where that conversation began
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)
🤔 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...
i don't believe that the case for caretaker
https://www.youtube.com/watch?v=Frf-fc6jZkk&t=2159s
Have we known that the mission generator always reserves one mission of each type that's free of all mutators?
probably one of those things that isn't talked about cuz everyone already expects it
...that doesn't sound right.
i have a fuzzy memory of needing to do an Elim mission (before they un-adjusted the mission weights for Refinery and Escort), there was only one on the board, and it had a Warning on it.
i could be remembering wrong, it may have changed since then, but my gut reaction on reading this sentence was "that doesn't sound right"
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
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
I don't think this chance of spawning a Nemesis is real (1 in 1,000,000,000,000,000,000 chances?)
huh .. it's weird the end mission music hasn't been uploaded anywhere? unless I haven't found it
The whole prospector drone section looks like it was written by a 10 year old
That's because you're looking at the old wiki, Fandom
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
yeah but
that's quite dramatic
hopefully the situation will keep on improving over time
even Villains Wiki scores higher
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
Beneath The Crust?
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)
Yes, for quite some time.
Written like someone made the word suggestions on mobile do alll the work 😂
that's what it's called??!? thank you !! never even realised..
Sure, but Google processes more than 90% of all search queries
It's the only search engine that's worth battling Fandom on
It is not. probably because of the invulnerability as long as one of the eyes are closed
From my experience its only with the Hivegaurd
I am sure there are players outside the wiki that are aware of the mechanic
Funny, Wiki.GG created an addon for Firefox, Chrome and Edge to redirect from Fandom wikis to the official wiki.gg ones for a number of communities.
I think I'll give it a try https://addons.mozilla.org/en-GB/firefox/addon/redirect-to-wiki-gg/
Yeah, I think the author even coordinated with us here in this channel
Yup; works real good too
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.
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
Yeah, meteors just use a timer and big can only occur twice but only after the first meteor is completed.
within the 10 minutes limit ? unsure on how the limit works for multiple events
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.
Aye, wondering it having the first meteor at 9m59s means there is no time left for the second one
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.
guessing the event type is decided right when it is about to happen, and not 1 minute after the first spawned
I'd assume so.
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?
the sound is bugged for clients
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).
