#wiki-related-chatroom

1 messages · Page 19 of 1

acoustic scarab
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I think it uses all caps

fallen pebble
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Aren't a lot of the cave asset names mentioned exclusively there?

floral drift
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albeit a fantasy race, dwarves ought not be capitalized. think of it like saying "mirror the Humans' sturdy, short physiqes". Humans wouldn't be a proper noun in that context because it's referring to the collective whole of the species. similarly, dwarves would not be a proper noun there either.

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if there was on singular dwarf on the whole planet, then you could use it as a stand-in for his name: "Dwarf's physique is short and sturdy", this turning a normal noun into a Proper Noun by using it to identify a specific element from the set.

fallen pebble
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Would the patch notes be a reliable source for capitalization?

quaint viper
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patch notes are not reliable in general so idk

acoustic scarab
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I would not trust patch notes for style consistency

fallen pebble
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Just saw the word "perk" and how inconsistent it is.

acoustic scarab
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Even thousand separators aren't consistent in the game. Mineral amounts look like 4580 before you sell then in the trade terminal and like 4,580 after you sell them

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I don't think anyone at GSG cares much about consistency of language

glacial topaz
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I found some Bismor!
Bismor here!
so yea, crafting mineral Names are capitalized

fallen pebble
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Why is the word "region" capitalized???

acoustic scarab
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Have you noticed that the words "Team" and "Swarm" are sometimes capitalized in voice lines too? 😄

fallen pebble
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I think I've seen somewhere in the voicelines where "glyphids" isn't capitalized.

acoustic scarab
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Operative word "sometimes"

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Whoever writes this might also take some grammatical cues from Danish. I don't know how it works there

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Here's another one: should we capitalize Gold? 😄

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It's a mineral, but... it's gold

glacial topaz
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4 glyphids
27 Glyphids

fallen pebble
turbid crag
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also what about compressed gold?

acoustic scarab
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And in general all types of currency in DRG. Experience, credits, performance points

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So many questions 😄

glacial topaz
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I feel that gold is caps when described in official manner
and not caps when in voice lines, other contexts
though I think most cases it is easier to tell if it is most that caps it, or most that don't
for cases where answer can't be given that easily, more discussion is fitting

acoustic scarab
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I'd prefer one approach. How do we judge when it's official, anyway? Our whole wiki is official

glacial topaz
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💀
a description on miner's manual is official, a dwarf voice line is not
since it is not the company saying it

faint python
glacial topaz
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I assume most know the purpose of that area, though should it be sated on guideline ?
that being "can NOT be explained properly in the table without making it too long"
cluster should fit the need for unique, due to the stats on aoe dmg

proper kernel
proper kernel
onyx ravine
glacial topaz
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not at all

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otherwise it would have no point in existing
and might as well be called "cool overclocks"
lol

latent vector
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On the Perks wiki page. I think it'd be worth to make a way to show a table of all the available max-rank primary and secondary perks, rather than tiers 1-9. So like a separate dropdown of 'these are all the details of each perk when at max rank'. I wanna add that, would that be rejected or something? Ping me if someone responds please, I wanna get started on this soon

glacial topaz
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that might be useful, though I wonder if best if on a subpage
or is fitting on the page itself and won't make it even longer
no ping since not an answer

latent vector
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my plan was to put this within its own dropdown, hidden by default

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might be worth making the milestones table a dropdown as well

glacial topaz
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dropdown within dropdown ?
also not a fan of how long those sections are, looks too thin so long texts makes the cell super tall

acoustic scarab
acoustic scarab
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Here's my take:

