#wiki-related-chatroom
1 messages Β· Page 11 of 1
is there anywhere i can find sound effects/soundtracks for the game either in the game files or the wiki?
you can use EU4 viewer to extract sounds and voicelines
is that a third party software?
yeah
ok
https://www.reddit.com/r/DeepRockGalactic/comments/13p9t6l/driller_subata_120_does_the_explosive_reload_oc
Potentially something to add to the Subata page
would this work to clear the confusion ?
"not affected by anything, outside of IFGs" would be even clearer
isn't it that IFG makes enemies Weaker instead ?
and "anything" could imply hazard scaling doesn't affect that damage (which I think is the case for cryos shatter mod)
you could make a note on hazard scaling I suppose
Sure, it changes PST_DamageResistance. Though it's not only IFG: STE_MagicCrystalDefense halves any dmg input, it modifies the same PST.
I'm fairly sure the Scale Brigade paintjob is not a thing that exists as a separate item in the game. You get it as part of the SB framework and it's visible if you don't equip any other paintjob (i.e. leave the paintjob at default), but I don't think it's something you can pick in any menu.
Can someone fact-check me please?
I checked recently (like 2-3 days ago), and i can confirm that the paintjob isn't available outside of the framework (for the weapon, ofc).
Some people will be using the mod that unlocks it
Not sure what the context is, but any confusion may be stemming from that
the context is a reddit thread
wait, the wiki doesn't have that explained ?
also, "ailment" means "an illness, typically a minor one." or "an illness or health problem:"
I would have expected to find under unique overclocks but there's nothing there
so what it do?
you looking at the right wiki, pinned here ?
fandom was ditched months ago, content is outdated af
it is the weirdest oc and needed lots of testing to understand its buggy nature
wiki should explain better the important details
I was going to say, we just updated that OC based on experiments we did the last few months
I'll make some more edits to it, right now it's still very incomplete. There's really nothing unknown about this OC anymore for me. Though, S04 may change that very soon.
True (I hope so, anyways)
How cruel of you to be excited about our info becoming invalid and requiring a lot of work once again.
Testing that was some of the most fun I had in this game, tho
Seeing what utter shenanigans the OC allowed before season 3 was a blast
Current utter shenanigans are:
- a couple of permitted on-contact effects that can be stored in dwarves (and can be initialized in them directly on contact loss) get re-atomized for infinite duration upon re-atomization anytime;
- initializing pheromones in a bug, taming that bug, lining up Steeve to activate pheromones in horde just out of this air; even one pheromoned bug can lure 11 other bugs and you can quickly make it 2, 4 and so on with subsequent shots;
- using Rival turrets / Doretta as low temperature storage that thaws for like a minute or more, during which you can re-atomize 1000 or 2000 cold to anything (freeze temperature) with just 10 ammo of Coil Gun.
Outside of that, it's really difficult to make a good use of the OC.
Ah, and you can also re-atomize Wave Cooker's slowdown to your mates that may grief them, but that's quite unlikely.
I was unaware of that last one; Doretta is a valid target for that?
Not quite up to the ability to give half your team and/or bosses iron will permanently though, which was possible in Season 2
Or placing a teammate in a perpetual unending blizzard on Glacial Strata
But still exceedingly funny
You can freeze her with cryo bolts, and then shoot through lamps or iron bars to freeze anything else. She has both status effects component and temperature component, so you can re-atomize enemies through her. I guess you can put infinite effects inside her as well.
Lovely
how does mole interact with controlled magnetic flow
does the dmg scaling also apply to the mole piercing the terrarian
also how does the terrain piecing work in how far it goes?
last time i tested Coilgun T2.B + Mole OC, the 25%/50%/75% modifier of the base damage also applied to the +150 bonus per terrain pierce from Mole. therefore, you can't use 10 ammo and get the 150 damage; you'd only get 37.5.
I wish the overcharger worked with mole by being a % increase
i don't fully understand the terrain penetration mechanic of the Coilgun. i know that it's affected by the terrain density (how many pickaxe hits to break the terrain), such that it goes the furthest in Sandblasted, the shortest in REZ, Crystalline, and Magma, and then a middle distance in-between those two extremes for the other biomes that have 2-hit terrain.
what i do know for sure is that the Mole increases the distance pierced through all terrain types over twice as far (relative to the same terrain and a Coilgun shot without Mole). i think i measured it at x2.69 once upon a time, but that's not datamined so there could be a more precise value elsewhere.
it says it does 500% penetration on the wiki
i see these two bonuses in the Mole OC, one named TerrainPierceBonus and the other PenetrationDepth
i can see the 500 value, but i'm not convinced that should be interpreted as "500% further penetration"
usually %-based upgrades have a flag like "isMultiplicative: true", let me see if i can find one...
here, in the x0.8 charge speed penalty of the Mole:
that flag being absent on PenetrationDepth leads my intuition to think that's a flat +500 cm, instead of 500%
but again, i don't fully understand how Coilgun's terrain piercing mechanic works
Thanks for the info I don't really understand much of it and I will love the mole no matter what
It's so useful for sniping stuff out of your sight line like menaces or a leech that got someone
would it be op to have SCC oneshot wardens on 4p
"super cooling chambers" most likely, M1000's OC
also, I guess they meant to ask on #drg-chat ? since I don't think they are trying to figure out stats
Could be a wiki thing if the stats weren't updated from Season 2
Lemme check
Nope, seems to be up to date
I want to add Rival Tech and MilSpec frameworks to the Weapon Skins page. I already have this DLC, how do I get the .png to put on the page? Do I just take arsenal screenshots and edit them myself or is there a better way?
How many lines does Mission Control have?
why do you want to know ? guessing more than 700, based on translation lines
Upwards of 700 is about right.
Last time I counted was some time in Season 2, and it was roughly 630
Has anyone ever encountered this?
Never saw this happen as host so far, but I donβt think I ever waited for a long time to test it out though.
the person didn't even specify the time to wait, giving me reasons to think it is just trolling
i dont think thats trur but ive noticed something else
i think theres a specific number of half-damaged terrain blocks per player
like if you keep making a line of half-broken blocks on lets say dense biozone
Once you damage enough blocks previous ones will become normal
or smtg like that
i've noticed it with the rock pillars on sandblasted but i think you might be right about that number of damaged terrain
... are you guys for real, you have never been in the process of mining something in a wall, get interrupted my some spawns, and went back to mining it after and realize that the hits the terrain needs resets? I encounter this pretty much daily, the timer is something like 10-20 seconds before it resets itself... i thought that was common knowledge...
No, I can't say I've noticed this at 900+ hours
Probably because I let Bosco do most of the mining
confirmed. this applies to all terrain that requires more than 1 hit to break, not just Magma Core.
i've experienced this in many biomes. usually in Solo mode, when i have to do a lot of pickaxing without a Driller. if i have to drop what i'm doing and handle a passive wave of enemies, there have been multiple times where i've hit terrain once, seen the texture change, then come back and it's reset.
it's a rather long timer, upwards of 30 sec if i had to guess. i've noticed it but never bothered to measure it.
i'll go launch DRG quick, try to test it...
I was researching pickaxe timings a lot in the past in sandbox, and it's full of bedrock, I do remember that it resets as well.
manually timed, 12 seconds in Salt Pits at Haz1
Just now out of curiosity I went into the files and I found smth mb related in GD_TerrainMaterrialSettings
That is 2 hits
3 hits is 30
4 hits is 10 and 5 hits is 30
that's not matching what i'm observing in-game...
Magma Core 1 hit -> 12 sec
Magma Core 2 hit -> 12 sec
(still Haz1 for now)
But how do you tell when it resets?
the decal that indicates damaged terrain disappears
REZ 1 hit -> 12 sec, 2 hit -> 12 sec, Haz5
but it has animation right
define "animation"
it doesn't disappear in 1 frame
it does, from what i can see. order of events:
- i hit the terrain at eye level with pickaxe, and start my stopwatch
- the decal gets applied instantly to make it look like the terrain is damaged there
- i wait ~12.2 seconds
- the decal disappears without fading, and i stop the stopwatch.
the .2 sec is very likely human error from slow reflexes
It also has FadeDuration
3 s in the settings
I don't know how exactly it matches what's happening in-game, however if you try to pickaxe at ~11 s mark over and over again it'll just create a separate "lvl1 dig mark" instead of evolving the first one to level 2.
you guys look at the code too much, meat shield is right, 12 seconds for me ingame
when you are playing the game, you are playing the game, not reading code. what happens ingame is what happens...
Should probably put that somewhere where we talk about mining on the wiki
https://www.reddit.com/r/DeepRockGalactic/comments/13uxvm3/do_damage_bonuses_stack
Also, do we have anything to answer that?
doesn't Damage page explains stacking or not really
:S relying solely on game to make a wiki is like one of the worst ideas and probably the source of so many mistakes I had to fix over the years
I answered that.
Made a couple of fixes:
- regarding frozen damage bonus;
- regarding subata weakpoint damage bonus (one of the parts that was asked about in the topic), which had incorrect/outdated number.
There are still some bits that could be fixed/improved.
so, reading SplitSentro's answer, the Weakpoint + Bonus Damage do stack multiplicatively, but the WP bonus triggers first and the Bonus Damage triggers second. good to know! 
The bonus itself is additive, although it's multiplicatively calculated as a share of resulting direct damage. And what may be unexpected is that it gets added prior to main weapon's damage part.
Knowing the code does help understand what is happening ingame though.
It might seem multiplicative, since it is calculated multiplicatively, but as I said, it is a separate part, it is a separate damage element. So if there's a fire weakness / resistance, then you're not able to call it "multiplicative stacking".
It's the same story with Frozen damage bonus that I just fixed. We're used to call it "x3 damage". But it is actually +200% damage bonus. It just gets calculated multiplicatively, but in fact it gets added. Then when Frozen Damage Bonus Scale has a value 0.833 for Dreadnoughts, and you get x2.666 damage as a result on frozen Dreadnought material, you now start to understand that 0.833 gets applied not to x3, but to the actual +2.0 damage bonus value.
a better way would be " Damage x ( 1 + 2x(dread scale) ) " ?
though about multiplative or additicive I would consider how it behaves with other enhancing effects
It is still correct to view it this way, though it's a standard parameter, you can only call it "Dread Scale", since it's different than 1.0 only for Dreadnoughts, but in fact it is present for any creature.
