#wiki-related-chatroom
1 messages Β· Page 15 of 1
A little surpised we didn't have that explicitly stated already
I don't know how to fix that, it turns into [[1] βοΈ ] if I paste the correct link
Probably something that worked with Fandom mark-up, but doesn't work with wiki.gg
I thought it was possible? I might just be misremembering though.
I am 99% sure it's been like that ever since the twins and the hiveguard were added, but feel free to double-check me
Mining Expedition caves are characterized by linear series of connected caves separated by smaller tunnels and passages between them with a "treasure room" full of resources at the end. The "treasure room" features an abundance of rare Crafting Resources and Gold, encouraging players to reach the end of the mission.
Does it? I can't say I've noticed any higher concentration of crafting mineral deposits in the final room compared to the rest of the levels
It's old text, so I'm assuming it's true, but also we have better tools to check this kind of thing now
I can't say I've noticed either, might be good to check again to verify.
you'd be correct
I have really bad memeory so I am probably wrong. Bit if it does happen to me I'll send it here.
not "abundance" but it does contain some always
either from one or both type
Then I think the text should be changed to reflect that.
"The "treasure room" features an abundance of Morkite and Gold, as well as at least one crafting mineral node."
Also does that mean that on a deep dive the first egg you pop will always have the same dread?
I don't think it does, since the first type is rolled randomly from all 3
The next cocoon on the same stage is rolled randomly from 2
#deep-dive-discussion message According to this the dreadnoughts you'll encounter on stage 3 this week will be twins and hiveguard. So I don't think it chooses randomly from all 3 on the first egg opened
Ah, then it doesn't. I know that enemy pools are rolled anew every time you run the same DD, so I assumed dreads follow that rule as well
negative, they're fixed spawns
probably seeded with the map or something
Did some proofreading throughout the whole page
A nearly identical tutorial version of the Mining Expedition exists called Work Instructions which features the same caves each playthrough (although tunnels connecting the caves and resource placement is still randomized) and with a set Morkite quota of 100 (secondary objectives and crafting resources do not appear).
Is that still true?
I mean, that's just the tutorial, right?
This paragraph is talking about the tutorial
yeah, looks like it
except the tunnels connecting the caves aren't random AFAIK
they were the same everytime I went through the tutorial
same for mineral placement, not randomized AFAIK
at least not fully
https://www.reddit.com/r/DeepRockGalactic/comments/18jq08u/is_haz5s_difficulty_super_varied/kdlsd8u/
requesting confirmation that Bet-C and Korlok spawn chances depend on hazard level
dunno on crafting mats, but the last room always contains a ridiculous amount of morkite veins.
and same egg(s) for Egg Hunt trigger swarms, I believe?
not sure for that
I only have one data point for it myself.
yeah spawn pools are the same per seed so will be the same for deep dives. dreads will also appear in the same order every time, regardless of which egg is popped. so if the dd has twins and hiveguard, the first dread will be twins and second will be hiveguard everytime
I stand corrected then, thank you
When you wanted to link a page to a newcomer, but realized the page is not doing a good enough job of explaining
https://deeprockgalactic.wiki.gg/index.php?title=Weapon_Overclocks&type=revision&diff=38998&oldid=33049
it looks like slag doesn't count as terrain for Rocky Mountain
no idea if there's a page yet where that fits
[edit]
With how short the Slag section is under "Terrain" it'd feel like a nonsequitur to hide it there, but including it in the tooltip for the beer feels like that could get clunky esp. if other exceptions are found.
actually it might be that it only counts Common Rock? Lemme see about hitting bedrock and see if that's still 5 hits.
Both bedrock and compressed granite are taking 2 hits to break, same as slag. Don't know how that works; is there exposed code to confirm?
Crystalline Caverns, so I don't have any vegetation to check against for thoroughness.
[edit: Blue Crystal takes 2 hits]
Point Extraction 7, complexity 3; the bedrock appears at 81m away from the minehead and the compressed granite at 91m away. Those numbers feel... "round enough +1" that we can start to specify in "a thin layer of bedrock". I'll do a refining next to check if it's the same thickness.
I believe Rocky Mountain only affects common terrain e.g. bedrock, compressed granite, and Common Rock/Compacted Dirt (or whatever the biome uses in place of it). Stuff like the 3-hit rock formations in Sandblasted weren't affected last I checked.
gotcha.
Still not sure why it removed 3 hits from bedrock / compressed granite...
My guess is terrain has "hit-points" of a sort and Rocky Mountain is just increasing how many each pickaxe swing removes.
Instead of the regular -1, with Rocky Mountain you now do -3
The engie has a custom/modded victory pose, right? I'm not going crazy?
https://v.redd.it/p08askd88z6c1/DASH_1080.mp4?source=fallback
it's certainly not on the wiki.
unless there's any hat-specific or DLC-only victory moves, then yeah I'd say custom.
We've had twin shoulder-mounted cannons from Asian modders, this is relatively small-scale by comparison. But just want to make sure.
i think it's an upcoming victory pose in the files cause i've seen a few people using it
maybe like how the lunar 2024 hat's already ingame
but still, not normally accessible
It is the salt victory pose, been in the files for a while but not obtainable normally / legitimately. I think it was added around Season 02 alongside Feeding Lootbug, but I don't remember.
Quite literally a reference to this afaik.
Other one is feeding lootbug.
Coincidentally I use the same hat for the salt pose.
Interesting. Thanks
Have the Devs given any reason given why its not available normally? Cause it seems finished, and looks really good.
Lmao the wiki page for the mactera grabber features "freddy fazbear" on top of the picture
The fandom page is no longer supported, check pinned for the official wiki
TLDR: Fandom sucks and won't let it be removed, as even if it sucks, it still gets them advert money.
It isn't their intellectual property though is it
You don't need to own an IP to run a website dedicated to it
If you did, fan wikis would not be possible
What damage amount is needed to be taken in order to fall off a zipline?
https://deeprockgalactic.wiki.gg/wiki/Zipline_Launcher
Surprisingly it's not on the wiki, and if known should def be added. Tbh the whole page could use a bit of an update.
Unshared knowledge perhaps
It was asked somewhat recently and Banagement responded with:
DPS afaik
You can get knocked off even with no damage actually taken and high damage shots knock you off in one go while low damage shots don't.
i thought it was 25 damage in less than 4 seconds or something?
that might be for Mactera Grabbers, though π€
FSD/Content/Character/States/BP_ZipLineState
don't see anything about the window of how long it takes for that 15 damage to knock you down. it appears that allies can't shoot you down?
FSD/Content/Enemies/FlyingBug/Grabber/ENE_Grabber
I'll happily see if I can test for you guys
It's definitely in a time threshold yeah, a lone shredder seems to be incapable of knocking me down despite slowly killing me
Had a slasher deal 28 damage to be and weirdly enough that attack alone isn't knocking me off, but a follow-up is
2 shredders dealt 28 damage across 1 attack each and no knock-off but the next one did, I reckon it's the next attack after passing the threshold
Hmm, not quite actually
But you do have to surpass the threshold, either that or there's something else being factored in
Doesn't seem to be a matter of whether or not it's shield/health damage
don't suppose the 15 damage is only caring about the base damage per attack, and not accounting for Hazard scaling multiplier?
i wonder if the test could be redone at H2/4P scaling π€
enemy damage multiplier would be x1.0. if it still takes 3 Shredder attacks, i bet that would add up to 15 or something.
which hazard level, and how many players?
Haz 5, solo
What should I base this off of? Haz 2 or 3? Can't remember where the scaling starts
I'm on Haz 2 rn, oddly enough I'm being knocked off by 2 slashers before even reaching 25 damage taken
I'll try Haz 3
Same happens on Haz 3, despite the total damage across 2 hits being 24
2 sniper turret shots does the trick on exactly 25 damage
The base damage (and base health also) is in hazard 2, 4 players (which is not practical for testing, since most tests are done in solo).
There's two conversations going on in here and I think some wires got crossed. Are you talking about Grabbers now or still testing Ziplines?
Grabbers? Nah I'm still testing ziplines
That 25 damage value MeatShield posted was in regards to Grabbers
so, for those Shredder attacks on H5/1P that did 14 each: dividing by 2.8 is 5 base damage.
3 attacks x 5 base damage = 15, the threshold for knocking off a zipline.
so, this probably needs further testing, but it seems to be the base damage (not modified by Difficulty Scaling) that determines the 15 damage threshold to knock a player off of a zipline. π€
this explains why a Mactera Spawn can knock you down in a single shot -- its base damage Sting Shot is 15.
How could that be presented in an easy to compare way? Is there an easy way to make a hazard level "effective damage taken" chart? or is damage scaling different for different enemies?
by this logic, a single Web Spitter damage shouldn't be able to knock down, but an Acid Spitter's should on the 2nd tick of the DoT
the wiki knows all: https://deeprockgalactic.wiki.gg/wiki/Mactera_Spawn
Which is the base damage? or was your assumption incorrect/not yet proven?
but it seems to be the base damage
Base damage is always the one in hazard 2, 4 players, so in that case 15.
It can be confirmed in the code when you check how the page is made if you have a doubt (the template use the base damage), or in the Difficulty Scaling page (check which difficulty is using a Γ1 scaling).
If it is base damage for the zipline calcs, then which haz/player combo that is needs to be pointed out in the Zipline page if the damage threshold is ever added (IMO it should be), as this is not common knowledge among the common players.
right now, it's just a hypothesis that the 15 damage threshold to knock off zipline uses un-scaled damage. we would need more rigorous testing before editing the article, imo.
a fast and easy test would be to repeat the Shredder 3 attacks on Haz1. at x0.5 damage, it would be considerably less than 15 taken. if that still knocks the player down, that would be a strong indicator it's testing for un-scaled damage.
i would expect 7.5 damage taken by the player's shield, but to be removed from Zipline
π€ another thing to consider: this contradicts what Banagement said about it being a DPS check of some kind. i usually start by assuming Banagement is right for matters like this, so it does worry me slightly to use "just 15 un-scaled damage" as the knock-down condition for Zipline.
the Banagement message i refer to
Testing RN H1 1P, and it def has a time limit, and it seems pretty short, so that lends to it being a DPS check. 1 and 2 shedders where unable to knock me off no matter how much they attacked, but three are able to, and it seemed to only occurred when all three attacked in quick succession. Gonna record it rq and post here.
No upgrades on anything, only mods enabled are Damage Text, Shield & Health numbers, and Sandbox Utilities + their dependencies.
Tested again, and here's one where they knock off in three hits in quick succession
there is a DamageResetTime member on ZipLineStateComponent with a value of 2.0, and and unreflected member named TimeSinceLastDamage so maybe damage taken resets after 2 seconds?
Three hits for ~7 damage total at H1 1P, def seems to be unscaled damage, but need more testing to 100% confirm.
i'm a little surprised it's a 2 sec window. that's what i was counting out watching LayDax's videos, and it looked like a 2 sec window but i thought that was too narrow.
but hey, thanks for solving that matter nice and fast 
so, 15 un-scaled damage within a 2 second window π€
if an Acid Spitter's DoT works the way most DoTs do -- apply the first damage tick instantly upon application -- then it would do 10+2.5 un-scaled damage on impact, and at least one more 2.5 un-scaled damage from the DoT within the next second. therefore, i would expect that an Acid Spitter hit would knock off the zipline 100% of the time, as soon as 0.5 sec or as late as 1 sec after you get hit.
H1 1P, Acid spitter Knocks off after 1st tick of DOT, gonna record it rq
science FTW. make a hypothesis, formulate a prediction, perform the experiment.
FeelsGoodMan
π€ at 2 damage per bite, would you need like 5 swarmers to get 8 attacks off in the 2-sec window?
Same number of hits to knock off in H5 1P
Seems to be possible with just 3 swarmers, but it did look like 8+ attacks in under 2 seconds
Skip to 25s, knocked off after 8 total hits, though the 8 attacks took longer then 2 seconds total. So maybe its all damage must be within 2s of eachother? Meaning every attack resets the 2s timer.
2 swarmers, 8 total attacks to knock off, over ~8 seconds, H1 1P
That might explain the two variable names AssemblyStorm mentioned. Nice catch!
Alright, thanks to LayDax testing and AssemblyStorm info, I think we can promote this from hypothesis to theory and edit the wiki page.