  • We collapse tier 1-9 sections because we list all perks on that tier with their full text description. There are up to 11 perks per tier, so naturally, listing them in full takes a lot of space.
  • This leads to a lot of duplicated text between tiers where each perk shows up 3-4 times, and the only difference is in one or two numbers - hence the collapsibles.
  • The only practical purpose that ==Perk Tiers== serves is to show the progression through the "tree".
  • The same progression can be shown by copy-pasting the icon "tree" from the in-game KPI terminal (or recreating it in table form with icons), and it would take a fraction of the page length without any need for collapsible sections.
  • At the same time, on individual perk pages we list all levels in one block, and it takes... pretty much the same space. There's hardly any difference between Stock up on Ammo and Health 20% faster at the Resupply Pod and Stock up on Ammo and Health 20 / 30 / 40 / 50% faster at the Resupply Pod.
  • Therefore, I think we can list all perks once with the full string of values (like take 6 / 12 / 18 / 24 damage). It doesn't take any mental effort for the reader to look at the rightmost number and understand what the maximum-level perk does.
    - For this reason, I think the page doesn't need a list of all max-level perks, but can instead show a list of perks with 1/2/3/4 values, and it wouldn't be significantly bigger.
  • We can even just copy-paste individual perk tables from their pages, that would work too.
  • We can add collapsibles for active and passive groups if it looks too bloated, but I think it'll be fine without.
    - The entire ==Perk Tiers== section would be a list of all perks, once, with their full description and ranges of values, plus the progression "tree" either above or below it.
glacial topaz
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Lean towards that

acoustic scarab
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If we can wrangle image maps, we can even make the icons on the perk "tree" clickable so that they take you somewhere

latent vector
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I'm busy rn so I haven't read the whole thing, but I had a different idea that I think will work better than my previous idea

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Instead of sorting by tier where you buy them, just sort by perk

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With the bonus, what tier it's purchased at, cost etc

latent vector
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oh okay yeah so thats literally what i just said, not sure why it didnt click the first time around

latent vector
glacial topaz
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currently there is not even a good way of doing it
last I heard there is just a giant folder with screenshots that need to be cropped, not easy cropping
so...

tame plover
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Looking back through my images some have the background edited out kinda poorly, but probably good enough.

I still plan on doing more weapons but it'll probably be another few months before I start again

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Now that I think about it, the new bubblegum and nerf skins might be good to edit out the background

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since they have a lot of contrast

latent vector
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imo the hardest part seems figuring out that UUU thing to get the gun at the right angle

glacial topaz
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not me

latent vector
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just gotta take those and consolidate em

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wait what if we literally just, took the entire perk table from each perk page and dumped em all in one page

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this thing

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could have that as a dropdown

glacial topaz
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Deposit (20/30/40/50)% faster + (20/20/20/30)% DR within 7m of deposit points would make it even shorter, as yoshkin suggestion
even the description is already combining all tiers, then there will be more space for the name, though that should go on the icon cell or above

acoustic scarab
tame plover
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It didn't work for lok1 + waster framework though, as it went off-screen

acoustic scarab
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Did the new option to hide the upgrade menu change that?

viral badger
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how hard would it be to mod the game to make the gun not rotate

tame plover
acoustic scarab
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It doesn't

weary sonnet
# latent vector got a link? editing out a background with gimp i can do

https://drive.google.com/drive/folders/1neJnJLNy72Nz6qkyKryKeKj7HSfGKrCJ
Images taken by Banagement a long time ago (~4 years more or less), that means recent framework and colors are probably missing.

If you are using gimp, since they are all on the exact same position, it should be possible to use a mask to reuse the cropping for a folder.
(ie crop one per folder and keep the gimp xcf file, we can reuse it to crop all the other one that have the exact same shape)

latent vector
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ah so thats for like every combo of every paintjob with every framework

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im thinking all we need for frameworks, are pics with said framework with the framework-provided paintjob

acoustic scarab
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Sure, but that's still a few hundred screenshots

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24 x 17 = 408, to be precise

weary sonnet
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The basic test to make a mask using the first crop with gimp:
Assuming the crop look something like this:
Weapon image is still in full size with the weapon visible and the whole background removed (transparent).

Replace all the transparent background with black, (Select by color, fill with black)
Fill in the weapon space with white. (Invert selection, fill with white)
This is the mask you will use to crop all the other screenshot in the folder.

Now to apply this new mask to any other image in the folder.
Copy the mask you created (ctrl A + ctrl C)
Open the new image to crop
Layer > Mask > New Mask > Black (transparency)
Go into the layer menu and select the new black mask, paste your mask to replace the current one
The crop should be done

You can now resize / save the image as you want.