Yes, this has been around forever.
okay random question here but i think only you people might know the answer
ive noticed in some random YT videos that praes and some other bugs(excluding exploders and bulks) get front limbs ripped off on death
but i have never seen this in game myself
is that a removed feature?
maybe they meant armor break but it is possible from certain death types but you will not see enemies with missing limbs that are alive
hmm interesting
There is something in the game for it but I don't think it actually takes place outside of explosive deaths if at all. Seems to be for anything inheriting from ENE_Spider_Grunt_Base.
yeah, i've seen tons of Praetorian front leg gibs ripped off on death. i even submitted a Jira report that the leg gibs are using the old Praetorian models that have lots of little spikes on them.
i think Banagement is right, it needs to be killed some special way. like, lots of overkill damage, or maybe using DMG_Explosive? or Radial-type? not sure.
DT_GibTarget looks promising π
So for example Gib Target is used by Hurricane to make grunts explode and spread limbs.
But yeah, most spider enemies have a blueprint for FrontLegGib, but nothing else.
These are probably not correct models in the blueprints since I have not taken the time to recreate them.
bottom row, 2nd from the right. SM_Tank_FrontLeg_Left. that's the one i reported to Jira.
SM_JawLeft_Debris and SM_JawRight_Debris have a bug where:
- kill a Grunt with Weakpoint damage (M1000 is great for replicating this)
- the 2 gibs that fly off will always use the normal Grunt's textures/colors, instead of changing to Glacial or REZ variants
I think @shell frigate is in charge of formatting stuff on the wiki (sorry for the ping); he seems to have a setup for how they are to be captured, so I'll let him give you the details
Though there other contributors who've uploaded as well; not sure if they're reffering to some guideline that I can't seem to find...
Based on the talk of the page, though, it seems that its not screenshot based, but instead render-based using some external tool (speculating on that though)
UUU is used to remove the UI/HUD
That being Universal Unreal Engine 4 Unlocker
So it's:
- Use UUU to disable HUD
- Take screenshot of each one
- Edit out background (Quite easy as it's just one colour)
- Upload in bulk
- Edit the page (they are linked on that page, no template or anything to deal with)
By "Upload in Bulk" I presume you mean the images of all currently implemented frameworks at once, correct?
For each weapon, so the orientation is the same
Or is there a trick to that
Banagment did most (if not all) of the current screenshots iirc, I think they had a trick to keep them in the same spot
And for "Upload in bulk" I meant to the wiki there is a way to do it with the visual editor
Ah, makes sense
Either I'm incredibly unlucky at sampling the images on the wiki, or this seems to no longer be the case
He took them, not uploaded them
Ah
@bold plover sorry for the ping; can you document your methodology for getting the weapon skin images for us? We can throw it in the discussion of the page (or another dedicated "formatting" page) so we don't need to bother you guys when new patches get released going forward
I presume is mostly this, but if you had a way to standardize the orientation/scale that would be appreciated
Pretty much just that and use slomo 0 to make them not move
So you do need to grab them all at once, then, or they might be off just a bit
Noted
Yes
I could probably just have a thing to spawn every skeletal mesh for weapons and each one cycle for all of the related skins but that'd be a pain to make. Not too bad, just query asset registry, spawn them by folder name at spaced intervals and have them cycle through all global skins per mesh, add some lighting and a plane background.
Up to you; seems the alternative is just to wait until someone has all the the frameworks (or make a sandbox mod that just "cheats" them all for our purpouses)
I have a save with everything.
That'd work
thanks @shell frigate @sterile crescent @bold plover
despite having the frameworks I forgot that I don't have all the weapons, so it'll probably take me a week or two before I can do this stuff
Added the list of re-atomizable status effects to the end of Status Effects page and then left a link to it on Coil Gun page. Looks alright to me.
I can't find the actual width of the plastcrete platforms anywhere on the wiki, does anyone happen to know it?
Should be around 4m diameter, I was doing some tests with them not so long ago.
confirmed. i had measured it as 4m a long, long time ago using trigonometry. just now i looked it up in gamefiles:
FSD/Content/WeaponsNTools/PlatformGun/PRJ_PlatformMaker
using the diameter of 4m platform, i was able to mock up the approximate dimensions of a normal Glyphid Grunt for the DPS Calculator (April 2021)
So with the Season 4 trailer coming out tommorow, am I safe to assume the test server will be launched soon as well for us to start updating the wiki with?
You can build season 4 updates to pages but it must not be on the original page (else it may confuse players on the normal branch)
Yeah, thats what I meant
Just wanted to make sure that it was allowed to update the wiki based on the test server pre-release (in an isolated manner)
I think we had a template for it
Ah yes {{WIP}}
So any page new or exsisting that has new content add that to it (after breadcumb template) and it will link a wip page to build it (you can copy the exsisting page to it)
Sounds good
Hey, sorry to ping you ouf ot the blue but you could actually make a bug report and a video to compare animation and hitbox ?
not really playing the game anymore, but anyone can use sandbox utilities to enable the hitbox visual
doubly sorry for the ping then π
Experimental branch day, lads. All that cheat-console info at our fingertips for the wiki
Just updated the missing weapon paintjob crafting cost grid cells.
isn't there already mods that would give access to that "cheat-console" stuff
at least I have never needed to wait 6 months to work on anything because experimental was not available
True, but you see, I didn't actually know about that until yesterday, and by that point it just happened to almost be experimental branch day π€
So me caveman dumb dumb, lol
just remember to not add anything about new season, unless you use the custom WIP templates
might be too early anyway, thing is 2 weeks aways
Nope, this is baby's first wiki contributions, I'm working on missing forge crafting costs only π
Already on it, lots of good stuff to be testing
Everything helps; half my edits are just typos and clarifications
Without spoiling much (until they open the Experimental Branch channels anyways) the Jet boots seems like they have quite a bit of depth to their use
the channels are open already though
so spoilers can be focused in there
Says no access for me
Maybe its perms are set up so that you can access them, but I can't
read #experimental-info
Ah, derp; misread that as "react with
to report a bug"
I'm in, sorry about that
aight, that was quicker than I thought, looks like outside of the weapon paintjob OCs, there was only one cosmetic OC missing price info
So we're all updated now
Is there a reason the cosmetic OC tables use a different formatting style from the Weapon OC/Weapon paintjob tables?
Is it just a hold over from the previous wiki?
how you think it should be done ?
I mean, those seems completely different subjects, but if you have a better idea on how to display it you can show what you imagine
no no, I have no criticisms at all, the code is inconsistent but functionally identical
I was just curious if there was a deliberate reason or not
I think the weapon OC syntax is the better way, only because the code on that page is so fucking clean, it is chefs kiss good, but I don't think the cosmetic OC pages warrant a dramatic face lift for the sake of needless parity right now
if you think there is a better way of formatting code, without changing the table format / content
and that it is good for future edits, go ahead
remind me, anyone remembers if using spoiler tags to talk about S4 content / stats in wiki channel is fine
or was it to be completely redirected to the experimental channels
got too curious and already started looking for changes
From here #wiki-related-chatroom message
FYI, I can see the exp channels but not what you just linked.
Secret wiki channel it's what the wiki role gives access to
Figured
Which we probibly should induct more people into
Don't have Gamepedia points to judge activity levels anymore
(I'd argue I don't meet the criteria for it, regardless)
I'm looking through wiki maintenance/to-do list tasks, specifically the 128 "potentially out of date" pages.
I don't really want to touch the mechanically meatier stuff like enemies or weapons, but for the simpler stuff like perks and class armor rigs, would y'all say a quick comparison of in game stats vs wiki stats is thorough confirmation enough to declare some of these pages "up to date"? Or should I be double checking patch notes too?
updat tag, or stub / quality one ?
since if it is already with all content or most of it added, then the page is fine
and the tags might have been from a previous time
If all the numbers on the page can be found in game and are unchanged feel free to change the {{updated}} version number
one thing I was unsure was the armor upgrade costs, since the costs weren't matching the "internal values" ones I think
but never got around checking as... I have every armor upgrade unlocked lol
Yeah, the armor one kinda has me stumped, cheat console doesn't let you de-select your upgrades :/
all the other values on here look accurate
you would have to wipe out your experimental save
aha, now i've got it π§
"File:Skin Gunner Dark Neon.png" and "File:Skin Scout GSG Guardian.png" have broken image thumbnails. As far as I can tell, the actual image files are fine, there just seems to be a problem with the path to the thumbnails.
Seems fine to me
Pages for updates 1-14 have a different infobox than 15 onwards
Might be they have hardware acceleration turned off on their browser
Looking at the To-Do list https://deeprockgalactic.wiki.gg/wiki/Template:To-do_list
Is a new Resupply Pod beacon screenshot actually needed? This looks right to me https://deeprockgalactic.wiki.gg/images/4/40/Resupply_Pod_beacon.png
is it higher quality instead of new model ?
was the image updated but the "to-do" didn't update ?
It's only 1.5 years old so I'm gonna go with "to-do wasn't updated"
I uploaded an updated Mini mule leg image so I'll take both of those off the to-do
Is it known that scanning one Mini-mule highlights ALL Mini-mule legs?
Side notes: the laser pointer just says "M.U.L.E. LEG" and the manual refers to them as "Mini M.U.L.E.s"
Hmm, can't edit your edit summary after it's made, huh?
i also noticed the wiki specifically was slow compared to other sites, apparently hardware acceleration was off and it's much better now
in the back of my mind, i thought that scanning a MiniMule highlighed all mimimule legs within 15-20m (the normal spawn radius of the 4 associated legs, whatever that is). if there are legs from other minimules within that radius, then they get highlighted too.
are you saying that one scan highlights all 8-12 legs in the entire map?