Sweet, good job lads
I just guessed, lol. Been busy so I haven't looked into the actual stats.
Now that's out of the way, I wanted to bring up something I noticed about shield regen
You see I've always seen the armor rig stats in-game and taken it's word for it
7s delay, 6 if shortened, 9 for double Regen, deduct 5 from these if using shield battery booster
But after deciding to look on the wiki pages for every single piece of equipment for general information intake (God knows why) there's a stat on there that says "Regen delay: 5.5 seconds"
Which is odd, considering that's never mentioned elsewhere, and on that same page you can find it again saying the delay is 7 seconds
But after actually timing it in-game, it actually is 5.5 seconds
Of course it's not hard to recalculate shield regen things based on this, everything is the same, just it takes 1.5 seconds less than thought
But then it really made me beg the question, wtf does shield battery booster do to it? Shield battery booster says it reduces shield regen delay by 5 seconds, surely if you paired that with the shorter delay upgrade, your delay would be....-0.5 seconds? Something ain't right here
If I had to guess, I bet it's the same ordeal, it has 1.5 seconds less than it says, being a 3.5 reduction, totalling to 4.5 with the upgrade, making a 1 second Regen delay
yes.
Knew it, begs the question though, wonder when the devs will fix the in-game stats
Is damage scaling the same for all enemies, or are there different categories.
If the former is true then when the zipline page is updated we should add a table with βeffective damage to fallβ that has the damage taken scaled per hazard/player count.
If the latter is true, and its consistent categoryβs like health scaling , it would just need multiple charts, with a list of the effected enemies types.
If itβs the latter and itβs not consistent then just a blurb on how itβs unscaled damage, and it varies on hazard level and enemy type would be enough.
that's an answer already in the wiki: https://deeprockgalactic.wiki.gg/wiki/Difficulty_Scaling
to the best of my knowledge, the damage scaling is consistent across all enemy types; it only relies upon Hazard level and Player count.
we could pretty much copy/paste the Mactera Spawn's "Sting Shot" table into the zipline launcher, because that has a base damage of 15 (like the damage required to knock the player off)
What's the movement speed stats of dwarves, like specifics, wiki states approximates
base stats:
- walk 3 m/sec
- sprint 4.35 m/sec
- jump is +5 m/sec in the vertical axis only (i think. my original testing placed it more like +5.5, but the gamefile says +5)
Gotcha, thanks
When is the first promotion?
thanks
the extra 0.5 is dwarf's height
i think
https://deeprockgalactic.wiki.gg/wiki/M1000_Classic
ASS charge speed bonus is +19% in game, but on the wiki it states +20%. I'm assuming this is due to how it's not a set percent, and instead a set value added to charge speed. If this is why, is it more accurate to say +20%? Or would it be better to say +19% just to match the in game description?
the only value that matters is that it adds 0.31 to charge speed (When text have an underline, you can hover over to see more about it)
but considering the base of 1.6, that would put it at 119.375%
we often ignore what is displayed in game and don't put it in wiki, but it can be more easy to understand how a stat is changing
Ah, so its a difference in rounding. Good to know
Is there a page about phasebombs anywhere?
did you check caretaker page ?
unsure why we havent been able to add yet
if lack of time, or values unknown
getting 20 damage in a 3.5m radius from files
either explosive or burn + hear, not sure which% though
Yeah that's what I was curious about, I remember seeing the heat bar briefly when taking damage, so started to wonder how much heat they were dealing
I guess you can test with gunner explosive resistance ?
Could do yeah, I'll try that
Just tested as scout, 48 damage, gonna do as gunner now
34 as Gunner
Soooo, what, that makes it 28 explosive, 20 heat right? Not too sure how heat damage works yet
Just took 46 as Driller
I think I'm messing up by not standing at a consistent range, I'll redo these
Okay 44 as gunner when stood in the dead center
48 as Scout, dead center again
48 as Driller
48 as Engi
So like, only 8 of it is explosive?
The heck is the other 44 then?
@glacial topaz what do you make of this?
Haz 5, 1 player
Heat is just for temperature status stuff, it doesn't deal damage right? I'm pretty sure Fire is the actual damage type most hot things apply alongside applying heat.
I thought that yeah, but I've never actually looked into it fully so didn't just wanna assume
I know that Heat/Cold is an entirely different system from Fire/Frost that just happens to be linked most of the time, and that the rest of the temperature system is more complicated than I usually want to deal with.
What's the tick interval, duration, and damage per tick of Bosco's electric rounds? Can't seem to find it here
https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Electrocution
It reuses the Stubby's effect, should probably add a row for that (maybe with a note that it's the same STE)
Thanks
While I'm here though, I noticed there's a lot of missing info on the Sentry gun's page
Like, what's the delay between bursts? What's the target acquisition time? How much does hawkeye improve it?
I'm pretty sure I remember someone saying that DoT ticks in this game happen at randomized intervals
Some do, some don't
Some do, but there are also some that don't. The coilgun stock trail had random ticks before the maintenance patch, but now doesn't.
What affects Bosco's burst amount and delay? I noticed that if I had him target something really tough, it was actually a consistent amount and delay, but of course, the wiki states variation
do you not roll over carried minerals between deep dive stages? I had 239 nitra, collect 2.8 more but don't turn it in, start of the next one I have 239 nitra. huh.
it should be in your pockets
ahhh, did not check that immediately. gotcha. π
morkite does not roll over
tho
makes sense
Snowglobe hat not being awarded seems to be fixed
Also, do we need the correct Yuletide Yearly Performance assignment completion MC voice line?
I saw a lot of reports that MC was mistakenly using the summer holiday voice line
They fixed the voice line a few patches ago but due to the rollback it broke again
so someone probably got the correct voiceline during that time
Oh, we don't even have the '23 assignment on the wiki
I'll get on it after a shower
Btw do presents still drop error cubes? I have opened quite a lot so far but have not gotten a cube. Last year they definitly still did
There are daily threads on the subreddit where people go "I didn't know presents can drop error cubes", so I think yes
Yeah, I've probably just been very unlucky
Frost Praetorians spew an icy mixture which deals no damage, but will rapidly chill a Dwarf's body
They do deal damage now, not sure how much
Yes.
I feel like this is getting too lengthy
I'm gonna add another subheader level for holidays
The situation isn't helped by inconsistent names
Yearly Performance Bonus has the same name every year, so we collapse all of them into one subheader.
But the Halloween assignment was named differently in 2022, so they take up three items on that list (10, 11 and 12)
{{quote|'''YOU MISSED IT! NOW IS YOUR CHANCE!'''</br>Hi Miners,<br>This is your chance to 2022's beachparty headwear! It's not trendy anymore, but you don't care! <br>Regards,<br>Management}}
Can someone confirm if the description actually said "your chance to 2022's beachparty headwear" or that was the editor's typo?
from translating place
This is your chance to collect 2022's beachparty headwear! It's not trendy anymore, but you don't care!
Regards,
Management```
Well... it became more structured, but the length hasn't improved π
other than splitting each of them into their own pages, I think that's probably the best you're gonna get though.
and I don't know if there's enough information to justify subpages. admittedly I'm now thinking about it...
no need to have the sub sub header displayed, just make the more recent ones appear first
and last case, do the same as Dev QnA page, archieve the old ones
IMO we'd need to list dates of when the event ran each year, and the overview page should include not just a basic description, but a general note about rewards - e.g. for yuletide, the fact that there's [one armor + pickaxe set + headwear], plus 1 headwear per year.
I think Omega's suggestion is better though.
Yeah, in some of the "catch up" assignments we list the cosmetics from previous years. In others, we don't
the fact that a catch-up assignment exists and completing it once provides all previous years' cosmetics is, I imagine, sufficient for the vast majority of visitors.
Added this so we have something to point to next time someone starts an argument about it
https://www.reddit.com/r/DeepRockGalactic/comments/18opk73/does_the_mission_type_change_after_the_rotation/
Wikipedia's {{TOC limit|4}} doesn't work. I poked around and it seems the Calamity wiki had to create their own template to recreate this effect. Can we also have that @weary sonnet ?
I will check that, if it is not there by default, adding it should be possible, just need to figure out how they did it on their wiki and see if we can adapt it to wiki.gg.
I will check that template and check if there is something similar by default, if not adding it shouldnβt be a problem.
Also, I'm considering just dropping this passage:
There are currently 31 assignments available: Conquering Hoxxes IV, Four Promotion Assignments, Seven Prestige, Sixteen Weapon License Assignments, One assignment for unlocking Hazard 5 difficulty, Two Seasonal Assignments, One assignment for unlocking the Mineral Trade Terminal, One assignment for unlocking Industrial Sabotage, Heavy Duty and Weekly Assignments. Additionally the Weekly Core Hunt reward Infused Matrix Core after completing Breach The Core.
Not only are there over 60 assignments now, but also there's just too much upkeep for a number that I don't think is very useful. There's the work of updating it every time a new assignment is added, and the work of thinking/remembering why we include some assignments in that total and omit other assignments.
While mentioning the weekly assignment (and maybe mandatory one) seems useful, including all of them do seem overkill and hard to maintain indeed.
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Oppressor Opressor is still listed as having electrocution immunity, is it ok if I just change it to 'No'?
It is on their /Data page, not sure you have access to it.
If you donβt let me know and I will update it.
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Oppressor/Data
Yeah, I can't edit it. Didn't know it had to be edited on a separate page
It was a protection for the creatures stats since it affects a lot of pages.
If you need to edit one, feel free to ping me here with the changes needed.
Sure, thanks!
It should be fixed now.
Dreadnoughts can also be electrocuted now I believe
I am actually not sure, gonna test it quickly
Once confirmed let me know I will update it for all of them if needed.
I donβt test/play much anymore, but I am still a wiki admin and I still help for template and such when needed, so feel free to ping for anything related to that.
@acoustic scarab I can confirm we will need a custom template and probably some custom CSS rules as well, will do it between today and tomorrow (donβt want to copy from the other wiki without understanding exactly what it does).
But at first glance this is exactly what we need, and it should be a pretty clean solution, so thanks for the link, this will save a lot of time/testing.
Every dreadnought can be electrocuted, I tested in sandbox utilities
@acoustic scarab The Toc limit template is now fully working.
Still need to write the doc, but you can already use it.
{{Toc limit|2}}
2 being just the main title, 3 title + sub titles.
Using 1 or less makes no sense, using 2 to 7 is supported.
I added the bare minimum for it to work, both in css and in the template, so it is a bit more simple than the one on the calamitywiki for now (since we just needed to add the limit, not the other options afaik).
I appreciate the help, Ely
How much does sticky goo in fungus bogs slow down anything entering it? And am I right in believing is doesn't affect glyphid pathfinding like how repellant platforms would?
Okay, now that we have more tools, I want to highlight another problem I have with the assignments page.
One the one hand, we use the top-level header (H2) precisely once, to write "Assignments".
There is no other section on the same level as "Assignments", so it's sort of hogging the H2 level without much sense
On the other hand, individual holiday assignments are pushed to H5, three levels lower. And in the formatting we chose for our wiki, H4 and H5 look so similar it's difficult to tell them apart at a glance
My proposed solution is to get rid of the H2 "Assignments" header and push everything else up one level
It's logical to assume that the page titled "Assignments" is going to list assignments. I think we don't really have to make a header that says so
Pushed in that way, they create more visual distinction
Trying to see which rules are used for the headersβ¦
Anyone know what skins are for wiki.gg / where we can choose them?
Seems like there is default, hydradark, vector and fandomdesktop.
Seems to be using two css files, common and vector (on pc, common and mobile css on mobile).
The css defining the rules for the headers ison the vector / mobile css.
H4 and H5 are using exactly the same css (so the difference is one is h3 title, the other is h4 title)
Should I take that as you're going to tinker with header formatting, or should I proceed with my plan?
Hey anyone know an answer for this?
Status Effects page says
It applies a 70% slowdown effect (x0.3 Movement Speed) to any entity passing through it; this includes Dwarves, Glyphids, and flying enemies who happen to hover too low. A couple of enemies are exempt from it in certain conditions, such as a Q'Ronar Shellback in rolling form which gives it immunity to all slowdowns.
I was about to link the Fungus Bogs page but it doesn't go into as much detail as that (lists the same slowdown amount)
Dystrum chunks use the same model as Gold, and Magnite.