Theses step can probably be automated since most of it if not all is accessible via the menu / keyboard shortcuts.

pulsar thicket
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Is the chat where the admins of the deep rock galactic wiki are?

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Im asking because someone put cerveza cristal in the abyss bar page

wary cove
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@pulsar thicket we do not use fandom

weary sonnet
wary cove
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We haven't for some time now

weary sonnet
pulsar thicket
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Ah ok

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That explains a lot

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Thank You

weary sonnet
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If you do find error for the wiki.gg wiki, then you can report them here.
If it is just some minor mistakes, you can also just fix them.

pulsar thicket
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Ok thanks You

slate jungle
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For the L.U.R.E. page - this seems to be untrue "After losing all health, or when its 20 second lifetime has expired, the L.U.R.E. will stop functioning."

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it does change colors while being hit, but doesn't stop functioning

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even seems to persist for 4 seconds after disappearing

bold plover
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Seems like a bug. Normally it does disappear after the health is depleted.

slate jungle
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might have been introduced in S5, i've noticed it in regular games too

glacial topaz
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nothing to do with a time it takes for the enemy to register a new target ?

slate jungle
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Might be, old video shows the same persistence after disappearing EDIT: maybe not, hard to tell

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grabber won't pick it up anymore either. Just hovers above it. " Mactera Grabbers will grab a L.U.R.E. and fly around with it as they would with a dwarf."

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nemisis still works

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but doesn't damage the lures

acoustic scarab
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Clever girl

tame plover
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I think that may be a bug, IIRC I saw it grab one in s3/4

bold plover
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Anyone know what controls the spawn scale of map gen actors such as Barrage Infectors?
Naturally spawned Barrage Infectors are a world scale of 1.7 instead of 1.0, Spitballers are 4.0 instead of 1.0 but I don't know what causes that.

glacial topaz
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what is a NOT naturally spawned one ?
and guess you talking purely about size, not quantity, right ?

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well, not sure if that is what you looking for
ENE_BarrageInfector has RelativeScale3D of 1.7
and ENE_ShootingPlant.json has RelativeScale3D of 4
though RelativeScale3D does appear 3x on their files, with different values, and probably each for a different purpose

bold plover
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Ah, it is their default scene root.

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So, what makes this sort of weird is that when you spawn an actor with blueprinting I guess it changes the scene root scale. So ENE_ShootingPlant at a 1.0 vector scale makes the Spitballer's default scene root 1.0 instead of the intended 4.0 so you get a Spitballer that is 4x smaller than intended.

acoustic scarab
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Interesting. Do we have multiple options of advancing assignments now?

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I was alone in a solo lobby

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Next rotation only showed one PE

tame plover
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I think it may be a bug

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noticed some other weird stuff with assignments, played a morkite mission yesterday but it didn't progress my assignment. Haven't been able to reproduce it

viral badger
iron girder
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Had the issue. I guess sometimes it shows two but only the mission type the assignment gives really count.

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Issue is harder to see in multiplayer with multiple people's assignments

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Only had this one or two time, curious about what causes it

hexed needle
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from the main missions page: i assume this is an old part of the wiki, but wouldn't info like this be better integrated in the main part of the mission summary instead of at the very end and on the bottom, for every mission type?

shell frigate
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It does vary by mission type though

hexed needle
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player count and bosco probably don't even need to be there, since there's no restrictions on bringing bosco/multiple players for specific mission types, could put "each mission can be played solo (with or without bosco), or with up to 4 players"

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near the top of the page

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or something like that

shell frigate
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Yeah that part is fine to rework like that

sullen veldt
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is anyone interested in helping with some work on the old and unused content page? ive got a lot of rough pictures from various DRG Historian videos in my contributions but only 2 have been turned into cutouts and added to the page and i've got no idea how to actually do wiki work beyond adding to my contributions page

tame plover
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'The Drillevator is the only moving platform that turrets and shields can stick to.'

Since S5 turrets also stick to the droppod and resupplies. Don't know about shields.