Yes. I had a leg as far as 67m from the mini mule I scanned get highlighted, and on another map it even highlighted the ones in areas of the map I hadn't yet explored (although they might have been closer than 67m)
I did check solo haz 1 and 5, and joined a public haz 3 with 4p and still had it happen.
yeah, that sounds like a bug to me
Some notes from discussing with Anders (Game Designer) in #experimental-discussions re: the Fire Bomber. It is cut content (despite being in the games files), but does not currently exist in the list of such content in the wiki page
Sandbox mod seems to be having a stroke for me rn, and its 3am, so I'll add it tomorrow after work unless someone else wants to grab a screenshot of it and update the wiki
Started organizing a checklist for S4, so we don't end up with 10 different versions
so far it is not published anywhere, letting everyone know. Might be good to add to the "to-do" list at some point so everyone can see all the changes and checking needed
thats what I thought, just was trying to confirm mission scaling for machine events was a thing and the two sites disagree
to be fair aI think only wiki gg says "official" and it is the only one that appears in pins here
though I guess better than getting pointed out mistakes on the old wiki
Nah there was just a guy saying Wiki.gg was outdated and I was second guessing myself, thanks man.
all good,
wait, that is weird, what is outdated exactly ?
or was it just a general "fandom is more updated than wiki.gg" (???)
Guy was just saying that mission scaling doesn't exist because the fandom wiki lists fixed spawn values based on length, not mission type.
Said mission scaling was outdated.
wtf, well if it made any sense I could be bothered by it
So confirming that mission scale is correct?
I already have, thanks π
nice
as a back stage thing, one reason it is known the thing is used was because I changed the scale to "2", then every mission had the event
I changed it to "1", and then no mission had it, so that is how I identified it was being used
Hey guys, I'm currently a part of another wiki that is undergoing discussions about possibly moving away from fandom to another host. Since the Deep Rock Galactic wiki went through that process, I was wondering if someone could talk about how that went. Were there any unexpected hitches? Was there any specific public outreach that you did? Was there anything that you would have done differently? How have you been dealing with fandom's dominant SEO? Any information is appreciated thanks!
How have you been dealing with fandom's dominant SEO?
Time, and redirecting people to the new one whenever you see the old one linked somewhere (ie. Reddit)
As for the moving over, wiki.gg is very good at making this easy for you.
Best way would be for you (or an admin, or better, a dev) to contact them and ask about migrating.
It was relatively painless, yeah. The dominant SEO (and Fandom's restrictive ToS that prevents you from redirecting from its site to the new one for more than a short period of time) is the only major snag; account migration was pretty straightforward for the users (i.e. me) and the majority of tools that Fandom supports exist (or have equivalents) on wiki.gg
I'd also ask the Terraria wiki team if you want more details though; they went through a similar migration before us, and manage a much larger wiki, so if depending on the size of the wiki you're representing, they might have a better idea of what to expect
I can also commend wiki.gg for its onboarding
We had a person we could ask about setting up templates and stuff
Oh yeah; we've been in contact with them to add new tools as well (though depending on the demand its hit or miss whether they do get added)
Still waiting on the nicer tables wiki package ;~;
Better than Fandom though, not that that is a particularly high bar
50% to be added to the list of swarm options upon mission start.
brain is tired. does this sentence mean "every mission that's not Lithophage Warning rolls RNG, 50/50 odds to insert the Rockpox swarm to the list. then when Swarm triggers, it has a chance to be Rockpox"?
as opposed to "50% chance of every mission for the first Swarm to be Rockpox".
like i said, brain is tired right now π΄
Yes.
Devs.
thermal exhaust feedback in game says it increases damage per 10 heat over 50%, but the wiki notes it's a one-time boost over 60%?
Yeah, the moment it goes over 60, it does all 4 bonuses at once, which are supposed to go at 60, 70, 80 and 90.
sorry what is this? i'm not familiar with such a request
See our discussion on it here #wiki-related-chatroom message
fun steeve trivia to add? https://youtu.be/kBDC7LlJIjM?t=2541
though the phrase "Ghost Ship Game developers, Mike and Johan, conceived the idea for Steeve while they were drunk" feels off
made a brief dev q&a faq after seeing repeat questions mentioned on stream today
https://docs.google.com/spreadsheets/d/1wWXq7MKXyH2YdE2SX6IrekmwjHWdFQY7byHo2AYbcXI/edit#gid=0
The perk already has a trivia section, might as well
Just make sure to reference it with a reference to that video (see https://deeprockgalactic.wiki.gg/wiki/Old_and_Unused for how to do so)
Nice. I have an idea of how to format a summary like this, but I've so many things I have to finish already that I really shouldn't get into this conversation as well
Can someone mythbust something for me?
Myth: The more unbalanced the Dreadnought twin's health is, they each get a bonus percentage of health on top of health balancing.
Correct
When their health is evened out, an amount is restored. That amount is proportional to how different the twins' health bars were prior to heal.
is there a fourmula to this?
"...with a net regenerative gain."
What is a simpler way of saying this? i don't understand how it aplies to the twins
Scroll down to the part I linked π
When certain conditions are met, such as a large enough health difference between the Twins, they will get close to each other and the Twin with higher HP will lose HP (1/4 of the HP difference), while the Twin with lower HP will gain HP (3/4 of the HP difference). Effectively increasing the sum of their HPs by 1/2 of the HP difference.
So e.g. Lacerator has 200 and Arbalest has 800.
They start healing with a difference of 600.
Arbalest loses 1/4 * 600 = 150 health and goes down from 800 to 650.
Lacerator gains 3/4 * 600 = 450 health and goes up from 200 to 650
So its not a true health bonus, its just not the sum of the two divided by two like I thought it was. am I catching on correctly?
Yes, it's not a simple evening out to the same level. They arrive at the same HP, like 650 in the example above.
A simple "put together, divide by 2" would have them at (200+800)/2 = 500
But they both got free +150 HP because of how huge their HP difference was
So in the latter case, the +150 each sets the total amount of health to total amount of health to 1300 across, so a 30% bonus overall?
Correct.
If you want a more consistent formula, they got +50% of their HP difference.
They had 1000 in total, the difference was 600, they got 50% of 600 as a result of the heal
This is mentioned in the wiki description as "Effectively increasing the sum of their HPs by 1/2 of the HP difference."
Sometimes I feel some articles have too much flavor text, making them wordy without going in depth
Could that explain the user here completely failing to see how twins heal work, even though it is very well explained there ?
No, I think the text on the page is fine
I as a user would much rather something seem a little wordy then it being vague and short on info
seeing almost 800 audios being added had me wondering
shouldn't the class specific ones have their appropriate modifiers added ?
could be argued to also have the 4 different versions for the "all classes" version as well
No it was my user error I think. when I used the link to find the passage in question, it didn't automaticly scroll down for some reason, so I thought that it was in the front area. Just looked on the wiki and found what was talked about XD. Suffice it to say, its a bit obscure under "Attacks." Shouldn't it be in "Health and Armor" instead?
health and armor is their numbers, raw hit points, and values
attacks is about their moves, what they can do and such
ofc it could be named as something else, how does miner's manual call it (??)
Special
Actualy, it could be "Area" as well
I will let you decide
Area makes sense since if there happens to be somthing else next to it the healing arches link to it as well, dispite it not actualy doing anything
I have seen that with a det
I meant more of a general name to group "attacks" and "special moves"
since attacks could imply it is just damaging moves
and not stuff like warden buffas
No that's fine. Part of why this channel exists is to explain what's out on the wiki
In any case, I don't see a need to move any text across subheaders
The only thing that made me spend more time searching than I wanted was the phrase "armor regeneration". Skimming the ToC, I expected to see something like "Healing" or "Abilities".
"Armor regeneration" implies it's about them regrowing armor. Which is one of the things they do during the healing phase, sure. But it's not the most obvious effect of that ability
That being said, I would also consider changing this as this implies that they share armor as well, but that's not the case. Strip both of their armor off with a Pretorian pealer breach and they will get a new outfit
Can't share armor that doen't exsist anymore
They restore their armor when they meet afaik.
they restore their armor, but the current wording states they "share health and armor", implying the remaining armor is split between the two in the same way as the health is.
"When the difference in their health pools becomes too large, they are able to regain their armor and share their health" would be a better way to word this, i think
Or "When the difference in their health pools becomes too large, they will share their health, regaining any missing armor in the process"
Makes sense.
Implemented.
The wiki is lacking the info about the Lithophage Enemy Only Swarms that can only be encountered on Lithophage Outbreak on the Swarm page.
pox weight should be 8, if you curious on it, but I think it was never fully added probably for not knowing fully on how it is added
lol, weight doesn't help you right, generic is 12, each si special is 1, dread is 0.25
I think the trivia section can be dropped
A more complete and accurate version of this trivia is now on each biome's page (landing depth)
Well, okay, the note about 14 moons should stay.
is the 14 moons thing a season 4 voiceline?
if they are talking about staying, and season 4 stuff should not be added to main pages
I fail to see why that would be related to S4
It might not be a voice line, it could be buried somewhere in the Miner's Manual
"Another mission down and someone needs to explain the logistics of a Lunar Festival on a planet with 14 moons to me..."
think it plays for completing the assignment ?
when under the effect of both general damage resistance (e.g. thunderhead or coilgun's upgrades for such, or vet depositor) and fall damage resistance (e.g. zipline gun or scout's armor), are they multiplicative with each other?
i don't imagine it'd be additive but i'm not actually certain
first line on the damage page " All factors are multiplied with each other to calculate the final damage."
It's a lunar event voiceline.
Also, why are the biomes grouped like that?
those are the regions of the map that rotate in/out every 30 min
i think
Personal Tier List /s
Hopy crap, you're right
915 hours into the game I learn that biomes are rotated in pre-determined groups.