Wait, what? Magnite?
yeah. magnite uses the same rounded chunks, instead of the little triangles of nitra and the other stuff
Is this image not loading for anyone else? On mobile, haven't checked pc yet
Ow wait I am blind, it's just very hard to see on a black background π€£
not sure if best to have the wiki add a faint background to it
instead of editing the image to not be transparent
https://deeprockgalactic.wiki.gg/wiki/Swarm#Unique_Swarm_Types
So when we say "Dreadnought: N/A", is that to be taken as impossible or no data?
I can try, but not sure what would be the best way to make it distinct.
The problem is to distinguish title 4, 5 and 6 from what I see.
The current font is pretty much locked when it comes to font weight and I canβt really decrease the font size, otherwise it become a bit harder to read, wich is a problem for titles.
I can cheat a bit by using other versions of the same font and making it bold and uppercase.
Removing the all uppercase or playing with the letter spacing is also a possibility.
I could also add the linear gradients to the h4-6 titles with a different colors/color/size/thickness to help distinguish them.
H3 and H4 no changes, H5 with a different font (RiftSoftDemi instead of RiftSoftBold), all uppercase and Γ0.8 font size.
If I keep the same font and just decrease the size, it just become hard to read for me (and keep in mind, there is a H6 that should be even smaller)
P.S. no changes on the wiki for now, only changed it locally.
We could just agree on the site-wide level to not use H6, like we have a policy for no H1
Then we won't have to solve a problem we don't yet have
That is possible indeed.
A preference on what kind of solution to use for h4 and h5 then?
I think screenshot looks fine
This is at 0.8 em.
But I'm still going to suggest this solution again
Get rid of it for the toc only or for the page in general?
Ah, we already got the page title, forgot that, since it makes a duplicate (with the page title) I have no objection to that.
Will do it.
For the page in general.
I firmly believe that a header level with only one item is redundant
Ok, just removed it, reduced all other titles by one level and reduced the toc limit template by one level as well.
The CSS change should be live too, not sure they are still needed for this page though.
means Impossible
otherwise it would be "unknown" or "???"
what should it be (?)
But dreads are possible in solo mode
:S this is gonna be the like the 3rd time we talk about that
and everytime you understood
so again, they are only possible on solo/multiplayer Point Extraction (hazard 3 or less)
on Mining Expedition and On-site Refining, Multiplayer only
Alright
Once I'm home I'll edit the page to communicate that more clearly (I mean a couple more sentences here and there).
we already did when you talked about the same thing months ago
it mentions it is for ME and Refining
And we still have people being confused by the page and saying the wiki is wrong
the way you do it, it sounds you are forgetting every time
like, if you had shown a post and said "people still confuse the dread vs solo thing, how can we make it more clear, without making it too wordy"
Well yeah, we're allowed to not have perfect memory
raises hand I haven't been here for months and months so that's not applicable to me, and I will say: I thought that page was saying random dreadnoughts are impossible in solo. I have thought that every time I visit that page, even after attempting to reread it closely because surely the wiki can't be wrong right, and I encounter them so often in haz1 PE!
I simply had not gotten around to bringing it up or editing it myself. It does sound from your back and forth that it's more complicated than that (and therefore, that if I had edited it I probably would've been wrong), but if we're talking just clarity: I have gone back to re-check the swarm percentages at least twice in the last few weeks and I have had the impression there must be something missing from the table each time.
Some words of appreciation from GayFrogsCollective
https://www.reddit.com/r/DeepRockGalactic/comments/18pis7k/swarmreplacing_dreadnaught_spawns_in_solo_mission/kepwdqh/
would changing the header title to this solve it ?
that or "Mining Expedition and On-site Refining (Unique Swarm Types)" or
I think "Mining Expedition and On-site Refining (Unique Swarm Types)" would be helpful, yeah, though I'd also want some boilerplate on each mission type (e.g. which ones don't have random swarms); that leads the reader to expect each of the remaining types will be addressed in turn, and especially with the heading flipped, wouldn't expect anything to be universally applicable beyond its section.
I would also probably move the Enemies Pool heading underneath the rest, either at the end or above Unique Swarm Triggers, as it's more granular. It'd be like: okay, we've explained what mission types can have what swarms, now here's how the game decides what they're made of.
It almost feels like the spawn gen and swarm proc stuff should be in separate pages, but I can't explain why I feel that way. I could see having most of the swarm proc stuff moved or copied over to the Missions page perhaps? I reckon just adding a line under Mission Types on that page, stating that swarms are a type-specific mechanic and linking to the Swarms page, would be sufficient.
We dont know much more about other missions swarms, that is why it is lacking
(Those being egg and escort)
Salvage and sabotage is pressure type iirc, but yea,
in which way ?
Egg hunts have no special swarms, only trapped eggs and ambiant spawns.
Escort has ambiant spawns, timed swarms (only when Doretta is at a stop) and constant spawning when Doretta is heading toward the heartstone. No special swarms either.
Mind you: I don't have datamined proof, but I've never experienced anything else in all my playtime.
Egg, How many enemies can spawn on trapped eggs vs normal eggs
Escort, what is swarm interval
Etc, so numbers mostly
all of this is probably influenced by the hazard level too
Also I want to add, swarms during Doretta stops are only on a timer until both filled canisters are inserted
Between the moment the canisters are in and the moment the player pushes the button to progress there are no swarms
Observed this many times on solo haz 3
if anyone wants to check I did some adjustments to many parts of the page
https://deeprockgalactic.wiki.gg/wiki/Swarm
ππ on your adjustments. I do see now that part of my previous confusion was with not recognizing H2 sections after H3 subsections, but I'm comfortable dismissing that as just me.
Thank you so much, its so much more clear now, 10/10!
Quick question re: Egg Hunt's unique condition; do you mean "simmultaneously", or is the number of swarms capped in some way I'm not aware of
(Also, added the elite enemy variants as thumbnails under their respective categories, as otherwise at-a-glance it seems like they're just not accounted for; feel free to tweak everything if need be though)
E.g. if on a long Egg Hunt (8 eggs, 3 swarms) the team figs out eggs in rapid succession, three of them roll a swarm, all three can stack
The only cap I'm aware of is the total number of swarms defined by mission length
Dreadnought Spawn
If certain conditions are met, a regular Glyphid Dreadnought is scheduled to be spawned during mission. The mission needs a Point Extraction Scaler of 0.9 or lower (Hazard 3 or less)
Bit confused at what that means exactly ?
no PE dreadnoughts in haz 4 or 5
π€
the "Elite" are not included because they are not part of how the system works
for example, for the special enemies pool, the game will pick X enemies, and Brundle is just not a consideration (so having them there will make it look like it is part of the available pool to pick)
// if needed an explanation on "how some enemies spawn if they are never part of the pool" can be added
this works ?
Why are tribade shown in the icons then? Are they or are they not elite variants?
*trijaws
they are both
they can be picked by themselves, and mactera spawns can also turn into them
yes, that means they are much more likely to appear compared to others
Elite Glyphid Bulk Crassus Detonator?
aren't you using the wrong wiki ?
the right one is pinned here, wiki gg
fandom is no man's land
Oh right
I think we should clarify that somewhere then. Also, does that mean they can " double dip" and take up two slots?
if you get spawns + trijaws to be selected then yea, if you call that "2 slots"
So I checked the active users page and noticed there are only six of us who edit anything more than once a month.
Previously I toyed with the idea of a shared to-do list / wishlist that'll help us keep track of things we want to do for the website. I assumed with a lot of editors that isn't feasible.
But apparently we are a small enough team that I think we can achieve this.
we have a to-do list already btw https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki:Community_portal
down below
Is it meant to be used by everyone?
If so, that's good news
Ah, I see it gets used about twice a year
The first thing it makes me want to do is check how much of it is still relevant/needed
probably good to not have what have been done already
The reason I keep coming back to this thought is, I regularly read conversations here and think "yeah, we should note that down to check later, otherwise everyone's going to forget"
I don't mean to run this as an IT department and have sprints and whatnot, but an up-to-date list of things to add/check would be useful (to me, at least)
I am not very active anymore as you know, but ping me if you some help/ admin right on the wiki for something.
I'd really appreciate if you skimmed through that page and removed items that were updated and/or finished.
Otherwise I'll just be pinging you and asking if an item can be struck off the to-do list.
Randowiser beer was added and I know spawn/waves rules and conditions were researched by Omega.
For creatures armors, we now have access to most of the data in the files, filling it is the most time consuming, same for new creatures data.
yea, pretty much the work that has been done for Swarm page, but there still more to uncover (Wave size, salvage defend mechanics, enemy parameters in waves, etc), so I can update that section to be more specific
if nothing else, we have user pages at least, right? You can jot down notes to revisit later, and can cross-reference / check if they're still relevant at your leisure.
hey, I'm in the process of modding flares and I noticed something regarding the wiki: Wiki says that flares are the same for every class, which is untrue based not just on plain experience, but on the game files themselves: https://imgur.com/a/uQU42rV they have different light colors as well as radius and intensity, Funny thing is, Driller has worse flares than engi despite the same name lol. So the wiki's "There is no difference between these two types, despite their names. " couldn't be further from the truth https://deeprockgalactic.wiki.gg/wiki/High-Intensity_Flare
if they are different it is weird it never got mentioned
as if they had said, pretty sure people would be able to figure it out
but if everyone sees them as having the same stats, explains why it went under the radar
are those still used in game though? they initially did have different stats but flare upgrades were then added to base flares
my memory of the all-class "F" flares are that the colors have always been different, and that they had two different categories long ago. one was medium intensity, the other was high intensity. i think Driller and Engie were medium, and Scout and Gunner high intensity flares?
the upgrades gago mentioned were regarding cooldown time and flare duration, and were the same across all four classes. what i think Monar is referring to is the spherical volume of space that is illuminated by the flares.
i don't think anyone has documented different light radii or lumens levels before Monar's report.
There are different accounts from GSG themselves. Mikkel said they have different intensity, other devs said they're the same
We do, but the point of a shared to-do list is that it's not scattered across each team member's user page.
My ideal version is a single page on the wiki that someone keeps up to date (I can volunteer), the link to which is pinned in this channel for easier access.
There's the downside of excluding people who are not on this server from this coordination effort. Thankfully, at this moment, all somewhat active editors (all six of us) read this channel, so it's not a big issue.
or its the old name for the Scale Brigade
This (or they have another armor in that style coming up for the last two years)
ok
it occurs to me after what I just posted in memes channel - does the wiki have a place for recording mineral trade station tickers? Or the lore gleaned therefrom?
because all I remember is one (1) trivia reference to huuli hoarders somehow causing crew deaths.
I reckon it'd be difficult to get a good shipwar started if people can't search up what to call magnite, or which of bismor or bittergems is the battalion, for instance.
... we already have all tickers there
Link should be on the trade section of space rig page
There is a subpage for ticker messages. However, it seems that it's not linked to any article page
https://deeprockgalactic.wiki.gg/wiki/Special:WhatLinksHere/Space_Rig/News_Feed_Ticker
I.e. I could only find it by searching for "ticker"
I'm glad I'm not going crazy.
even following links from under trade area back to 'Mineral Trade Station', they're just redirects to that section of 'Space Rig'.
Done, linked
Spent a bunch of time making that page but didnt worry about linking lol
If anyone got ideas for where to put it
Actually it interrupts the flow of explanation for the trade mechanics, I'll move it a little lower
so it is true.
there really aren't second factions for Jadiz or Magnite?
this bothers me.
bhopping without any input moves you backwards at walking speed,
and, i can't be certain, but i think reverse bhopping is ever so slightly faster than forwards not to mention it feels slightly smoother
Huh? Do you mean spamming Space while standing still moves you backwards?
timing it right for a bhop
also using the strafe movements moves you backwards at walking speed, only jumping won't move you
Can't reproduce it using hold to bhop and sprint by default mods
(Or I didn't understand what you mean exactly)
Is there any documentation of getting 2 error cubes in a mission?
Just finished a mission with 2 sitting next to the Heartstone, was thinking maybe it trying to spawn on in the same place made it double-spawn?
Proof if need be:
Might have been the gifts from the event, but didn't see any
yes, this is a well-known phenomenon of the Yuletide event in particular. the presents have a small chance to yield Error Cubes. i think the record screenshot i've seen posted is like 4 or 5 in a single mission.
by default, the Error Cubes that generate as part of the level (with the flashing purple and the silver/grey spikes) can only occur once per mission.