Also it gets mentioned 2x on the deepscan page, once in trivia and once in the drillevator section

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Anyone know the enemy blacklist during the drillevator sequence?

glacial topaz
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what I had found

viral badger
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They also stick to the drop pod

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which reminds me, recalling turrets seems to be buggy since the update? holding R gets interrupted by using the pickaxe and I think firing too, that didn't happen before

wicked cave
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I've had it happen once in a blue moon I think, but not enough to get a reliable repro

turbid crag
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hey @shell frigate i think you accidentally undid my second round of mobile changes in vector.css

shell frigate
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Me not keeping my master file up to date

turbid crag
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happens to the best of us

shell frigate
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Will fix it once at my PC

shell frigate
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Should be fixed now, also replaced a few hidden tab characters & trailing spaces while at it

acoustic scarab
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Do we know how many morkite seeds spawn in the geode?

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Because it can be more than 7

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Do morkite seeds have an independent XP value like ebonuts, aquarqs and the like?

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Here's me holding 8 seeds in the inventory

hexed needle
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there is always extra but i'm not sure if it's a consistent 8 or if it can be 9 as well

glacial topaz
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can't find any value that can indicate what is affecting extra morkite seeds
unlike aquarqs where the same place that shows how many are needed, it also has a "GemsSpawnedModifier": 0.2
meaning... either we have to find where the morkite seeds modifier is at, or it uses some default value

turbid crag
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is there some inconsistency with mineral xp payouts? using mods i completed a mission with picking up only one seed and i got 30 xp with a +35% hazard bonus, and 31 xp with a +100% bonus

hexed needle
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while messing around with sandbox utilities i saw there's a bunch of premade "treasure rooms" for deep scan

floral drift
glacial topaz
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BP_TreasureRoom_DeepScan_Base
"InitialCrystalPlacementAttempts": 15
though not sure if that is simply not it checking possible locations
with the final number being found elsewhere

bold plover
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That is likely the search amount for a csg triangle mapper which is basically how many times it should iterate to find a valid location to place an actor with the supplied restrictions.

bold plover
proper kernel
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https://deeprockgalactic.wiki.gg/wiki/Experience

For the XP page, what does the total represent? Is it the combined primary and secondary XP given?

Assuming it is, how would you format adding the other possible xp total (xp total with distrum/hollomite) since that's not currently listed.
Maybe as [ 2400 / 2385 ]?

glacial topaz
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one option

prisma skiff
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When will the bittergem wiki page be updated?

analog rock
prisma skiff
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I was on my phone

acoustic scarab
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<@&296918282403840000> could we please pin the comment linked above? ⬆️

short cloud
acoustic scarab
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If a mission has Secret Secondary, does it advance two perk milestones for secondaries?

bold plover
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it should as long as both are completed as that value is stored in the objective itself

acoustic scarab
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We say on the missions page that Deep Scans exists in the form of L1/C2 and L2/C2

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However, this shows a C3 deep scan

glacial topaz
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would have been nicer to see the card for the deep scan , instead of egg hunt

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doubt it is the case of missing DNA, and instead is some not understood mechanic of some missions maybe being able to have more complex caves

acoustic scarab
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Also, it seems we need to update the regenerative bugs icon

hexed needle
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is there no jet boot crate page?

acoustic scarab
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I imagine noone's had time yet

hexed needle
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realized the jet boot redirect doesn't exist

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page wouldn't be very long but could have the chance to generate the crate and something about the deep scan boots

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i believe it's a flat 10%

short cloud
turbid crag
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i already updated it btw

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actually just the icon, not the milestone

short cloud
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I was remembering it did but wasn't 100% sure

prime lodge
turbid crag
prime lodge
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Ah, damn, I've been tricked

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Thanks

turbid crag
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np

prime lodge
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Wow that fandom wiki is full of very convincing and thought out fake information. Crazy

fallen pebble
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Is the bonus damage on electrocuted damage done by Shard Diffractor with the Hydrogen Rupturing mod Electric damage, similarly to Electro-Chemical Rounds on LOK-1 and Conductive Bullets on Stubby?

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Is the damage done by the L.U.R.E. when it is killed electric damage? Since the L.U.R.E. also electrocutes the enemy, I would assume it does.