Well, not really
i think that crystal and salt are in different regions though. as are fungus and REZ.
so even if that was the intention, it's not done correctly
the same regions determine which biomes get Lithophage Warnings, too
No no, that tracks. Here are seven random rotations from February 15
nah
"PZ_Zone01" - CrystalCaves // SaltCaves
"PZ_Zone02" - RadioactiveZone // FungusBogs
"PZ_Zone03" - LushDownpour // IceCaves // HollowBough
"PZ_Zone04" - MagmaCaves // SandblastedCorridors // AzureWeald
ok, i am very in the wrong here. sorry folks π
there is even required missions and templates for each
but don't think it was ever fully documented for wiki, including chances for different mission variations, numbersa per biome, and such
Well, you're right on the Lithophage zoning
Out of range, though, does not follow that grouping, as seen above
Actually, now that I look at the map, each group has a thick yellow outline around it 
was there a reason to expect that out of range would follow the planet zones ?
at most I can see it being said that at least 1 biome on each region needs to be active, so all mission types can exist at once
I have a lot of historical data from Feb to Jun regarding map rotations and available missions, but I haven't actually looked at it
I'm gonna look at it once I'm done processing it.
I'm currently on feb 15
Now just reverse engineer the mission algorithim
It is local so likey possible to decompile
I can list out all the templates, as well as the rarity for each of them , if desired
or make a mod that generates few thousand rotations and exports them in an easily digestible format
You dont have to go that far to prove a point
Not counting on how to even do it, getting to external file creation
Driller - Springloaded Ripper
Tim GSG said that if an enemy is killed outright by the Ripper, it does not count towards the 950 Damage Cap. so, Swarmers, Grunts, and Slashers are all "free kills".
I tested in Sandbox to confirm; works as intended.
I forgot my wiki.gg login, so I can't make the edit π¦
As of S3, for reference
RequiredMissions: Mining Expedition (Simple/Short) // Egg Hunt (Simple/Short) // Refinery (Average/Normal)
PZ_Zone02 (Radio / Fungus):
RequiredMissions: Mining Expedition (Simple/Normal) // Salvage (Average/Normal)
PZ_Zone03 (Biozone, Glacial, Hollow):
RequiredMissions: Egg Hunt (Average/Normal) // Point Extraction (Complex/Normal)
PZ_Zone04 (Magma, Sand, Azure):
RequiredMissions: Elimination (Average/Normal) // Escort (Average/Normal) //Refinery (Complex/Normal)
Mission Setup:
All biomes: Rarity = 1
Mining // Egg Hunt: Rarity = 1
Point Extraction // Elimination // Salvage // Escort: Rarity = 0.5
Refinery: Rarity = 0.1
MutatorWarningCount = 6
ExtraSeasonWarningCount = 1-2
GlobalRequiredMissions: Sabotage (Simple /Normal) // Sabotage (Average /Normal)```
https://deeprockgalactic.wiki.gg/wiki/Missions#Creature_Encounters is missing the Prospector
don't have solid evidence but I believe this is correct ?
but I think it's tied to region more than biomes
gonna check ingame real quick
From the little bit of testing I've done, this seems to be correct : The loading screen is actually tied to biome and is not random.
But there is some overlap (more biomes than there are animations). So two different biomes can have the same animation.
It's not tied at all to regions like I first thought it might have been, nor is it tied to placement on the map.
Thank you
And for everyone: I challenge you to find the vertical slider in this screenshot with your naken eye without adjusting your display
found it
oh wait, maybe it is connected to "BiomeLoaderLevelSequence" ???
didn't even have to open it fully π
It's more visible because it's surrounded by Discord's dark theme background
My point is, when most of the screen is taken up by the white editing space, it takes an unreasonable amount of time to find it
There's no reason for the slider to be dark-grey on dark-dark-grey
BIOME_Tutorial: SQ_Load_Tutorial_02
BIOME_HollowBough: SQ_Load_District_1_A
BIOME_CrystalCaves: SQ_Load_District_1_A
BIOME_MagmaCaves: SQ_Load_District_2_A
BIOME_IceCaves: SQ_Load_District_3_A
BIOME_AzureWeald: SQ_Load_District_4_A
BIOME_LushDownpour: SQ_Load_District_4_A
BIOME_FungusBogs: SQ_Load_District_5_A
BIOME_RadioactiveZone: SQ_Load_District_6_A
BIOME_SaltCaves: SQ_Load_District_7_A
BIOME_SandblastedCorridors: SQ_Load_District_8_A
that matches with my findings
Neat
gotta love how Dense Biozone is the only one with a different name though
100 Bismor says GSG had one loading screen for each of the 8 pre-release biomes - which is why there are 8 of them - and when they added Hollow Bough and Azure Weald, they simply added them as loading screen neighbors to other biomes
That's an easy bet for you π
Lazy devs smh my head
outrageous
Cooked up a quick description of the map rotations, what do you think?
good good
only question is, on multiplayer, how it works ?
because my "planet cooldown" doesn't match my friend's one (host)
causing us to have different missions for a few minutes
also, maybe point out how many biomes get available at a time ? guessing next up could be naming the regions (yes, wiki names, cuz game probs don't have any), and then "missions that ALWAYS appear on the region, after little bit of confirmation"
that's just people not having clock synced
both you and your friend(s) should automatically sync your time through windows parameters and it will solve the issue
weirdly enough if I select setting time automatically it just goes on forever, which is probably why I manually set it
that's not counting how discord time is also off sync,
just searched for "what time is it", let's see if that solves
thought game would just use the host to decide everything, any reason to be different for each player ?
maybe point out how many biomes get available at a time
I would if I knew the exact rules of that.
I don't know if there's an extra rule like "X biomes in total must be available", or if it's left up to RNG
No idea how it works on a technical level tbh π€·ββοΈ
I always thought it was always 6 available, isn't there a big range of screenshots to confirm it ?
Well, from the 3 rules already listed, it follows that there must be a minimum of 2 rockpox + 3 (one from each other region), so 5.
If there's never exactly 5 biomes, and at least 6 are present, then there's another rule in play that I haven't mentioned
I also do not know the odds of the game picking, 1, 2 or 3 biomes from a region that has 3
I can upload my archive if you feel like sifting through a few hundred screencaps
not planning to check currently
would probably try to dig up more rules in the files, and see if I can do something to make the rotation be super fast, or happen at will
Doesn't the exp branch cheat terminal have a "rotate missions" button?
well, better not have to rely too much on EXP, since it is not always available :p
Does anyone know what the chance is for a lithophage swarm to spawn? The current value is just a placeholder.
:S why did someone add to the page if they have no idea about it
not counting that if pox wave is added to the pool it ends up affecting the chance of all other wave types
oh
also you already asked that last time
should be around 1/3 chance
but would rather wait the update before changing anything, just so I don't have to change twice in a row
why?
about what (?)
wait to add it when the update comes out instead of adding it now?
because with the update being so close
it is kinda stupid to risk having to change something again
Because the rules for rockpox swarms might change in 4 days on Steam
ok, so should I just wait to add the lithophage swarm to the page
The next few weeks following a big content drop are generally a turbulent time for wikis
Hotfixes, balance adjustments
ok
that 156 figure in the trivia section doesn't seem to match with the listing uptop. 192 + 60 + 2 = 254. unless somethings are counted together
nah, that is some old value
good luck finding out a better way to explain the new value
not counting how it now varies depending on how many skins you got from seasons...
Today I found out that Korlok spawns the shooters and healers regardless of where the seed lands.
I straight up replaced the seed projectiles with rockets and the shooters still spawned at the seed trajectory.
This would explain the occasional shooter at not where it landed.
would you say the projectile is just a visual indicator of a spawn spot the game already decided on ?
yep
aim bot π‘ (joke)
Heya, I had a few astroids drop but I'm unsure how to find them. Tips?
I think you meant #drg-chat (?) to get help with the game,
wiki is probably more about numbers and values and mechanics
opening the map will show the pathway of meteors crashing down
use that to locate them
sorry π
thanks
hi, could anyone here explain why the old fandom wiki can't be removed, or at least have the text inside it replaced? it's causing more problems than anything so i'd like to know why, thanks in advance
you know that anything "easy to do" would have been done already right ?
that said that's been so long ago, and there was plenty of text talking about it here, forgot the key words
the best you can do is ignore it,
you can't just delete stuff, there is edit history for a reason
on Twins, saw Sentro adding that the heal happens with a 20% difference
but with all the talk here, I remember it being more complex than a simple fixed value
any context for it ? https://deeprockgalactic.wiki.gg/index.php?title=Glyphid_Dreadnought_Twins&curid=228&diff=37492&oldid=33460
I figured I could mention that, since I was already editing that exact sentence where it should be put.
"at least 20%" = TiggerOnPercentage accounted (no mistake here btw). It may be called at 20% difference or later depending on when it's going to trigger, which in turn depends on how you damage the Boss: with low-tick dmg or with high burst dmg.
The next sentence does handle the case where it doesn't matter:
They will also do this process one time in the middle of the fight if they didn't do it before, regardless of their health difference.
The middle of the fight is when twin's hp is 49-60% from its max. 55.55% if you just lower it with GK2. So these two sentences are phrased to be correct atm.
Because it still generates traffic (and ad revenue) for Fandom. They are interested in keeping it alive, even if we aren't.
Deleting the page or replacing all the text in it would result in two things:
- all our remaining admin rights revoked and IPs banned;
- deleted/modified pages restored, on the grounds that it would be seen as vandalism.
Defacing or purposefully spoiling the Fandom wiki wins us nothing.
At the same time, planting incorrect info to "discredit" Fandom doesn't work either. It still comes up high in search results, people will still visit it and read the pages. If they learn factually incorrect info, that's just more work for us to fix that in the future.
thats messed up π°
Just added a Season 4 section on the to-do page, to help organize what new stuff is in it (for thursday)
I think I forgot the season pass thing lol, but I think I got everything other than that
One thing I care about is that the {{scrip}} template needs manual updating of its icon
shouldn't it be like {{scrip1}} {{scrip2}} and so on ?
Maybe {{scrip|1}} etc. default to current season
It was one of the discussed options before season 2. We decided that having a template for each scrip version, all but one of which will be unused, was too much clutter
It's easier to have one {{scrip}} and change which filename it refers to once every 6 months
Would be a very easy edit for this
File:Scrip_0{{{1|3}}}_icon.png
Hmm.
Then, as long as the scrip filenames follow the same pattern, it should work automatically, right?