Ah, thanks
https://deeprockgalactic.fandom.com/wiki/Accessory_Shop#Matrix_Core_Cosmetics
There is headwear which is currently named ski mask on wiki but hockey mask in game. Should that be changed on the wiki?
Donβt bother, not on fandom at least.
We moved to wiki.gg
https://deeprockgalactic.wiki.gg/wiki/Accessory_Shop
If it is wrong on wiki.gg, feel free to fix it yes.
If you donβt want to make an account there and it is wrong, just confirm it is wrong there too and I will edit it.
Aah, I didn't know that wasn't the official one. It's correct on this wiki.
All good then.
There is some vandalism going on on the fandom wiki since we moved, but there is no more wiki admins there but we canβt remove the wiki since we canβt belong to both wiki at once.
Interesting. Pods can go through ice without fully carving it. I'm assuming it's because the carving happens at a delay - the object has to pass below a point before it gets removed
Another factoid about carving is that fissures in Glacial Strata don't just carve terrain below the ground, but can also carve minerals aboveground. In this case the mineral wasn't lost, but fell into the fissure in chunks
who is Karl
ok i dont know if it belongs here but is it possible to somehow get sizes of all glyphids in meters for example, or in any units idk maybe by comparing their models or something?
We have access to the creatureβs models, but there is no size associated to them.
Afaik only the devs would have access to it.
The only creature whose size was researched a bit was the grunt, mostly for theorycrafting purpose.
They size was calculated by comparing it to a platform from the engineerβs platform gun.
#wiki-related-chatroom message
Thanks this will be helpful, but also i saw some people recording videos from drg in white wall room, where they were able to spawn any glyphid without them attacking or moving, the thing i need is mesurment like pretorian is around 3 grunts long and 5 high so i could use white room like this buf i dont know if its from mod or some way to get into it
I have idea for little project and i just dont want to mess up scale too much
That white room is from a sandbox mod, you can easily get it (looking for the nameβ¦).
Thx king
It should be sandbox utilities, maybe combined with spawn menu.
thx again it will help a lot
Other useful testing mods are damage text, better time control.
i have big idea of making like models of glyphids and envoierment so ( at least thats the plan )
Since sandbox utilities is sandbox, it will make a copy of your save when you use it, so remember to switch back to your normal save after your tests for normal play, unless you donβt care about achievements and such.
it will make copy on itself ?
It should warn you first, but it will ask to make a sandbox copy of the save and will make it by itself yes.
If you want to see the models of bugs, you can access them directly (but without the textures) using umodel (aka UE viewer).
https://www.gildor.org/en/projects/umodel
second idea also should work
The search bar is drunk again
Huh odd, can't replicate on my mobile, other than of the moment the page is still loading
On an unrelated note, can we say with certainty that when an assignment picks a mission, it always looks for the same mutator?
This is Fashion of Yuletide Past, 4th mission. In 3 different rotations it picked LO
I know the mission template specifies sometimes mission variation , such as 4 eggs, instead of 6/8
You will probably find the LO specified for that one ??
But doubt it will bother keeping the same mutators, if not on template
Where can we check which assignment has which template?
I only saw a "MD_Duration_Normal" for it
Path is Content/GameElements/Campaign/
"CP_Xmas2023_OldHats"
I think that is the one you thought
Oh, now it's free of mutators.
I guess it was a coincidence the previous three times.
Or maybe not, like, something on LO that makes it more likely to fall under that mission type
Unsure either way
So we detail what "Battle Frenzy" is on the weapon page. Is this "Battle Cool" effect new? It is paired with T5A "Battle Frenzy", both "Battle Frenzy" and "Battle Cool" disappear when I take T5A off
Battle cool is more accuracy
Batle frenzy is more speed
that's from the GK2 rework IIRC
hold on
- Combined the T5 Battle Frenzy and Battle Cool upgrades into one and kept the Battle Frenzy name.
#patch-notes-steam message
there
Ah, I see. This must be because Nishanka also has Battle Frenzy in one of its mods (speed bonus only)
Is this "Battle Cool" effect new?
[cries in underpicked mod]
Hey, the only reason I noticed this is I'm randomizing my loadouts. Otherwise I'll never get the weapon maintenance paintjobs other than for the 8 weapons I always use
https://youtu.be/FnGwezcx8EQ?t=5563
So apparently Rockpox prevents fall damage. Is this also true for the frozen status?
Frozen status does prevent fall damage yes (at least it used to, didnβt check it recently).
I didnβt know it worked for rockpox as well until you mentioned it.
I wonder if being frozen/rockpoxed will knock a dwarf from a cave angel
I imagine it should
If the dwarf end up being frozen before the cave angel, which is not guarantee since there is no natural cold source in their biome.
Rockpox rock also has better fall damage resistance than engineer platforms if that was also not known.
You mean it cushions the fall on it better than platforms?
Yes. Not sure about the specifics at the moment though, it seems to be 50-100% more distance iirc.
i see GameElements/Plague/Materials/PM_Plague_Plague and GameElements/Plague/Materials/PM_Plague_Dead both have the same +5m ExtraFallVelocity as platorms, snow, and goo π€
if that's indicative, then it ought to be identical to the others; not better.
π€ maybe it's a stacking effect?? like, the active rockpox plus the infected ground beneath it?
no, that doesn't sound right... otherwise platform + snow would have better fall dmg reduction too...
i dunno.
if the +5 m/sec do stack for some reason, that would raise the fall damage velocity from 10 to 20. referencing https://deeprockgalactic.wiki.gg/wiki/Fall_Damage and solving for height at which 20m/sec is reached yields 20.4082m.
so, 5.1m before fall damage by default, platform/snow/goo increases it to 11.47m before fall damage, and if rockpox is double-dipping it would raise the distance before fall damage to 20.4m
20.4/11.47 -> +77.85%
π€ it's certainly possible. i have no experience with that variable, no clue how it interacts...
Snow has the same restitution as plague from what I see. But this is from the editor which may be incorrect.
just tested in-game. stacking a fall-dmg-reducing platform on top of a glacial snow pile and falling from 13m does not change the fall damage velocity threshold to 20. so, the expected result -- but verified.
that is to say, stacking snow + platform did not increase the fall height to 20.4m
going to try falling 20.4m onto rockpox now...
Hmm, seems about the same after testing it. I just recall receiving damage with platforms before I did with plague. Well, still, an interesting feature of plague. Sorry for the incorrect info.
fell from ~19m, took fall damage onto Rockpox.
our results match -- it seems as if the Rockpox material is just equal to platforms/snow/goo, instead of superior
no worries! science is built on testing to prove/disprove assertions. some info that was accidentally wrong still led to more knowledge in the end 
I only realized it because I replaced the whole biome render material with plague for one of my new mission types and was like why am I taking no fall damage from absurd heights, lol.
so this is where the hardcore engi mains hang out i guess
Yeah, the residents of the wiki chat are as smart as they are chill, and they are extremely chill lol.
Dang. And we don't even have a good place to mention this very relevant fact about the rockpox soil.
Because that soil is only found around contagion spikes, which the wiki only mentions on the mutators page, as part of the Lithophage Outbreak description.
Does it not work on the corruptors soil? Once it dies it leaves the dried version
Ah, right. That should count as well.
In any case, we don't have a page for the corruptor either. Only a few sentences on the Plagueheart page
what does "your funeral will be a sober ocasion mean"?
this is my personal interpretation of that voiceline. i've always taken it as a double entendre:
- it implies that when a dwarf gets killed and left behind, they hold a wake in their honor where the survivors get drunk and tell stories about their fallen comrade. thus, they would not get drunk, or even hold the wake, due to the repeated "friendly fire" incidents from that particular dwarf.
- funerals are expected to be emotional situations, with the most common feelings being grief, sadness, loss, and occasionally happiness when remembering good memories. in the english language, "sober" can be used to describe an emotionally neutral state. in that context, a "sober funeral" would be a cut-and-dry burial where no tears are shed, no laughter shared, etc.
between those two things, i interpret that voiceline as "if you keep shooting me and then you die, no one will care back on the Space Rig"
Makes sense, I didn't know about that other "sober" usage, thanks
there's also "sobering" as something to take seriously, like a sobering experience being one that reminds you how dangerous something you'd been flippant about really is.
but that one doesn't really fit as a friendly fire line, nor have I ever seen it used like that without the -ing.
I was looking on mod.io and saw there's a half-dozen test/debug sandbox mods, including one that explicitly describes itself as being for wiki research.
so before I get too far into mod things myself, in case I'm duplicating work that's already been done:
- which of the people currently (recently) active here are familiar with modding, and with what sub-areas thereof?
- are the creators of any said testing sandboxes still currently (recently) active here? Are they still useful for purposes other than what you were researching, and if so, what do they do?
- (...I can't think of a third bullet point atm but this'd look weird with just two. I'll send this now before I start rambling, and wait for the caffeine to kick in.)
Banagement, SplitSentro, and AssemblyStorm are the first people i thought of that fit those criteria.
i can't speak for them whether they're active or not. i know that SplitSentro and Banagement frequent this channel and will probably see this message eventually without pinging them. AssemblyStorm often responds to @s if necessary.
Are they still useful for purposes other than what you were researching, and if so, what do they do?
this question is a little vague. could you clarify a bit about what information you're trying to acquire?
you can create mods easily for solo games, no approving required or anything, if you need coop to test, then gotta get into the mod io thing iirc
the modding server that is on #fan-communities has the instructions, when you get the step by step, it gets easy, but ofc, depends a lot on what you want to do
I do number / variable changing, but modding isnt what I am known for anyway
the test/debug mods I found tend to have very little in the way of descriptions of what they do. If they were for answering a specific question that has been solved and completely obsolete, that's one thing (I don't really know how this would be the case, but it's probably possible). Otherwise, if they change things in a way that'd make a solo mod for what I'd be testing redundant, then hey, it'd save work to use that rather than recode the wheel.
c.f.
Sandbox ModdingTesting for Deep Rock Galactic
Sentinel's Testing Laboratory
I guess it does become academic rather quickly; once I'm comfortable making something myself, I could just look inside existing mods to see what they do.
(I am, I suppose perhaps naively, assuming that the constraints of modding for a videogame make reading someone else's spaghetti code less of an issue.)
I've heard some accounts that DRG is notoriously difficult to mod for
if you say what you want to test or check, people usually know if there is a mod for that
my mod is kinda of a private thing, which only changes like2-3 variables, and I used to test how coop affected on-site refining, so don't overthink it
In the short term it's lootbug chunks as a YoshkinCat project, so I'll go with my current plan of modifying SpawnMenu to query and log those values from its delete nitra/delete gold hotkeys.
I know we have the raw values for those, so personally I would remove the rng from it, to make sure I know how each value works, though ofc that is me
You don't have to refer to it as my project, it's just a hole in our knowledge I highlighted π
I have my plate full, if you take it up I'm more than happy to leave it up to you
I have time in abundance and a strong desire to create something. Coding will be the comparatively easy / fun part; going through all the mouseclicks and downloads and file management to get there is a hassle.
by raw values we have ranges and distribution?
variables in the code
5 to 15 Chunks, and 1 and 2.5 per chunk
how it translates to gold vs nitra, no idea
also not sure if damage drops remove from that pool or not
I sincerely hope they do
Because if they don't, it means that slowly torturing lootbugs (to proc chunks to drop) is strictly optimal
iirc the foam gun from lito does super minimal damage, which can be used to get chunks out of lootbugs
It can (and has been) used to "milk" lootbugs, and it is possible to completely empty one using it.
then guessing it goes to explode into nothing
Didn't test it that far, worth checking
It does not, it does not die if itβs completely emptied with chip damage
I think the question is whether you can actually empty them with chip damage or if killing them after they stop dropping chunks would still release some minerals.
Yes. Banagement mentioned it months ago, but foam guns from rock pox do exactly this. Empty a lootbug without killing it.
It does remove it from their total pool.