Yeah, well untill season 10, but I think it does not need to be that future proof when the default case still would need an edit each season
Well, assuming DRG doesn't last to season 10 π
This is a narrow case, as the only page that shows icons for previous seasons is [[Performance Pass]]
But I'd appreciate if someone edited the template like you described
Sure
{{scrip}} is used to insert an image of the Scrip icon used in-game.
Done
There's a bit of a debate going on about plasma burster missiles and it brought some question.
One of those being this : The penetration and damage hits here display too different numbers (which apparently aren't the correct ones too ?) while some people seem to claim one variable dictates both. So why would there be two different result ?
Anyone got insight on this ?
That version is mine, it is correct as of Season 03.
Damage hits is 5 OnPenetrated damage hits plus one OnImpacted damage hit. The amount of actual penetrations is 4. The rocket gets destroyed on the 5th hit, hence it calls OnImpacted -> Explode -> DamageAndCarve, but also the same hit it calls for the 5th OnPenetrated damage tick, thus we get two hits at once upon rocket's 5th impact, whether it's on enemy or on terrain.
I'll likely update it for S04 later.
<@&296918282403840000> ππ½ scam issue (issue solved.)
I'd say change is good
While nice to have the latest art it does not match the orange colour scheme as much as the last season art does
It's just a matter of swapping
https://deeprockgalactic.wiki.gg/images/6/62/Skin-Body-Background-PlagueFall.jpg for
https://deeprockgalactic.wiki.gg/images/0/0e/Skin-Body-Background-Critical-Corruption.jpg in the .css
But leaving it up as a question for a while first, as reasonably big visual impact, want to hear everyone's thoughts
I agree that it doesn't quite match as well
Time to make all the UI back to old wiki green
But like, if in the future season 5 will have a purple or teal background, will we still show the s3 background because it's orange?
There is other art that fits but maybe
I'm not really a wiki guy, but I checked the Subata WIP page and this is what's missing from it
I uh, don't think NCTC is supposed to cost no minerals but that's what it costs π
woops
Special offer, release-day only
also, in case anyone isn't aware there is a S4 to-do list to help organize some of the stuff that needs to be done
not sure what yall more interested in helping with
https://deeprockgalactic.wiki.gg/wiki/Template:To-do_list
has this been documented yet?
You mean the name?
You can open the Dense Biozone page and scroll to Biome Features to check
nope
i couldnt find it
do i make more picture for the wiki?
im not good in writing a page
he is right, theyre not listed as a feature on the page
https://www.reddit.com/r/DeepRockGalactic/comments/14a6rjb/is_free_matrix_cores_an_intentional_change_or/
Looks like it's not just weapon upgrades?
Did anyone keep a screenshot of the fully-unlocked S3 cosmetic tree?
I'm certain we can find one somewhere if not. (I can also try keeping my PC offline right after I get home and grabbing one in offline mode)
Or ask u/Legitimate_Classic84 (https://www.reddit.com/user/Legitimate_Classic84) on reddit for permission to use this one https://www.reddit.com/r/DeepRockGalactic/comments/13cejup/the_only_game_worth_completing_the_season_pass/
"Unique Modifications" for Subata certainly could use addition of explanations for two new ones
if you already know how it works you can add
kinda obvious you can't know how it fully works based on the in-game information only
which is the entire purpose of the unique modifications part
Added Neuro-Corrosive Toxic Catalyst.
"any direct hit (even through armor)."
Isnt that just saying any damage to the hp ? Or you can hit opressor armor ? Didnt get why the need to mention armor otherwise
Bug?
Since explosive reloads need it
Unless for balance reason
Maybe "direct hit regardless of resistances or heavy armor" would improve it ?
@coral oracle intended?
(Neuro cat being applicable to the unknown horror)
STEs get pushed via Damage Bonuses, and these bonuses have IgnoreArmorHit = False.
I modified that property to be True, and it stopped applying the STEs to Horror. Hence it being set to False means it's intended.
If false is default, wouldnt it mean it could be an oversight
Resistances do matter, I specified STE types in case that some enemy with 100% elemental resistance to Poison or Corrosive might block it (not sure if there's one though).
Looks like there's already one on the wiki? Did you want one in a higher resolution than this https://deeprockgalactic.wiki.gg/wiki/File:Season_03_tree.jpg
Original file β(1,848 Γ 968 pixels, file size: 358 KB, MIME type: image/jpeg)
It doesn't get overriden in the file, hence it must be default.
Should I remove it or just add "regardless of armor"?
Well, my idea for getting one in offline mode worked so that's nice to know at least.
Also learned you can't use mods at all in offline mode. Is/should that be mentioned on the wiki?
Technical aspects of what can be done offline ?
Add, i think
About cryo snowball, is it 6 seconds , 0.5s tick, of a status that stops stuff from warming up ?? (Wonder about dreads...)
Pretty much, I can add it later.
Oh, doesn't look like there's anything on the wiki besides the update page regarding mod support so nevermind that.
Any proper name for the effect in game ? Otherwise will use creature stats
Well You could start a page about it
Page about modding I am guessing ?
Geez, 6 seconds is anything but short xD
saw there is something about "removing the effect if temperature changes"
which makes me curious if dreads trully stay that long
this correct ? changes in yellow
I suspect they can, but their damage gates seem to also trump any status effects (particularly on Twins, who will just blink out of existance if they want to heal)
Could be wrong though; have yet to test it
about the explosion range using square roots / the formula, was that discovered by dev comments, testing, or digging values ?
Curious in the case of values, so I can manage to find those if needed
just specullation from me, but the thing has a 1 cold damage listed, meaning, is that what keeps things from warming up, as long as they don't hit the minimum freeze temperature ? since iirc once you get to the max value you can't continue the freeze ?
Yeah, theres a thaw temperature, and you only start thawing after a short interval iirc
So tapping a frozen creature lightly with any cold damage intermitently will keep them frozen forever
Thing is Dreadnaughts thaw stupidly fast once they start doing so, so they might be able to outpace the snowball's effect
it seemed to be 0.75s for OG dread, which is higher than 0.5s interval from effect
Yeah, when I can figure out why Sandbox keeps crashing on me I'll test it
for subata stun OC, is the new Slow status a separate roll from the stun one ?
from the wording, i see it akin to the Voltaic Stun Sweeper's "secondary slow". if an enemy is immune to Stunned, and immune to Electrocute, then the VSS applies a -50% slow for 2 sec.
similarly, for Subata Tranq Rounds, i would expect that it if it rolls RNG for stun, succeeds, but the enemy is stun-immune, then the 4 second 50% slow gets applied instead.
interesting, seems easy enough to add later on
to be clear, i haven't actually tested this hypothesis in-game yet. that's just my expectation from experience with the VSS' implementation and wording of the patchnotes.
not like you would notice a slowdown in a stunned enemy...
unless they get stunned very brifely
Elite Enemies x0.2 stun duration π€
tested vs an Elite Praetorian in-mission. by eyeball, it did not seem to be slowed 50% after recovering from the stun.
Interesting
So its a follow-up status if the stun doesn't apply, or is it just borked somehow?
confirmed via Sandbox via Bulk Detonator, Oppressor, and Dreadnought Lacerator. if it can't be stunned, then Tranq Rounds does the -50% slow for 4 sec
Makes sense
it's a fallback, to make Tranq Rounds feel good vs enemies that are stun immune. VSS has similar effect
wonder if that slow can be resisted or if it is always x0.5 move speed
I remember electroction affects the slowdown of its effect
gamefiles indicate that Tranq Rounds' slow is Poison-based
so enemies that resist Poison-element damage would resist this slow
guessing everything is either 0 or 100% resistant, so it is either full slow or no slow, I think
talking about that
is anyone doing or planning to do anything for the new creatures ?
also someone saying leaf lover doesn't counter randombeer, which one is it ? bug or https://deeprockgalactic.wiki.gg/index.php?title=Abyss_Bar&curid=2397&diff=37938&oldid=37907
i think that's not a bug.
Leaf Lover's effect is to simply set the drunken effect back to 0.
Randomveisser is more like the buff beers, which don't get undone by Leaf Lover's either.
well, it was added by GoldMath
so guessing there was some reason for it, could just be a internal test thing that got removed
anyone know the first word in this line?
"Bullram's beard, Septic Spreader!"
remember you can go look in crowdin, I just had to look for "SepticSpreaderLaserPoint"
RemoveOnTemperatureStateChange flag makes it get deactivated right after application upon:
- Freeze;
- Unfreeze;
- Fire T-Shock.
Followed the logic of TriggerDeathExplosion function of BP_ToxicCatalistExplosion. Digging values basically.
Not really? It's not Environmental Cold Source to override it directly. Warming Rate stays intact. It just re-triggers Warming Cooldown with those 1 Cold ticks that continuously delay Warming Rate from taking action. That Cold, for instance, guarantees Cryo Bolt + Snowball breakpoint on Breeder: 200 + 90 + 12 out of 300.
So tapping a frozen creature lightly with any cold damage intermitently will keep them frozen forever
Warming Cooldown doesn't get activated once creature is frozen. It last gets activated with the hit that freezes target.
It should be.
we still dont got one
Then go work on it yourself instead of complaining. People have other things they want to work on
I think we can manage a more polite tone here
Thanks i just dont know how to make one last time i tried to add images of the error helix i failed and then they got removed
Rude
Yeah, I think our biome feature blocks are a template now, they're not edited on the biome page itself
I have no idea what that means i dont edit wikis often but i thought you guys might like the images
If you have images that you think are good for the wiki, drop them here
so sad , name too long
so which one do we use ?
I'd say Spreader because the dwarves sometimes refer to it as just Spreader
good, both pages added, barely anything, but wanted to help by getting that out of the way
this always gets me thinking... for now I will just add the 2 enemies to special
but really think there must be a better way to organize that (swarmer being common but not praetorian is too weird)
is trivia strictly for in-game lore? the stingtail trivia can reference one of Troel's video talking about how the sounds were designed
It certainly can
where did you get it was about "in-game lore" though ??
article 8 of the wiki's guidelines "All Trivia should be about game's history or references(...)"
Feel free to make suggestions on new categories
i saw something in the style guide that said trivia wasn't for behind the scenes stuff
that would be programming or code related iirc
that's good to know
I always liked the spawn pool system (common - special - disruptive)
issue being that mactera would just not be a group... depends if fine to separate them
or it could be:
Glyphid (common - special - disruptive)
Mactera (special - disruptive)
Could do it only for Glyphids
another funny thing, oppressor could be considered common or veteran
but another way to see it is to think how the end user would look for a creature in it
awesome, will take opportunity and show pox ones too
Sad thing is that pox exploder has lots of particles around it... so need to figure out how to disable that, or just go with it
Pox Spitter
Pox Bomber
Pox Breeder
What's the best way to report issues with the wiki?
Found this page having a broken citing:
https://deeprockgalactic.wiki.gg/wiki/APD-B317#cite_ref-:S03_3-0
only place that exists is here
though since wiki is open for anyone to edit, it is appreciated when people solve that themselves, if possible
Part of the <ref></ref> tag was commented out for some reason
I un-commented it, works now
any recommendations for the pox exploder ? wanted to disable the particles so they don't get in the way
Awesome stuff, current images added
next up some redirects would be nice, and rockpox sections
then do it
confused, what do you mean ?
I think it's a jab at you for #wiki-related-chatroom message
can you explain how ?
"has this been done?" "why is this not being done?" -> "better to work on it, complaining won't get it done, people have others things to do"
and then "I am going to work on redirects and rockpox" -> "why aren't you working on it ?"
at least it is what I understood it meant
i specifcally said im here to provide images so i think you missing core info here
Wait,how images is related to me working on redirects or pox ?
If you thought I was requesting images for you, I was not
The confusion makes sense now
i just think your rude i wasnt giving you images
Oh nono, I meant like it is annoying to get people telling you something is not on wiki (in the sense of complaining others are not doing it) since most is easy to do or to learn
Image wise I dont think I ever requested anything, since I am the one usually responsible for it, for creatures at least
again didnt do that you again didnt understand
Added some notes that I'm surprised we haven't added earlier
What you intended to say ?
Wasnt that related to the new biome rotation text added ?
Was on hoxxes page, guess we just forgot to add to mutators
Cant check rn
I thought about that
Map rotation is tied to mission rotation, but they're sort of two distinct parts?
Like, if I'm reading [[Biomes]], I'm reading about which mineral can be found where. It's relevant for me to know how biomes are rotated.
But the whole block about mission weighting is irrelevant for [[Biomes]]
And on [[Missions]] it's actually useful to know that certain types will be more frequent than others, but biome selection is not important
Never thought on minerals affecting it
One part I knew was each zone has at least 1 biome, and each zone has obligatory missions, making all types available
Another possible solution is to make a page for map rotation, include all of its rules there, and link to that page from [[Biomes]] and [[Missions]].
But I'm not sure this page is going to be big enough to warrant being on its own
Certainly not i think
Can we get bog and azure to be both out of range ? Would mean no croppa at all
Current attempt at organizing it
one thing I wonder is why some creatures appear there, but not others... seems important
Thinking on changing glyphid to glyphid / ground and putting shellback there
And remove larva
uploaded new version
so others can work on it too, though I think it is in a nice shape now
But shellbacks aren't glyphids
I agree that Misc looks weird in the middle of everything
But moving shellbacks to a different species because of table formatting is weirder
This looks great, very intuitive and makes it easy to find specific bugs!
https://deeprockgalactic.wiki.gg/wiki/Voicelines/Creatures
Are there truly no voice lines for pinging a ghost bulk? Or do we just not have them?
I am 99.5% certain they exist, so I'd assume just don't have them.
most lines are un-specific to the ghost bulk and are reused from other sources
"genwarning" is what some of lines are labeled
I had posted it mid changes, instead of being just glyphids, it is now both blyphids and ground while flightless mactera aren't a thing
I need advice
will UE viewer still work as of Season 04?
was thinking if I can extract the sfx/bgm files to hear the new voice lines but am not sure if UE viewer remains compatible with the latest update
(ping when replying, thanks)
UModel should always work aside from if DRG was to move to UE5 (which I can't see happening anytime soon)
got it, thanks!
Some off the top of my mind...
"Keep your distance!"
"By the Beard! What is this abomination?!"
"Danger! Don't get too close."
It appears to share a lot of voice lines with the tyrant weed heart from what I can tell, it shares at least the "by the Beard" one but I'm not 100% sure of any others. I know it's not 1:1 share cuz tyrant weeds have the voice line "It thinks it's big time, it's gonna frickin die big time!" And the ghost doesn't.
all s4 voicelines are up
oki
how is this ? figured to be easier to read this way
suggestions ?
Make Weight into a separate column
Keep percentages, but absolute numbers don't add much while making the table harder to read. If you must keep them, I suggest leaving 80% as a cell value and 48/60 as its hovertext
absolute mostly to have the "true values" since it is weight based, with % being a human readable
I understand why they're there, I just don't think they need to be
Also, can anyone remind me: can we have 2 compressed gold chunks in the same mission, or did I dream that?
2 gold chunks is a long mystery that never got fully solved
many reported it, but nobody knows why
I could easily make it a 100% spawn chance to see if I observe anything
In my notes I've got two screenshots for a gold chunk from the same mission that are 5 minutes apart. And since they were taken in March, I don't remember if they were two different chunks, or one and I just recorded it twice
If they are indeed two different, that would be the first mission with two chunks out of 107 processed so far
posted
@gaunt cipher Sorry for the ping; I just wanted to check whether your assertion in your recent video re: Snowball's status effect being lost was based on some in game check of the statuses on the target, or experimental evidence. The most recent edit to the wiki seems to imply the latter, so I wanted to correct it if your tests showed otherwise
(I would just test it myself, but unreal debugger and Sandbox mod crashes my game when run through Proton atm, and I don't have access to a Windows machine right now)
Yo, talking on that
I tested on dread, still thaws super fast
Yeah, seems that either thawing cooldown is 0 when frozen (which is what the wiki effectively says), or the "stops freezing" effect is removed when a freeze occurs (which is what Lazy's video is asserting). Hence wanting to check with Lazy
It's probably both. The effect gets deactivated upon any temperature state change. And you know, freezing a target further with anything but Environmental Cold Source doesn't stop enemies from warming in frozen state.
Makes sense; just want to be sure before I considering updating the wiki to reflect that
The whole issue is that freeze temperature is almost always minimum temperature
Isnt it
Yeah, pretty sure it is universally for anything that can be properly frozen
You mean it cannot go lower than freeze temperature?
First you'd want to freeze better a target with short freeze durations, and that's because of high warming rates in the first place, and not because of short intervals between freeze and unfreeze temps
I think he's reffering to the fact you can't "overcool" a frozen target
They freeze and minimum temp, and can't be cooled any further
I know, but that won't solve high warming rates nuisance.
True
If snowball effect is based on applying more cold, it will not cause any effect for most creatures
Maybe it will make more sense if it affected warming rate instead,
Anyway, since sanbdbox works for me, tell if there is anything I can help test
Yes, I originally used ingame tools to see that the status is disabled on freeze.
Also I'm aware that inflicting freeze on an already frozen enemy doesn't delay their warming, but it can still act against it to prolong the freeze(see: keeping a praetorian indefinitely frozen by continuing to hose it down with cryo cannon). Not that the tiny amount of freeze this status does would be likely to have much of an impact there either.
You meaning that, even if warm rate activates, it still is affected by cold ?
So a grunt 6 heat per second, will be 4 heat per second, with lingering cold ?
Yeah, if the status effect stayed after freeze, then creatures afflicted by it would have their warming rate during freeze essentially reduced by 2 for the duration(because they're taking 2 cold per second from the STE).
Buut due to some issue, it is not staying after freeze ? Guesing a report is being worked out
Not an issue, intentional
So it does nothing in the end, unless I understand it wrong
Before a creature is frozen it effectively prevents them from warming due to resetting their warming cooldown.
So, for instance, if you lob a snowball at a dreadnought, for ~6 seconds(more like 6.5 due to the tickrate/1s warming cooldown) the dreadnought will be stuck at about 200 cold, making it easier to follow up and actually get the freeze.
Plus 12 extra cold, not that that bit is very impactful.
So more of a mid freezing Halt
Not affecting what reached frozen state
yes
presumably added because creatures could start warming during the fake repressurization delay after launching a snowball, before being able to finish the freeze
Given most wont survive a direct hit from it... sounds like a bonus for the few that does (like dreads and breeders)
Do we have known resistances and stats for spreader and stingtail ?
Should there be a page made for the jet boots equipment or would it possibly be too short? Wondering if there are any stats available yet on it for use time, vertical speed and force, cooldown etc
You forgot to check your edit btw, you did not include a bracket on the credits template, making it not turn into icon
Thanks for the reminder, I did check that page and did a minor fix 20 minutes ago so it should be good now
Player loot (logoff mid mission) has own page, small af
In the other hand, jet boots could go on missions page
I did see some stats, but since i never found one in a mission, not sure it is the good values
Can I see the stats? A friend and and I got them in the normal deep dive yesterday and tested around with them a bit
The jet boots unfortunately do not carry on through deep dive stages
Will post when I find it again, if someone has, feel free to post
Max Air Speed: 5
Jet Fuel Cost: 15
Jet Fuel Recharge Rate: 2,35
Jet Fuel Recharge Delay: 1,5
Out Of Fuel Recharge Delay: 20```
Just added the HP for spreader and stingtail, as well as the weakpoints multipliers
is spreader mouth weakpoint bugged ? manual says it is one, but it was actually reducing the damage
next up some temperature info would be nice
Mouth was x2 wp initially in experimental, legs were x0.8, now mouth is x0.8 and legs are x1
I'll get you temperature and resistances for both.
I just spent like 20 minutes testing the values in game just to discover it is already known lol
guessing the live manual will be fixed next patch ?
So you don't need temperature and resitances for Spreader and Stingtail?