Odd thing: wondering if you can kill Goobombers with weakpoint shots before the weakpoint breaks on Critical Weakness
You can, as the weakpoint damage doesnβt apply to the weakpoint health itself when it comes to destroyingn it.
https://deeprockgalactic.wiki.gg/wiki/Mactera_Goo_Bomber#Breakable_Weakpoints
Bulkdet weak spot can take 4 hits from Volatile Bullets Bulldog on Haz5, maybe a 3hk will kill it without breaking weakspot
Then again you can always just hit all the weakspots
Bulk detonator weakpoints have 200 base health, 240 in haz 5.
Oh wait itβs burning so it multiplies the damage to the breakable weakpoint as well
You should count the burning damage, but not the weakpoint damage.
Watched a video, itβs possible to kill a bulkdet without breaking a weakspot with only one weakspot targeted
https://youtu.be/7Kq5UKRP43w?t=2029
reference footage for later, Doretta's insta-kill-by-drill does not work on the corruptor
It is funny to see that even the devs are memeing about the RDR2 event
I changed lootbugs to spawn 15 chunks, with the value of 2
all of them spawned 16 chunks, with different distributions of gold and nitra chunks (all with value of 2):
9 nitra + 7 gold ; 10 nitra + 6 gold : 4 nitra + 12 gold : and so on
trying to figure out what is the formula for that
I feel like the simplest decision they could've made is 50/50 for each chunk to generate as Nitra of Gold
But there might be minimums set like "at least X gold and Nitra".
If that is true, you should never see a distribution like 16 gold + 0 nitra.
I mean I figure that's why we're looking at individual data points rather than averages, right? In case it's not normalized the way one might expect.
- even with minimums, why am I getting a sum of 16, and not 15 ? the chunks themselves spawn in odd and even numbers, but always giving 1 more than what I asked for
- Maybe I can try with like 10 chunks, and see if it is like X + 1
- also I think I can make it spawn other resources, could reveal minimums with that
Is there any information on how the caves generate ? What info it uses, how it determines where and how many minerals there are, etc
there is like, each mission has a certain structure (which rooms it should have, example 1 start-room + 3 small-room) then say like, it gets from a pool of room templates, and then have terrain further modified + connected using tunnels, all using a seed, iirc
minerals and stuff is just a range, if you check the mineral page themselves you can see how many of the crafting ones can appear
I mean, if you want to know about positioning and super technical I don't know yet
Hey, I''m looking at the wiki page for the Lok1, and on the ECR OC section, it claims that the explosion won't trigger if the final shot kills the enemy.
That seems .... wrong? I'm pretty sure I've blown up swarmers that die in a single shot
can you record a video of a grunt taking damage from a swarmer dying from a single shot ?
does this channel accept vid files?
or should i upload to youtube?
@glacial topaz ?
accepts
try that
context, Haz 1 Sandbox so Swarmer definitely dies in a single shot
@glacial topaz
Did anyone notice the Fandom wikiβs intro for the Equipment page? It reads βDeep Rock Galactic provides their employees with a huge arsenal of Equipment to choose from, designed to assist the Dwarves in extracting resources and eliminating children.β
Fandom wiki isn't the official wiki
could it have changed in some recent update ?
could check who did the previous testing
but I remember also checking and the explosion not triggering in many cases
huh, weird. Seems like it'd be a really finicky OC to use for players in low Haz missions if a full lock killed a grunt and therefore deleted the explosion
It's definitely been like this for as long as I remember
maybe it was a bug that got gixed since then.
Thank you
I've always used ECR for swarmaggedon missions since you can explode a group if you can lock 3 on a single one
I've been playing since season 4 if that's any indication of when a change might have happened
also, if anyone's curious, after some testing it seems that Lok1's firing order is based on reverse lock on order
no wait
the first shot is the first target, but the second shot is in reverse order (why?)
also the blowthrough thing is wrong
it will go through everything even before it hits the initial target
"super Blowthrough Rounds will not penetrate any targets en route to the locked target. Once they have hit the locked target, they will continue their trajectory in a straight line and penetrate like normal blowthrough rounds. "
tested this with just Armor break OC and it went through both Praets, with the further Praet being the main target
you don't get electric proc, but you do get damage at least
am confused which is the uh wiki is it the fandom version or the gg one?
okay thanks
another note, wiki is wrong about neuro lasso time, it is 6 seconds, not 5
A piece of advice: to change that on the wiki, you'll need to edit the template holding the text, not the LOK-1 page itself
https://deeprockgalactic.wiki.gg/wiki/Template:Overclock_table_lok-1
i didn't edit anything, I don't have an account
Is the list of Bullets of Mercy status effects ever going to be ported over from Fandom to Wiki.gg?
forget fandom, dont use that as source of good information
also, weapon pages have unique sections that explain in more detail some upgrades and overclocks
and it already states "Virtually all status effects applied by the Dwarves' weapons will activate Bullets of Mercy"
if you can just list 5 that does NOT work, doesn't make sense to wory about listing 200 effects that works
I feel like it may be useful to include that RockPox bugs innately activate BoM, and also while Stun and Slow do activate, Fear doesn't.
Especially since fear is included in the Status effect list
While Slowdowns aren't
(Neuro Lasso, Shard Diffractor Dazzler, Wave cooker slow ray)
Also the damage trails of the CoilGun and Breach Cutter also count but aren't exactly Status Effects
why arent they status effects btw
not listed as one, I mean
so not obvious they're a status effect that activates BOM
the link on the GK2 page sends you to the Status effects page, which seems like it's implying everything in there except the one's pointed out will activate BOM, but that's not true
again, slowdowns activate, but are not included
meanwhile fear doesn't, but is on the Status page
It'd be also pretty useful to know that a Bulk or whatever stuck inside a Spinning Death field is a prime target for BOM.
i bring news from the Riddermark.
we have all been listing the Breach Cutter's projectile width incorrectly. all places:
all of the places where it says "Projectile Width: 1.5m" should have been saying Projectile Radius this whole time. the actual width is double the listed value; 1.5 -> 3m. 3 -> 6m. 4.5 (Spinning Death exclusive) -> 9m wide!
i'm going to update Karl.gg's builder in the very near future.
in that video i linked, you can clearly see a "Projectile Width: 3" beam extend 1m on either side of the 4m-wide platforms.
it has been updated.
geez, that thing has a massive cutting area
Was that using the projectile collision visualizer mod?
yes, it was. i never, ever disable that mod π
I wonder if I can enable debug visuals for AoE too.
Just wanted to say thanks for the work guys. In my next life I hope I could help people like you do.
I think with seeker rounds this behavior does happen, so perhaps someone had seeker rounds equipped while testing
could be, though the "Does not penetrate" phrasing makes it seem like the expect behavior was it being failing to penetrate at all before hitting the lock target first
when locking far targets to pass through near targets is way easier to aim
is it (supposed to be) possible for korlok vines to spawn in a level without sprouts or a tyrant-weed?
yeah, that just means it didn't have enough place to spawn and got deleted during the map generation
makes sense, is an Egg Hunt 4.
Was starting to go insane.
Yeah, happened to me once as well
Note to future us whenever we get around to putting the new Jagged Bugbasher hat on the wiki: it's available until Jan 29 1PM CET according to Aaron
and according to the steam news regarding said hat

Do I look like someone who reads the Steam news about DRG? π
well maybe you should 
What is the condition that triggers cryo nade explosion?
Time spent "alive" and touching an enemy?
i believe that it's a 1.2 second fuse time.
Do we know how Accessory Shop mastery progress works? I thought I did, but my numbers aren't matching up.
Like, obviously each unit of mineral counts as 100 credits for the purpose of determining the phazyonite cost, and I would have thought that that would apply to cosmetic mastery as well
but, when I thought to double-check just now as it didn't seem to be increasing as fast as I'd expect, spent $21500 credits, 210 B, 120 E, and 110 J - equivalent to $65500 or its phazyonite cost of 328 (327.5) - and cosmetic mastery went from 17518/ of n to 15778/ of n+1, which... would mean each unit of mineral was worth $4 if everything's transitive (no e.g. bismor is worth more than enor, or value is nonlinear for costs of a certain size, etc.)
might be a day or two before I can get another data point to see whether it's consistent.
are you trying to say that there is difference in rewards (mastery) from buying a thing with credits vs phazyonite ??
haven't tested that yet, though it's definitely something to check next.
I guess what I'm saying so far is that the rewards are not intuitive in that they deviate from what you'd expect comparing costs of credits vs. phazyonite. At least once mineral costs get involved.
I've been meaning to start a new game for sandbox research anyway; this can be further incentive I suppose. It would be very easy to check with arbitrary resources and a full shop.
cuz like, assuming you already know that 1 phazyonite = 200 credits or 2 minerals
maybe I need to see it in game or screenshots to get it fully
right, so like
328 phazyonite cost, you would expect would provide rewards equivalent to the credits cost if you counted each mineral as 100 credits.
without having tested that yet, I bought an item with credits and the rewards equated to if each mineral was 4 credits.
So: to your first question on if I'm saying there's a difference in mastery depending on how you buy something, yes, that is what this would imply, but I'm not yet confident enough to confirm that that's what's happening.
could be possible, but the conversion of how much you need to BUY something is well known
been so long since I used that terminal that I forgot what the reward system is
I'll come back with more data.
actually, I think i found out why people thought it doesn't actually blowthrough.
it stops tracking once it goes through
Was doing another test of it how it works, was suddenly very confused why it was so inconsistent getting t5a to activate when it went through muliple bugs, and also why it worked more regularly with Praets and not Grunts
Tested whether armor getting in the way caused it eat the shot, nope, makes no difference if there were heavy armor or not. Then I saw a piff of smoke on the other side of a Guard i was testing it on. I found a bullet hole on the ground, a shot I "missed" on a weapon that was supposed to never miss
Does that mean that the weapon logic assumes that, on the way between the gun and the target, there will be only terrain obstacles and no creatures? And therefore it's okay to stop tracking once a creature is hit?
The way the Lok1 works is that it will "look" at the spline shown for the first impact location on it, and will then spawn a hitscan at that spot, in a straight line tangent to the spline at that point.
The only difference is that seeker rounds will always have that spot be on the target, and will ignore any obstacle on the way (I don't remember if it deals damage on a mob if the spline crosses it before hitting the target though). I do believe that, if it stops the tracking on the intercepted mob and not on the target, that would be a bug or a change from the initial behaviour.
yea Seekers ignore everything until they hit their lock target, including other bugs. For the rest of the OCs, it's what I meant by the laser trails lying a little. The fact that the lasers still trace out the path they want to go despite intersecting several grunts along the way does not actually mean they're going to go all the way. It'd be more obvious if the laser trails were missing on the other side.
If you have evidence of a basic Lok1 blowthrough going through everything in its curve in the past, I'd love to see. I only really started using and testing Lok1 since S4, so I don't know if they changed it, or if it was always like this and we just didn't notice
honestly the game probably doesn't actually simulate a zipping curving bullet. It seems like wherever the laser touches a bug, it spawns a bullet at the impact point and it goes in a straight line. The only piercing weapon with tracking is Hurricane's PBM
The lasers give off the impression there's curving bullets involved, but it's actually still straight lines like everything else, just spawned at the impact point instead of the gun muzzle
Edited Loot Bug page to include info on drops, and other minor tweaks https://deeprockgalactic.wiki.gg/wiki/Loot_Bug
Edited trade area page to include info on mastery, https://deeprockgalactic.wiki.gg/wiki/Space_Rig#Trade_Area
if anyone wants to adjust or check as needed. Loot Bug was tested via modding, as I noticed it always dropped 1 more chunk than the value I specified. and mastery was math 101
So it is 50/50 after all?
loot bug with 200 chunks, each with 0.2 value, and I ended up with around 19-21
think it is safe to say it is 50/50
having started my progress-reset sandbox save for cost research, the bugbashers are counting towards the "Purchase X Accessory Items" milestone.
really had not expected SandboxUtilities to be so thorough.
brb updating the wiki with all remaining S03 matrix core costs.
From what I know, it's not the SU mod that added this menu. It's a dev-made console that exists in the experimental branch, and is available when that branch is open to the public in the lead-up to new seasons
Thanks for the costs btw
is there a Readme somewhere for the Sandbox mod that explains what each menu does?
I doubt it?