Or you mean smth else
nono, I Do need
I was only able to find HP and wp multiplier
I still think I will end up calling the Spreader, "Lobber" by mistake
Courage ?
Attack stats known ?
Courage 0.5 both.
Stingtail MeleeAttack:
Range: 0-2.5m
Damage:
Sting attack:
Range: 2.5-20m
Plus 2 bonuses:
- Grabs players from ziplines.
- Air control limiting STE.
Spreader's puddles last 12 s.
Spreader's projectile attack range: 0-20m
2 types of projectile attacks listed:
- Normal (projectile arc = 0.5)
- Narrow (projectile arc = 0.75)
Hm, did either of them have weaknesses in experimental?
Thought I remembered at least 1 of them having some elemental vulnerability.
I don't think so, I checked once in early versions I think.
May be it was there, but was not in use already.
Both Spreader's projectile attacks use the same projectile:
That projectile pushes the following STE on direct hits:
When projectile breaks off player or terrain, it releases additionally 9 fragments, they do no damage, just create puddles.
Fragments are able to push the same STE on direct hits.
Initial projectile and 9 fragments create puddles if they didn't collide with smth earlier, resulting in 10 puddles.
Puddles' STE:
Puddles apply this overlay:
Each puddle has invisible 1m sphere that applies Puddle STE to players on contact. So I recall you need 3 platforms just to cover it from above. And if you build a platform ceiling above you, puddle spawns there and if you jump up to this ceiling, then you may get that STE with your head through platform.
awesome awesome stuff 
will add to wiki in the near future, if anyone else wants to work on that feel free
hitbox is something I get curiosu about, was collete one ever seen ? curious on lok1 scanning too
I think it's quite different for weapons, not sure if it can be displayed like that.
Do we know anything about that?
https://www.reddit.com/r/DeepRockGalactic/comments/14ctb4j/shadow_nerfed_leadstorm_leadstorm_mod_improved/?utm_source=ifttt
1 vote and 0 comments so far on Reddit
Uh...
Angry side note: ||fuck you Discord for shitting up how multiple images embed in the same message||
Appears to be visual? In game tests imply it is still a 4 rof increase (using the displayed ammo count)
And the Compact Feed Mechanism OC shows the reverse
I'm guessing the fix for the Warthog Magnetic Pellet Alignment OC rof shown in the equipment terminal might be the culprit here.
Side note: how long is it supposed to take to overheat the minigun at base? I thought 9.5s but I'm getting more than 9.5 * rof ammo spent
People are starting to repeat my "corruptor has a 50% to replace a meteor event when a meteor event is rolled", so naturally that makes me doubt my memory π
I'm almost positive it was spelled out exactly like that during a dev stream, but I don't have a link and it makes me uneasy
is there a spawning animation ?
I thought it was a map creation thing, don't remember MC mentioning one coming
Confirmed by dev word
is there a wiki name to use for spreader status effect ?
Acid maybe...
You can also specify min duration for puddle dot. Say, it took you 0.41s to realize that you got into Puddle, then you jump out but you still get 2nd tick because of that 0.1s residual duration.
Also those Radius details imply that there is no fall-off at all, so I'm not sure if maxdmgradius is needed here.
might be better to have a puddle section them
don't think those tables will be able to explain it fully
also, tusk slam has a stun effect ?
slow / duration known ?
Isn't that on the shot I put here?
.
It only affects other creatures iirc
Slowdown was the STE before MobilityLimiter, it got completely removed.
I mean, sincve Dwarves are immune to stun, I thought it was not the whole picture
so for pheromones only
What pheromones?
I'm pretty sure wiki has the info.
It works with direct damage, Snowball is a separate projectile that doesn't get affected by any mods.
if the stun is meant for enemies, one of the only ways the stingtail will attack another enemy, is if pheronomes is being used
Btw, stingtails seem to stop being able to hit each other after a few hits while pheromoned in such positions:
They just hit behind each other and miss.
theyβre making a heart
Is the damage type of the puddle actually typeless or is that unfinished?
It is not set. It actually is so.
I would not have used the "typeless" if I didn't know what it was
Typeless != unknown
so it has no specified damage type
β¦ does that mean it isnβt affected by elemental insulation?
Yes it is not.
thatβs really stupid
Acid Spitter also has Typeless DoT.
that should be changed 
lmao really
I thought the wiki at one point said it was poison
I suppose thatβs outdated too
doubt it would make sense for elemental to work on acids
it is inconsistent with the behavior in game, praetorian spit is blocked by insulation, right?
If itβs going to work on praetorians it should work on the acidic puddle the spreader leaves behind
Yeah, Praetorian's spit is Poison class.
But not for the Infected Praetorians, they have Infectious type.
Thatβs at least consistent with other rockpox creatures
so thatβs fine
Alright Iβll suggestβ¦ or something.
other than the Manual mouth WP bug, guessing the poison on spreader is another bug
glitch or oversight, either way it doesnβt really make much sense
can't say I remember the reasoning
but, should we have rockpox enemies have their own pages ?
as of now, pox grunt is on grunt page, and pox praetorian is on prae page
https://www.reddit.com/r/DeepRockGalactic/comments/14d82j3/hoverboots_seem_to_occur_very_infrequently/joq1m6v/
Can someone confirm that all of those things scale with hazard level?
what other spawn thing even uses hazard level ?
don't see much reason to consider that
as far as I know, it's 10% at all hazards
is the location of that value known ? and if mission scale affects it
don't think mission scale affects it either
not 100% sure though
but that would be very weird
GD_TreasureSettings
Stationary enemies are stored in treasure settings?
Hoverboots.
sdggddgggh
interesting to see it is kinda of a third loot after lost and cargo
well, I guess to test jet boots, could make it 100% chance and see if 7PE fails to spawn some of the times
or have it be a 60% chance and see if 8 eggs / 400 mork always have it
anyway, anyone against pox enemies having their own pages
or are we keeping them together with their "regular" counterparts ?
are there any hidden places at the base? (except football game)
Hidden = needs something to unlock, or
Hidden = any place with something interesting ? that is out of the usual terminals path
guessing the first, I never heard anything needing special conditions to unlock (that aren't clear)
if you mean something similar to spaceball, only new one I got aware of, for Season 4, is jet boots near the highest spacerig point
not that the rig is that big, so should be easy to find the path to it
Why is there no page for Jet Boots?
Same thing for a lot of S4 stuff like Randoweisser
thank you very much, that's exactly what i asked for) and i already found jet boots
awesome, no problem
Randoweisser is already on the bar page, even shows up on search
are you asking if there is a reason jet boots is not getting a page ?
or why people are not doing it ?
the update came out 4 days ago
You know I sometimes think time slows down just to troll me
Thought it was like 2 weeks already lmao
needing help, I did reopen Umodel to extract audio files but looks like UE 4.25 isn't the right version to extract the files. Which version should I use?
4.27
one sec, gonna try that out
I think I might've missed a step or two
wasn't able to export the audio
I know I have to right-click this one and export the folder (under FSD -> content)
@glacial topaz not sure if there's an issue with umodel's cfg file since it already exists, should I delete it based on the error here?
might try again though one sec
not too aware of the errors, haven't used it in a while
guessing you already marked the audio options when opening the program
maybe others can help better if they know which of the audios you looking for
wait @glacial topaz I found the problem, looks like UE isn't allowed to make something in the file directory it was opened
now it is extracting
it works on 4.27 now aaa
complicated, things not being allowed on file directories
mhm, seems to work when I opened the program from its extracted folder when initially downloaded
Found some things that could update the soundtrack of S4
internal name: A_Quiet_Tomb_ST_Master_1
Identified OST: Journey of the Prospector (Bonus Track, Vol II)
Plays in: Level
oh lol, true
have to update the music page
the arcade music seems to be an 8-bit "I welcome the darkness" and "Dance of the Dreadnought"
Internal name: ArcadeMusicIdleSmallSpeaker_1
OST: I Welcome The Darkness (8-bit version...? or 16-bit am not sure)
Used in: Space Rig - Arcade Cabinet (Idle)
Internal name: ArcadeMusicPlayingSmallSpeaker_1
OST: Dance of the Dreadnought (8-bit version...? or 16-bit am not sure)
Used in: Space Rig - Arcade Cabinet (Playing)
do we know the new values for "Thermal Exhaust Feedback OC" changes ?
double what it was before
nice, so "Adds 3 fire and 3 heat damage for every 10% heat over 50%, up to a total of +12 fire and +12 heat damage."
Trying to get some rockpox stuff out of the way by adding it to wiki, hope it isn't making it too confusing
guessing the attack stats are known already, so would be nice to have those to add on wiki
yo does anyone know like, biome specific related spawns? for example, naedocytes without a breeder on dense biozone and glacial strata? are there any others like that? or like, higher chances for specific enemies on specific biomes?
Most of them should be documented on the wiki already; I'm unaware of any that changed/were added as of Season 4
Do you mean that they're not easy to find on the biome page?
Do approved mods disable achievements? Or only sandbox?
they disable achievements
Only verified allow for them
Thanks
do we know the values for pox enemies attacks already ?
Hi guys. Just wanted to say Im tinkering also with cargos now for the ES wiki, and wanted to thank you @shell frigate for the amazing explanations given when Jryce was asking. Its helping me a lot, though Im still quite lost with those but I am slowly progressing into understanding their utility and functionality. Thanks!
Happy to have helpped
Does anyone have the swarm intervals handy? I mean how long it takes between swarms in morkite expedition, OSR and PE
It's a range of time. I know in mining expedition in haz 5, the range is something between 4-6 minutes
I think the timing is the same for those 3 mission types but it scales with hazard.
Swarm page have them, dont have it handy
And i might make it easier to read
Dont think I did testing for osr tho... so yea
It could use a touch-up. Reading it as a newcomer to DRG, I don't see a clear indication whether I should be adding together the intervals or take a specific one
Oh, look at that, we're a featured partner
DRG do be a big game on Steam
Can anyone find the button that switches from wide mode to article mode?