Like e.g. the Creative menu just exposes internal object names and says "use at own risk"
darn
i saw some people using sandbox in slow motion with damage logs and was wondering where I could find it
So I reckon there's separate mods for that stuff. "SandboxUtilities" is one specific mod that happens to do a lot of different things. But iirc from last time I skimmed the mod.io server, both time speed/slow and floating damage numbers are different (smaller) mods that each do that one thing.
best chance would be to ask whoever uploaded the vid you saw what mods they were using
...actually nevermind; you uploaded the lok-1 tests the other day; you probably already know all this stuff. Sorry. >.<
not damage numbers, damage logs, since the damage numbers disappear pretty fast. All I've figured out so far is just invulnerability, resupply, and spawning bugs. I didn't want to poke at things too much yet. But yeah asking is probably going to be my best bet
https://deeprockgalactic.wiki.gg/wiki/Abyss_Bar
Doesn't say anything about the blackout stout bug, how does it work again?
If you launch just before being knocked out, you get 100 drunkenness on a mission? 99?
is the bug having 100 on the meter but not passing out ?
cuz to be drunk on a mission any beer work iirc, or at least materia brew too, so looks it is much more about how much you have on the meter right before you start
IIRC, with Blackout Stout, the drunkeness never goes away, unlike with other beers I've tested.
I dont remember mactera going that fast either
unless it is like 15 minutes so I becomes harder to notice if you dont take long in a mission
nice to check though
I am glad to know it's consistent, but I am sad that it's not transitive.
minerals = 100 credits was such a clean, intuitive metric: phazyonite is twice as much because special, and the trade station has you buying/selling at Β±50%, it all made so much sense!
however because minerals = 4 credits for mastery, there is e.g. no way to calculate mastery value from just the phazyonite cost. The conversion to phazyonite is one-way.
precisely
probably to make it more fair
it is more efficient to spend phazonite on items with less minerals in their credits costs this way though? do I have that right?
when looking at 25000 mastery = 30 P, calculating effective P each individual item is "worth", and then comparing that to that item's cost
Look, it is very relative, the resources appear in different quantities, the conversion changes for each situation. But one might want to use it on more minerals, as those wont appear on every biome
does anyone know if any of the deep dive/elite deep dive names have been used twice? the mission name part of the infographic made me curious
i know dives are fairly commonly referred to by name if replaying them or posting runs, and having two dives of the same name sounds funny if unlikely
I'm sure someone has a record of all deep dives
that's the case, and IIRC it's pinned in #deep-dive-discussion
Well with that can write a quick check
3 duplicates:
Rapid Gate
Burning Hook
Shattered Position
Do we know where we got these names?
Looks like Cenrus added them with those names 6 years ago
I am just wondering if the names are official or not. I wasn't really able to find anything in-game to support anything other than Xenofungus.
Well you can ask them directly, but I assume they are just descriptive names, though they could be from the devs
yeah all Fungus Bogs shrooms are called "Xenofungus" ingame
Correct me if I'm wrong, I believe someone said how often you put down sticky flames isn't affected by flow rate right?
I found a ""StickyFlameIntervals": 0.5" , but never really tested if upgrades change it or if it is mixed in with the flowrate too
yes, this is a true statement as far as i know. i was taught this by... either GreyHound or MeatMorning? a positive effect of this is that OC "Fuel Stream Diffuser" not only increases your reach, but it also augments how much sticky flames you can put down per magazine.
from that perspective, FSD has "2 upsides"
I assume this also means any ROF increase has a hidden downside of less sticky flame efficiency. Which makes T3A and Face Melter even worse then I thought lol
Thought so yeah, definitely gonna start usinf FSD now
slower rof also means you can sustain heat radiance for longer
Guess it can be good to add more sticky flames details to crspr page, not sure if we have everything and just have to add it though
I think it would be very useful to have a link for https://deeprockgalactic.wiki.gg/wiki/Swarm#Enemies_Pool
on the page for https://deeprockgalactic.wiki.gg/wiki/Difficulty_Scaling considering those two things are tied
unless it's there and I've been blind all along

"Fandom Wiki is no longer supported. We have migrated over to the new Wiki.gg site: https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
It is known that people are vandalizing the old Fandom wiki, but there's nothing that we can do about it.
No, we cannot delete the old Fandom wiki either."
Oh
https://deeprockgalactic.wiki.gg/wiki/Status_Effects#Radiation
https://deeprockgalactic.wiki.gg/wiki/Colette_Wave_Cooker
The radiation effect list doesn't include the radiation effect caused by the Gamma Contamination OC, Is there a reason this isn't there? (Maybe since the GC radiation DOT isn't applied over an area?) Or has it just not been updated yet?
Is there a reason this isn't there?
Not to my knowledge. I assume it just wasn't updated.
Added
Ah, I was about to mention the underline not working on the Hoverover template when put into that table but figured out it's not on by default.
So pretend the bottom right looks like this instead
I would guess no, but. Is there any way to predict/logic out whether Bosco carrying a large item will throw it or drop it when you call him back?
The number of times I've hit X assuming he'll toss it to me and he drops it in an area I can't easily reach or even target for him to pick back up, is. Depressingly nonzero.
Could perform some tests for that
And record to compare if needed
But at least that was never a big discussion here (tossing)
oh, i might know the answer to this one. it's based on how close Bosco is to the player. i've never measured it, but my gut instinct is ~10m?
i'll try to see if i can find that value in gamefiles or something.
Distance only seems too simple for user to have it messed up so much
Has to be within 10m to you and have LoS. That's all there is to it
I'd love to hear where your struggles come from, because I haven't had Bosco throw in a way I didn't expect in the last several hundred missions
I'll pay attention to the distance, then.
Aside from when he's clipping into terrain haha, then that one jadiz crystal he mined just flings like 30m away
Well yeah, I kind of lumped all of that into "has LoS".
Terrain clipping is not anything unique to Bosco
I know, was just saying cause it's funny
https://deeprockgalactic.wiki.gg/wiki/BET-C#Xynarch_Charge-Sucker-0
Sorry if I just missed it on the page, but on the Bet-c page it doesn't seem to be specified weather the health is per sucker or split between them. I assume the former, as that's what seems to align with what I've experienced, and seems like the most intuitive way to set up the wiki, but wanted to make sure.
IIRC it's per sucker. not 100% confident; i didn't write it
πβπ¨ I see someone making summary-less edits on the class pages
in case person is seeing here, so they can properly do it next time
It should be per parasite yes. Will add it next to the table. Edit: done.
Health is per Xynarch for sure.
Just got it confirmed as a bug
anyone know specifically how long/how much drunk percent a blackout stout last/have? just wondering for later use
https://deeprockgalactic.wiki.gg/wiki/Abyss_Bar#Potency
Blackout Stout has a 100% potency
Can a crassus spawn as elite with Elite Threat?
no idea but I assume not
Ah, the info about an elite variant of the crassus comes from the Fandom wiki. Mystery solved.
https://www.reddit.com/r/DeepRockGalactic/comments/19878s0/lets_all_vandalize_the_fake_wiki/
I am overjoyed to see that the narrative I've been pushing for the last months is catching on and people are now giving the same advice on their own
(I don't give myself 100% of the credit, of course not)
Azerty sent me this : https://www.reddit.com/r/Atelier/comments/197r1h7/automoderator_now_will_tell_people_that_post_link/
I've already sent it to Jacob for the DRG sub.
Nice
Discord bot when
yeah this seems to be the place that bots go to die (from sheer size of this discord, I assume)
Union bot's message in #welcome-and-rules still mentions the gamepedia wiki lol
And the channel guide also refers to a hidden & a deleted channel
Will be updated one day
still hoping
Which one is that?
that's the fandom wiki
Oh so the bad one
gamepedia and fandom (back then, wikia) were separate entities too, so that's just how old that message is
Does this imply the fire rate is capped at 20? Because the upgraded fire rate of the DRAK says 16, but adding 5 of course is 21, and shield battery booster would add up to 22
sounds more like an outdated "you will end up with 20 if you use it"
instead of the limit, which probably should have been "the maximum rate of fire can not surpass 20", so I doubt it is the case
DRG wiki starts at Gamepedia, which was awesome, Gamepedia gets bought by Fandom, which is when pain and suffering era starts, and later DRG wiki migrates to Wiki-GG
Do we still have the bug where your can change your class during the loading screen even if the host set "no duplicates"?
this is specific to Drak-25. if you take both the RoF mod + Feedback Loop, the RoF will only be 20 instead of the expected 21.
this is not "the game engine limit"
Huh, so, if you have the ROF upgrade, you're not actually getting the most out of feedback loop?
essentially, yes. to be fair, it's still a +4 RoF when greater than 50% heat meter, and it's only a "loss" of 1 RoF. if you can live with that, then it's still a good DPS up.
Hm, yes, but now I've gotta redo a lot of my paragraphs of maths for build optimisation :(
Although......this does bring a slight bit more potential to SBB
And impact deflection
Oh wow, OPA is even worse than people think
And still by far my most liked and used OC for Drak.
I had no idea it was that bad statistically though . .
I would use it if it didn't make it so you have to be in the 5m range, even with the spread mod
without it, it's borderline unusable
guess the wording could be more clear on the limit reason ?
is the coilgun base trail radius known?
Base trail radius is 0.3β―m
https://deeprockgalactic.wiki.gg/wiki/ArmsKore_Coil_Gun
Seems like the page needs an update, as the base trail stats aren't listed anywhere
Added it to the infobox.
oh it also needs duration I think
Note: mention on the Abyss Bar page that Randoweisser can equip cosmetics the player doesn't normally have.
https://reddit.com/comments/199w6lh
I thought they patched that?
https://deeprockgalactic.wiki.gg/wiki/Crystalline_Caverns
Do the Electro Crystals have any resistances and weaknesses? Since the wiki page omits details on it I assume they do not, but though I would ask, as people where wondering in #drg-chat.
Also I assume they don't have health scaling, but thought I should ask here just to make sure. I would test, but the biome isn't available for another 25 mins and I don't feel like using mods RN lol.
I do see some resistances in the files:
0% resistance to electricity
250% resistance to explosion
200% resistance to melee damage
Donβt have time to test theses to confirm, but they are positives resistances, not negatives so it isnβt a weakness.
so that's why it is such a pain to destroy them
I only know environment-health in terms of impact axes.
Electro crystals take 7 axe throws on hazard 1, while most things only take 4.
impact axes count as melee, yes?
Partially, yes. The wiki page goes into greater detail. https://deeprockgalactic.wiki.gg/wiki/Impact_Axe
Who is Karl
Karl is the friends we made along the way
Is there anyone here who doesn't have all overclocks and cosmetic cores unlocked?
I want to add an illustration to the matrix core page showing the message for when you forget to pick a reward post-Machine-Event
This one
But I also think that it's better to have an OC or a cosmetic on it, as most readers haven't seen a mineral container and might get confused
So if anyone plays the game and gets a ME, I'd appreciate if you ignored the reward once and took a screenshot of this message after the mission
I should have a screenshot of this in this channel already
(I can't seem to find me putting that in here before but I found it in my steam screenshots so I'm not gonna keep looking)
Can the breach cutter do weakpoint dmg? I know the wiki says breach cutter has the Weakpoint material flag but one of my friends says that testing apparently doesnβt show an increase in dmg
asking the dumb questions first: was their test vs a Praetorian or Oppressor, who have a x1 weakpoint multiplier?
the current understanding is that Breach Cutter does benefit from Weakpoint materials' multipliers
Bulk Detonators' x3 weakpoint bulbs would be a strong indicator for a test in-game
They said they tested against a few different enemies cus they know praets and oppressors have x1 weakpoints
Iβll do a quick test against bulks once iβm back home
did they provide any values on what was expected and what happened, or recording
Nope, which is why I was wondering if anyone here had done some real testing of it, because otherwise iβll just try do it myself when iβm home
I did a bunch more testing and the only times I can get weakpoints to actually do more damage on weakpoints is on enemies that have breakable weakpoints
so, the Warden's x3 bulb would be a good test for this, then. high impact but not breakable WP.
It does bonus damage to things that have an innate higher multiplier afaik. So shooting Praetorian butt is same damage but Bulk blisters is more damage.
I specifically remember it deleting Bulks in critical weakness instead of the usual amount.