Awesome, all rockpox enemies images added (aside from a "clear" corruptor one, depends if there is a demand for that too)
Speaking of the Corrupter, and just in case anyone asks, I did get both a Corrupter and a Nemesis in the same mission.
sounds normal to me, they aren't mutually exclusive
corruptor should be replacing meteors
the one that replaces nemesis is prospector, isn't it ?
prospector replaces BET-C
not sure nemesis replace anything
don't recall
Didn't think we had a reason to believe they were, just thought I'd mention it.
Enemy spawning logic, Work in progress, about time I started something with it, and it can be done in parts so it doesn't get overwhelming
Looking forward to improving it with everyone
Prospector replaces Crassus, doesn't it?
0 votes and 0 comments so far on Reddit
Does this have even a shred of credibility?
it's possible. i think i read that the GSG devs worked with a fan to make the full VR support mod. i imagine that might include models for the VR controllers?
found myself the 3d models and textures for stuff that looks like VR parts
don't know
my understanding is that during Season 2. Prospector would randomly replace a normal boss, but at the start of Season 3, it was added to the regular table
Oooh thank you
We were all correct, it turns out
It might be outdated though
it is, the Season 3 patch notes say "Lastly, the 3 RIVAL EVENTS have been added to the general event pool with probabilities similar to the other events. The Data Cells which you can get from these events no longer will grant you scrip or bonus Performance Points but instead will give Credits and XP similar to the Korlok Tyrant Shards. "
I assume the Prosepctor is a "Rival Event" since I can only think of 2 others (Data Vault and Comms Center)
I should say, I can't say I'm 100% positive I'm correct, but that's my understanding of it
The message was send after S3 was already out, might be best to just ask them
@weary sonnet #wiki-related-chatroom message
is this still up to date ?
are they a dev or somethin? I'm new here so I'm still learning all the names and faces
I believe they datamine the game
Elythwaen is not a dev, he's a tester like me. But he also datamines the game, as Repper567 pointed out.
ah gotcha, is there a particular reason or rule that you don't just ask the devs for clarifications since they're in the server? Or are they just too busy with stuff
as a rule of thumb, it's better to not ping them as they're pretty busy. Exception can be made in the experimental channels, when an experimental is going on.
trying not to make a 'SerPounce is a dev' joke
fair enough, sorry if that like, sounded like a slight against Elythwaen or somethin, just getting my bearings
The devs do sometimes reply in here to give some info, but it's best not to ping them.
no worries, you're fine π
Checking to see if I can find the info, but not sure I will be able to.
in any case, thank you for taking the time to
Hey sorry if this isn't the place to ask but I figured if anyone knew it'd be you guys, a lot of articles and guides and stuff say that all "events" have their own odds and rolls independent of the others, but some of the patch notes mention an "event table", so I guess what I'm asking is, is there one big list that gets rolled to see what spawns, or is each event rolled in isolation
I guess to rephrase it's like, a Korlok has a 5% spawn chance, does that it's a 5% chance for a Korlok to spawn, or a 5% chance that the event spawn will be a Korlok
In isolation
not sure which patch notes you talking about exactly, or events
but for example, you can get cargo, lost and machine event all together just fine
Some events types like machine events are a % chance for any and then it rolls on a table to see which of them it is
oh geez, that would be horribly lol
"5% of some other % of having an event"
for example the Season 3 notes says that the Rival events will be added to the "general event pool"
korlok and rival events are completely different right ?
I thought they all spawn the same way
at the start of a mission you get a bunch of events that show up in the mission, from what I read the mini bosses were counted there
I assume general instead of seasonal as meaning they don't provide bonuses to the seasonal progression
oh, maybe, or they were like, checked as "seasonal events" rather than 'general events" who knows, thanks for clarifying either way!
In general, events are rolled separately. Right now we do have multiple-roll events though - it's the Corruptor
The game rolls for a large meteor shard (25%-33%), and if that procs, it then rolls again. With a 50% chance that shard will be replaced by a Corruptor.
As of now this is the only way to encounter this mini-boss
Canβt find anything about that 50% chance to replace another rare creature spawn.
Could only find the base event to spawn it, among a pool of 3 events, all rival related.
Banagement or Assembly Storm could find more than me on that if digging deeper is needed.
yo, just saying, will someone update the wiki for the new update? or are yall working on another thing?
feel free to help with wiki edition if you think things are not going fast enough
Also, be sure to use the correct wiki. The one on Fandom is derelict
See the pinned messages for the link
given how much is already added (even if some details not in)
would bet they using fandom
that's also my guess
If DRG:S were to add new lore to things that are already in DRG. Would those things need to be added to the DRG wiki?
I don't think so. DRGS will very probably need (and get) it's own wiki soon, and I believe those, if they exist, should go there.
Guys, why can't I speak in voice chat?
you clicked on the wrong channel btw, this one if for wiki stuff
for server problems #non-drg-chat might work (?)
Extreme example but what if they were to do something like show Karl/ give him backstory? Would you make the DRG wikipage for Karl redirect to DRG:S? Or keep it as is?
I very much doubt they will
for many reasons
Not gonna happen. Ever. But if some lore was to suddenly appear, interwiki might be something, or more reasonably, a dedicated domain for the IP
personally I'm of the idea that current pages get updated with any sort of lore info added in DRG:S, but new pages wouldn't be made for things not in the original
DRG:S will most likely be even less lore drivern than DRG
because of the genre of game it is
I know, it was an extreme example. Just curious
Ok, thanks!
and because GSG is still in control of their own IP
not counting karl page that is already meant to be "free for all" in a sense
there is nothing else that would be good with lore from another game
Pretty sure people are there for things about DRG
adding stuff from others game is just confusing
that's a fair point, I suppose I'm the odd one out for mainly using the wiki for lore, anyway
DRG is sort of a bad game of you want deep lore
But I agree that if there's one place that should have all the scraps of lore collected, it should be the official wiki
Afterwards, should I focus more on wave size (how many enemies spawn for different ones) or focus on how many types can spawn per swarm or something else first ?
;-; why cant we keep an article about the drg company without fan ideas ??
Could be convinced there are reasons now to keep it
does lootbug lover victory pose have variants with a chance to happen? i've already seen 3 different "lootbug lover" animations on random players and can't seem to find those cosmetics
https://www.reddit.com/r/DeepRockGalactic/comments/14hrwqz/regular_mob_aggro_distance_in_meters/
Anyone here with the knowledge to help them out?
Need to find the good variable for that, but I remember finding it in the past for praets, I will check it later.
It was something like a sight distance.
Ok, the variable for that is TargetingRange, it is set in the enemies Behaviour Tree files (BT_ prefix).
A while ago I tried to mod it to set it to a value lower than the creature size, and could confirm that it prevented the enemy aggro.
For most enemies it is set to 75m, 150m for bosses.
I think it's more about alert component, no?
Most caves are definitely not 75m long, you can walk a lot closer to enemies.
Well that one for sure can prevent aggro if modded, there may be other that affects it as well.
It makes sense that it prevents aggro, but the thing is enemies ignore dwarves at shorter distances too.
I'm not familiar with that part, but I saw some hints that the alert distance varies depending if there's LoS or not.
I can totally measure it, but not atm, busy with another tests. Might respond to OP later.
actually it is seeing more like 3 different poses, not variations, from season 1, season 3 and season 4
would be really weird to waste animations on the same pose, instead of having more poses, wouldn't it ?
anecdotally, 10-20m is what i thought of when i saw the post. just from gameplay memories that sounds right.
it's a AoE in a cone that deals explosive damage. And it ignores armor, as do all radial damage.
It deals damage in a cone in front of the player, and it doesn't have any interaction with armor at all so it will both ignore armor and deal no armor damage.
There is no damage falloff if I remember correctly, and now that I double check in the wiki I'm seeing that we don't have a breakdown of the shockwave anywhere. I can add that tomorrow.
Looking in FModel it looks like the range is five meters, but I'm not seeing anything that gives the angle of the cone so I'm not sure how wide it is.
armor page says area damage damages armor though...
so might need a new mention there ?
The shockwave not interacting with armor is just one of the bugs in the armor system. It's supposed to deal 200% armor damage, but it straight up doesn't interact with armor in any capacity.
Also worth noting that the damage isn't actually radial. It doesn't have any of the radial damage flags in the files that I can see.
that might be why it doesn't damage armor at all π€
I cannot for the life of me find the angle of the boomstick blastwave cone, but experimental testing looks to be maybe 60 degrees or so.
My test is pretty scuffed though. I basically just made a giant hoard of swarmers stacked on top of each other and then checked the angle of the space cleared out by the shockwave.
I wouldn't consider it to be "proof" or anything of the sort. The results are super inconsistent and I don't really know a better method through which I can actually see the angle.
while yes this statement is true, it should be clarified that the Boomstick's Blastwave is not RadialDamage.
the tests i did a long time ago were that the un-modified rectangular crosshair for Boomstick was a good approximation for the width; the crosshair was just a titch wider. at Spread=35, that would be 70 degrees, so 60 sounds believable.
I only have these numbers:
And yes, it's really hard to test in a regular way.
considering that is a simple cone of height 250, and radius 150
wolfram alpha returns an opening angle of "~1.08084 radians" which is the same as ~61.928Β° degrees
so... you would need find the "angle" value, since the game never needed it in the first place
the 5 meters thing is a bit confusing, though I think 3d shapes is the right way to think about it
I guess Distance is how far it is placed from the gun.
I can mod and check it in a moment.
Yep, I was right.
so, does it not damage enemies that are too close to the player? trying to comprehend how the 2.5x1.5 cone gets placed 1.5m away
No no, it gets placed 2.5m away.
so is there a minimum distance where enemies can in front of you, but so close that the blastwave gets created behind them and it doesn't damage?
A simple test would look like this
so, it places a 1.5m radius sphere with its center 2.5m away from player's LoS?
that doesn't look anything like a cone π
Not really a sphere.
That is Radius = 3m, Length = 0.1m, Distance = 0.
That is Distance = 0, Radius = 3m, Length = 20m
And that is Distance = 0, Radius = 3m, Length = 17m
The distance to swarmers is about 8.5m here, 16m Length doesn't reach swarmers on ceiling, but 17m Length does reach them.