Ahhh yes crit weakness would be a really easy way to prove it
I totally forgot that, a clip of that shud def settle the arguement kek
I'm gonna check it out in a second
the difference would be crazy on a praetorian, right
1x vs 5x damage
Bit hard to tell if wardens are affected, due the overall shape of the enemy
seems like there's no difference on bulks though
gonna test it with the anomaly
to clarify: the BC line is passing through the physical bright yellow bulbs, and it appears to not do the extra 3x damage?
it's definitely affected by crit weakness
yes
it's hard to tell for sure because of how the BC deals damage though
I'll try again with wardens but I'm gonna need multiple tries, and I'm not sure how big the weakpoint hitbox inside the enemy is
spinning death works ?
haven't tested it
i'm still on the clock for my job, but after i get off i'll try to recreate these results.
i'm wondering if the Crit Weakness is applying as x5 instead of x15 π€
yeah tests on wardens really give nothing
gonna try goo bombers
There's a slight difference on bombers
tried with a stingtail, by shooting it from the side
see no difference at all but I might not be hitting the weakpoints.
Patrol bots
very slight difference
might be due to the angle of shooting though
Makes a difference on grabbers
Menace :
I'm unsure this is actually the weakpoint making a difference or the hitbox
without digging into the files, the tests are somewhat inconclusive but I lean toward the wiki being correct about it.
hitting weakpoints does seem to end up with dealing slightly more damage overall, without counting the fact that it does get the multiplier from the anomaly.
You know, I always thought that we said on the Egg Hunt page that each wave has a 50% to spawn upon egg retrieval, up to a limit of waves
We don't, but that's the smaller of my two concerns
The bigger is that in a recent stream with DF's community manager Jacob mentioned that it's literally just every other egg. Which I believe is not true
https://youtu.be/9jPxZ9pZMJM?t=7347
When you say "wave", I'm assuming you mean a full announced swarm, right?
Yes, I mean an announced big swarm
I mean, the chances were never discussed
we only know about how many you will get in total, fixed
Hmm. I wonder where I got that.
I have been under the impression the eggs that trigger them were determined during map gen, hence the consistent 1/2/3 swarms depending on mission length
But in any case, if Jacob is right, it's impossible to dig 3 eggs in a length-3 egg mission and not have a big swarm
Isn't it consistent in Deep Dives?
His assertion would also mean back-to-back eggs can't both trigger swarms and I have certainly seen that firsthand
pretty sure I have gotten like 2 non big swarm eggs in a row...
problem with deep dive is it is only 2 eggs, unsure if normal mission + seed will make it be fixed like a DD
I should have some data in screenshots, but it might be unreliable. I guess I'll do some L3 egg hunts if I have time
L1 and counting how many times the first egg triggers it ?
I'm pretty sure I had a L1 Egg Hunt recently where it was the last egg that triggered the swarm
anecdotally: i played an 8 egg mission within the last 2 weeks that i'm 60% sure went:
Wave x1
Swarm x1
Wave x 4
Swarm x2
And generally I've seen it several times where the last egg spawns the last swarm which by definition means we had multiple non-swarm eggs in a row earlier
I also want to say I have a lot of anecdotal evidence that big swarms don't follow the "every other one" pattern
wait wait wait. beyond anecdotal evidence, there's an empirical proof that Jacob's claim is wrong.
That's kinda what I'm getting at
it quite literally can't be every other egg, because there's only 1 swarm for 4 egg missions
For all of them, at best they could be
- no, yes, no, no
- no, yes, no, yes, no, no
- no, yes, no, yes, no, yes, no, no
It can't be true only if you don't get the one swarm you're supposed to within the first two eggs
If we assume the pattern has an offset randomly chosen from 0 and 1.
It's definitely not every other egg, each egg has a interface event that marks it as a special egg but I am unsure as to the cap for total swarms but I am leaning towards 3 for 8 eggs. I know for certain if you have more than 8 eggs you can only get 3-4 swarms in total with vanilla logic. It is determined on map generation as well.
yes. 4 egg -> 1 swarm
6 -> 2
8 -> 3
this has been well documented
thank you, Banagement, for knowing how the game works "under the hood" 
guess we don't know where the breach cutter weakpoint flag = true is set ?
considering setting it to false
Every hit produces data and a physical material that determines whether it was a weak point hit in the delegate output for the hit event afaik.
We could just check the weakpoint modifier on the damage component but it likely uses the same concept as the minigun where it has no modifier so it falls back to the innate physical material damage multiplier.
I found out because in a 40-80 egg mission you'd only get 3 swarms with vanilla logic, you could also query whether they are a special egg before pulling them out. I had to make a custom system to randomly assign special status with a really basic weighting system. I also added some stuff to rarely make them a Dreadnought Egg and a very rare chance of a Golden Egg. π
I blame it on Jacob not knowing shit tbh
π
no offence to him ofc, I love the guy
Talking with confidence regardless of actual knowledge is kind of his job, I know
I can't particularly disagree, but at least he is trying. π
i just spent about 30 minutes extensively testing Breach Cutter vs Weakpoints. my conclusion is that it does benefit from weakpoint multipliers.
i tested these builds: [normal, Inferno, Spinning Death]
i tested vs these enemies: [Hiveguard, Sentinel, Bulk Detonator, Warden, Goo Bomber]
in all of the combinations i tested, i could see clear evidence that the weakpoint damage was being dealt.
the initial claim that "it doesn't work" or "it only works vs breakable weakpoints" seems to be incorrect.
what could the person be doing wrong to make wrong claims ?
without witnessing their tests, i don't know. it's hard to speculate.
i recorded my tests on Twitch, in case i needed video proof of a bug
the first thing i can think of is that they're unfamiliar with the actual size of BC's lines' hitbox. it can hit weakpoints even if visually there's a little clearance
Oh don't forget 2 egg objectives for deep dives, one of them will cause a swarm
You ever notice how this just isn't the case at all?
Ok good to know. This is what I assumed cus I didnβt see any real reason for it to not work like this when bc has the weakpoint flag
Thanks for testing it
can some one tell me what this is? i found it somewhere randomly
Is there a reason we keep cell padding of 10 pixels for this?
https://deeprockgalactic.wiki.gg/wiki/Experience#Other_ways_to_obtain_XP
Just aesthetic from what I see.
Could be removed.
Comparison here.
I would drop it. This page is full of tables, and none of the others have that property
I'm assuming it looked fine with Fandom's default font, but here it just looks bloated to me
The one for blue ranks has
|- style="padding:5px"```
And I think it does the job
That table is sortable and padding applied that way doesnβt seem to work.
Huh. Well, in any case, your left screenshot looks nice and tidy
I just removed all padding style in the left one.
Will do it for now, so you can see how it is live.
I am completely fine with this
It is now closer to other tables in the page.
Am I remembering correctly that if a piece of terrain is disconnected from the rest of the cave and disintegrates, all creatures that were on it end up trapped floating in the air?
Unless they are very close to the remaining terrain afaik you are right yes.
If they are close enough to the remaining terrain, I have seen some of them being able to fix their pathing, in particular if a dwarf is close.
And in that floating state Molly will pathfind normally when called and simply walk on air, right?
Molly should walk on air.
Not sure if it is to the closest terrain or dwarf direction and then resume pathing.
I'd love for someone to test this, it's past bedtime for me
Just finishing the last touches on the Terrain page.
There is no calculation of structural integrity or tensile strength for terrain in the caves of Hoxxes. This means that parts of terrain do not bend or break under the weight of creatures walking on it; as another example, a pillar of rock will stand as long as there is even a tiny bit connecting it to a floor, a wall or a ceiling, no matter the size. However, if a piece of terrain becomes completely disconnected from the rest of the cave, it immediately crumbles to dust and disappears. Dwarves who were standing on that piece of terrain fall down; other creatures, in contrast, become trapped floating in the air (unless they are close enough to terrain, in which case they might move to it and resume their normal pathfinding). The M.U.L.E. is not hindered in this scenario - it will respond to calls normally and simply walk through air until it reaches solid ground again.
There. Feel free to fact-check me re: trapped creatures
That is how it works. There are some cases where durability is checked which is the salt platforms (which are not actual terrain) and small debris meshes such as crystals that are destroyed by a dwarf walking over it.
somewhat related, I've seen a reverse of that, where you carve a platform into a thin spike so small the Glyphids don't know how to path there
When setting goo puddles on fire, is the fire effect radius based on puddle radius?
isn't that on the wiki ?
seems to air-walk to the closest surface, whether ground, ceiling, or sideways, before continuing to the mule beacon.
if you get close enough with engi platforms she also seems to rotate into "place" as though hanging onto it, even if there's still like a meter of airgap.
https://deeprockgalactic.wiki.gg/wiki/Corrosive_Sludge_Pump
While burning the puddles deal additional Fire + Heat damage to enemies that walk through them
Yes, its additional damage and heat added on top of the puddles normal effect, acting just as the normal puddles effect do.
In addition to the applying a damage over time that deals both Fire and Heat damage the Burning Goo Puddles are considered to be On Fire with a 1.7m Area Heat Radius.
They also have an additional radius that applies heat.
Also, I think the info could be edited slightly to be more clear. Swapping the order of the following would make it more clear:
In addition to the applying a damage over time that deals both Fire and Heat damage the Burning Goo Puddles are considered to be On Fire with a 1.7m Area Heat Radius. Along with this the Burning Goo Puddles act as an Environmental Heat Source with an Intensity value of 1.
V
A Burning Goo Puddle acts as an Environmental Heat Source, with an Intensity value of 1. Additionally, a Burning Goo Puddle is considered to be On Fire, with a 1.7m Area Heat Radius.
π Or π ?
opinion: the 2nd option makes more grammatical sense.
opinion 2: there's probably a better option #3 of re-writing it to include what Environmental Heat Intenisty 1 actually does
so... a quick read-through of that section, maybe something like this?
Burning Goo Puddles heat up enemies in two ways: they are considered to be On Fire, as well as being Environmental Heat sources with a base Intensity of 1. Because they're On Fire, each puddle applies 5 Heat in a 1.7m radius at an interval of 1 second. Because they're Environmental Heat sources, when multiple Burning Goo Puddles are near each other, their Intensity can stack up to 3 times, applying between 2-20 Heat/sec to nearby enemies.
i think that's a starting point, but could probably do with some editing to read easier. add some hyperlinks out to https://deeprockgalactic.wiki.gg/wiki/Temperature#Environmental_Heat_and_Cooling_Sources and https://deeprockgalactic.wiki.gg/wiki/Status_Effects#On_Fire to let the reader see more about the mechanics being referenced.
like... last sentence is a bit run-on. maybe split into 2 sentences? i was focusing on the mechanic explanation at the cost of grammar
Looks great! Though I would add that its those two ways on top of the Heat DOT. As currently it seems to imply those are the only two heat sources.
brain tired. is there a third source?
oh, i see. the 12 fire+heat at 0.5-1 sec interval DoT
wow those things are just "fire on steroids" aren't they??
Yeah lol, they apply a ton of heat
"the power of the sun, in the palm of my goo puddle"
the point being: when editing the wiki for super technical stuff, i recommend giving a surface level explanation of what the mechanics' practical applications are while adding hyperlinks out to more complex explanations of how the mechanic works. that way, if readers just want to know "i can get it to do up to ~33 heat/sec" then they can get that by reading that section. but if they want to understand the On Fire DoT or Environmental Heat sources, then they can just click on the link instead of having to look for it.
weird quirk I've noticed, can anyone confirm: after launching the cargo rocket in On-Site Refining, while standing in the middle where it used to be, you cannot jump? It's like a circle of anti-jumping.
But also the same is not true of the minehead's space in Point Extraction?
confirmed. that bug has been around for a while. i think someone first showed it to me about a year ago, but i don't know when it was added to the game.
This tends to happen if you are standing on something that isn't directly part of the minehead/refinery physics asset.
It can happen with the minehead but the conditions seem to be tied to pathfinder blocking overlapping a player within a certain bounds of the minehead. This seems to be a part of the "I've murdered a dwarf with the minehead and teleported them to the platform of it" system.
This will also affect gems by teleporting them when close to the center mass of the minehead.
Pretty much never occurs in vanilla though, just some weird stuff that I noticed with mods.
yeah, like. It's so situational I wouldn't have the first clue about where to add it to the wiki, or even if it belongs there. Maybe if there's enough of these sort of things to merit a "Known Bugs" page?
That'd just be https://drg.pleasefix.gg
right, right.
Last night i saw a post that said the Sludge puddles can conduct electricity apparently?
that's not the case. That was something that lasted for a day during experimental before it was cutoff for good.
π
Does this also apply to the escort duty cage?
https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-1925
Does Steeve take more damage from glyphid hits on broken armor (from projectile enemies like spitters) or is Steve's incoming damage a flat amount across his body
Remind me please, does the very first promotion someone takes unlock deep dives for all classes or only the one promoted class?
And same question about the forge
Dwarves must be promoted to deep dive
forge is unlocked after the first class promotion but DD requires each class promoted
Weekly assignments are also granted account-wide, I imagine.
the first promotion on any class:
- grants the key to start Machine Events
- grants access to assignment "Breach the Core" to kickstart their core collection and some starting Overclocks, as well as the Weekly Core Hunt assignment
- "effectively" unlocks the Forge (in that they don't rely on Yuletide assignments to give free OCs if they haven't finished a promotion yet)
like Meat Bob has pointed out already, Deep Dive and EDD require that all players must be playing on a class that they have promoted. as such, the first promotion on any class technically unlocks DD/EDD, but only for that one class. the player still needs to promote the other three classes at least one time in order to play them on DD/EDD
unknown. my intuition is that the armor would affect the projectiles (Mactera Spawn) but maybe not the melee attacks?
Redid the promotion page a bit to make it clearer which effect has which scope.
Old vs. new:
there we go
Next up: do something about this:
Looks great on desktop, absolutely horrible on mobile. The reader has to scroll right to see any of the actually useful info
And even then...
it's probably an issue of "too much content to display efficiently on mobile". changing the layout might help a little, but ultimately have diminishing returns.
shouldnt wiki gg have like forked pages ?
like, version for mobile, version for desktop
not being able to make mobile only changes is sad if that is the case
Can use classes and css to have some content only show on one or the other
I imagine there is some guide on how to use that somewhere
but I wonder if adding to the instructions on how to use it on drg wiki, would be better
three rows per beer, maybe?
Label+Mug, Name+Price+Potency, Description
Collapsible like with the overclocks page, but defaulted to all expanded?
If doing separate content for mobile, have desktop swap to it at low enough width; browsing at 960px is still very readable but already looks clunky.
(I don't know CSS, so ignore/modify all this if it'd be annoying)
I just don't think they need to be a table, period
The only meaningful sorting is the rank at which they are unlocked, and we can just make them a list that's sorted by rank ascending
Is the 3 patrol bots spawning a bit after you take down the power stations on IS a coded thing to happen? Seems to happen every time, at least on haz 5
I always had that happen, no matter the hazard so I assume so
I added lok-1 a few days ago, currently working on PGL. This is gonna take a long time since I only work on it when I have a lot of free time.
Anyone know if I can change the background in the weapon terminal to a solid colour to make it a bit easier?
Oh I didn't reply cool
I blame discord mobile for not replying
Does the crossbow's Trifork OC work with Banshee module's +fear chance?
What even is this? Always wondered
same vials used on the hazmat suit for the decontaminator DLC, so I assume it's some sort of disinfectant to fight the rockpox
Is it actually interactive? Like for people who have that dlc I assume?
it's just decoration
it's not interactive
Awww
i don't know off the top of my head. intuition would be "yes". easy to test, just see if all three bolts have the VFX of the Banshee upgrade.
Vial Dispenser / Vial Vending Machine internally and what Pounce said, may have been planned to be interactive. In relation to potential cut stuff I believe the Decontaminator DLC was going to have infection buildup affect the heart rate monitor on the weapon since it affects heart rate in-game but was cut due to time restrictions.
I cant seem to find a list of the deep dive terminal biome descriptions
are they not on the wiki?
Did you check on hoxxes page ?
Or you can search part of a sentence to find where it is located at
if they're referring to these little quotes, I am not finding any search results on the wiki, no.
yeah, those
Oh my god, I forgot how all of the CSS styles work. This is going to take a while
looks like we will have to add those
if anyone can think of a fitting place for it, finding all quotes is easy
Do we know what the speed penalty is when carrying a heavy object?
I could probably find out later tonight. I vaguely remember seeing it in a parsed game file two years ago.
It's just that we state how much Backbreaker Stout increases walk speed when carrying, but I couldn't find anywhere what value the Stout is multiplying
0.85 is the carrying movement speed penalty on the player character
so a 15% decrease and inability to sprint
base pawn stat carrying speed modifier is 0.75 - may be overwritten by player character defined value or may equal 0.6375 movement speed if 0.85 of 0.75
backbreaker stout changes the base pawn stat carrying speed modifier to 1.15
if multiplicative it gives 1.3225 base speed - unsure if this is the case
however the multiplier is defined twice in the temporary buff file for backbreaker so it may be more but i doubt it as it does not make a huge difference in-game
Wait, so does it make the dwarf move faster than normal when carrying a heavy object?
What I'm after is, instead of the beer effect saying "Γ1.3225 Carry Movement Speed" I want it to say "The speed when carrying a heavy object is changed to X instead of the usual Y".
I was under the impression that X cannot be greater than 1
All buffs can be higher than 1 afaik.
Also I don't quite follow the relationship between 0.75 and 0.85 there. Are there two different modifiers that are both applied when the player picks up a heavy object?
just finished doing some (admittedly rudimentary) in-game testing. here are the results:
- no perk, no beer, Carrying = 75% walk speed
- Unstoppable Rank 4 only, Carrying = 100% walk speed
- Backbreaker beer only, Carrying =
0.75 * 1.15 * 1.15= 99.19% walk speed - Unstoppable Rank 4 & Backbreaker beer, Carrying = 124% walk speed
conclusion: formula is 75% * 1.3225 Backbreaker + 25% Unstoppable
these results would have been easier to acquire if Bebe's Speedometer still worked. i had to make do as Engineer with three 4m-wide platforms in a straight line. knowing that dwarves walk at 3 m/sec, then it's easy to use the three plats as a 4 second benchmark. from there, just timing while carrying Aquarq, and the variants of Unstoppable and Backbreaker.
an unexpected conclusion of this is that Backbreaker ~=~ Unstoppable π€
also, i happened to notice in the gamefiles that there's an additional x0.6 movespeed penalty while charging up the Heavy Object Throw. if the pattern holds, i would expect that to affect the 75% and Backbreaker, but not the +25% from Unstoppable...
Thanks! Both to you and Banagement.
I'm a little surprised Unstoppable is additive though
that's only what the "crude" tests indicate. it's possible i'm wrong.
Speedometer πͺ¦
File: PST_CarryingSpeedModifier ; "StartingValue": 0.75
File: TBF_BackbreakerStout** ; "ModifiedStats": 1.15 (then ofc, applied twice for that bug)
File: PERK_StrongBack ; "RankValues" (RankIndex / Value) (0/10) (1/15) (2/20) (3/25)
Strongback also has a set of values that are the double of the ones I listed, but not sure why
the "doubled values" are the resistances to environmental slowdowns (glacial strata storm, magma quakes, etc)
they could be put on the page for deep dives or on the pages for each biome specifically, or both
follow-up on Unstoppable perk:
the 50% resistance to Environmental Slows is exactly "what it says on the tin"
x0.8 Slows:
- Sand storm
- Snow storm
x0.5 Slows:
- Magma Core quake
x0.3 Slows:
- Sticky Goo
- Electric Crystals
i think that Fungus Bogs' pre-generated Sticky Goo patches are ~8m in diameter? at least, that fits the experiments I just did.
for Sticky Goo, i was able to confirm the x0.3 slow without the perk, and get x0.65 with the perk. using the Spawn Menu and the three-platforms benchmark, I was able to spawn quakes which slowed at x0.5 and then the perk improved it to x0.75.
so, for Unstoppable's Environmental Slowdown Resistance, it follows the standard formula of:
AffectedSlowdown = 1 - (1-BaseSlow)(1-Unstoppable)
Is this something that can be readily datamined? I doubt recording the messages two per week is going to be sufficient for being sure we've got them all, even if we checked for a year.
as said, "finding all quotes is easy"
I will add later this week, there is a lot of quotes, in the meanwhile I will think how to make it display in a good manner, either a deep dive section on each biome page, or a huge list on deepdive page
should it be a subpage ????
I think the quotes should definitely be included on biome pages, but I don't see why they couldn't be put on the deep dive page as well
after all, if you're looking for information on a certain biome you would be on that biome's page
instead of putting it in the deep dive page you could put it in the dd terminal section of the space rig, but i think the dedicated dd page makes more sense
ummm just realised that none of those voicelines matches the text... can you fix that?
on the topic of voice lines, it would be really useful to know how much the voice lines are pitched and slowed/speed up for each class
I am happy to announce that your request was fulfilled several years ago
Pitch adjustment is listed on each class' page
Some visual elements on the Rig are randomized every time it's loaded. Does this extend to the pickaxes lying around the pickaxe station?
Excellent, thanks
yes
how do I figure out the tempo though? is it The same scale as the pitch?
I'm not sure it's listed in the game files, but I would assume the devs took the most straightforward approach
Well... there was an attempt.
It is possible to free descriptions from the table and have an alternative layout that isn't much longer vertically
The problem is that it's not helping much. Some, but not much
The thing that stumps me is that even if I set fixed pixel width for the columns, like so:
... mobile view overrides that and squishes the columns
A more radical solution would be to use CSS to tell the page to not show the label and the mug
You could make a mobile version of the table etc
And then we hide the non-revelent one via css
That sounds like a lot of duplicate text, but I guess it's worth a shot. Can you point me to an example of CSS-hidden elements?
Not sure if we have anything right now
But would be quite simple
@ media rule and then display: none
The extent of my knowledge with CSS is making buttons change on hover-over by offsetting the underlying image, and even that was a decade ago π
I'm going to need more guidance
But it won't be today in any case
Ah I did set something up for {{Updated}}
/* CSS placed here will affect users of the Vector Skin /
/ Fonts are managed in Common.css (as this css is addended to it and they need to be at the top) /
/ββββββββββββββββββ/
/β General styles β/
/ββββββββββββββββββ*/
plugging those values into audacity works well enough
@ YoshkinCat
To add to Cyrob answer, for a global idea of what media are covered by screen width, since you will need it for your tests later:
@media (min-width:481px) { /* portrait e-readers (Nook/Kindle), smaller tablets @ 600 or @ 640 wide. */ }
@media (min-width:641px) { /* portrait tablets, portrait iPad, landscape e-readers, landscape 800x480 or 854x480 phones */ }
@media (min-width:961px) { /* tablet, landscape iPad, lo-res laptops ands desktops */ }
@media (min-width:1025px) { /* big landscape tablets, laptops, and desktops */ }
@media (min-width:1281px) { /* hi-res laptops and desktops */ }```
So I noticed using hellfire with necro-thermal catalyst lets you just trigger the catalyst on direct hit kills, but only on certain enemies? I saw it work with swarmers and exploders but not on grunts, is there some sorta condition or factor I'm missing here?
Ahhh wait is it the 20% of the direct damage being fire?
π€ without having tested that exact situation you describe, my intuition is that the explosion ought to be triggered by any piece of the CoilGun's primary DamageComponent. that would include the 80% Kinetic, 20% Fire, and bonus +30% Fire/Heat vs a Burning enemy.
first thing to check: are you sure that you don't have the T4 damage cone equipped? i don't think that would trigger the explosion.
Tried changing between the damage upgrade and the shockwave repeatedly on different enemies, no new results
But from what I had to guess, I think my assumption is right. Swarmers and exploders have below 26hp
Increased damage goes to 34 for the fire damage alone but nothing in the game is between the existing 26 and 34 as far as I'm concerned
Doesn't seem to work on parasites however, but I'd imagine that's cause of some other factor, do they not ignite?
But yeah, as far as I'm concerned, this only works on swarmers and exploders, naedocytes don't trigger it either.
Could try testing on lower hazard levels though
Tomorrow of course, am going to bed now
i think the swarmers are getting ignited instantly by hellfire's trail then dying to the direct damage
I'll check this, just came into my head I can test this with a brood nexus, since swarmers burn at 5 degrees and exploders at 10, logically a brood nexus would do this cause they burn at 7.5
You may be right, brood nexus' do the same thing if they're at low enough health
Can't seem to find much enemies around the same heat capacity as these three though, stabber vines only have 15 but I can't spawn them in myself, would have to find them through repeated trips to hollow bough