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It is not currently specified.

fallen pebble
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There is an inconsistency present here regarding how much bonus damage this mod does to electrocuted targets. Since it says 33% in-game, I am going to edit the box that says it does +30%.

trail gust
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1 yes
2 yes but it currently doesn't get destroyed
3 yes
4 yes

fallen pebble
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The L.U.R.E. doesn't function properly at the moment?

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Thank you for answering my questions about the damage stuff.

fallen pebble
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Oh, I see.

fallen pebble
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When making the damage tables for Electric, I excluded sources that applied electrocution and didn't deal Electric damage directly. Is this what I should have done, and is this how I should treat other damage types that might come from a status such as Poison (which could exclude things such as the Acid Spitter spit and Neuro-Toxin Grenades from the table)?

glacial topaz
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what matters is doing damage directly
if you want to think of status effects you can make it differently

fallen pebble
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Then I will continue having it only be directly dealing the damage type, and not anything that inflicts a status effect which deals the damage type. I'll add text above the tables that says something along the lines of "These tables only show sources of [damage type] that deal it directly. For sources that apply the [status effect related to damage type], go to [link to the status effect page]."

proper kernel
novel copper
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Probably low to no priority because it's barely noticeable, but I saw that the icons for the new frameworks (Danger Dice and Neo-Tekya) are missing the black outline/background that all the other framework icons have

fallen pebble
trail gust
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I call them "while in contact" Status Effects. You can find all Status Effects in the spreadsheet: https://docs.google.com/spreadsheets/d/1Cpj5BACrJ8psgqWeCbKd6CrWsIr4wXHnFRrjVzrlc1U/

fallen pebble
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Thank you! I am going to include ones that say "while in contact", while excluding ones that apply an effect for a duration of time. I think that would best fit the intentions of the damage page.

glacial topaz
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if the thing has a tick rate, and is called "STE" internally it most likely should be considered a status effect
ofc, that wont cover every status effect,
// so every STE is status effect, but maybe not every status effect is an STE, if that makes sense

trail gust
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I personally have not seen a status effect which name isn't STE or STA

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And the number of status effects in the spreadsheet matches the one I get via my mod that loads all possible status effects:

trail gust
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min x seconds means exactly that, total normal duration is status effect trigger area duration + set internal duration if ApplyDurationAfterPop = True

fallen pebble
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The page for the Glyphid Swarmer states that the "Radioactive Exclusion Zone variant which is immune to radiation and produces a small cloud of radiation upon death." This is the only time I have seen a radiation cloud mentioned for the Swarmer (and have never seen it in-game), and there are no stats provided for such a supposed radiation cloud in the page.

trail gust
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may be it was like that some time ago, we also have STE_RadioactiveSwarmer_Radiation for that

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but it's not used atm and swarmers do not produce radioactive clouds

weary sonnet
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The STE_ is still in the files, but it isn’t used anymore and hasn’t been used for a long time.

fallen pebble
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Does all company equipment that can kill dwarves/bugs with some kind of drill (such as the Drop Pod, Uplink, Doretta, etc.) deal typeless damage?

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Do the Mine Head sentries do typeless damage?

weary sonnet
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typeless damage is usually not intended, it appear when a damage type is not specified and there is no damage type to default to.
So I can’t be sure theses all follow that rule.

trail gust
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Droppod

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Melee

fallen pebble
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That is quite bizarre.

fallen pebble
trail gust
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Minehead

weary sonnet
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You can make one, but it will be harder to track than most other damage type.
Making a full list will be almost impossible, but you can fill it up anytime you encounter a new one.

fallen pebble
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Alright, that's what I'll do.

fallen pebble
trail gust
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Minehead sentry

weary sonnet
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Pretty much all other damage type are either defined directly or inherited / converted so you know what to expect, that one is the lack of a set value and the lack of default value to inherit so while it is possible to check on a case by case basic, it is pretty much impossible to search for it globally (at least with the method I know of).

trail gust
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refinery

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Doretta typeless

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supply pod typeless

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fuel pod typeless

fallen pebble
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Thank you!

fallen pebble
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The Season 5 patchnotes (#patch-notes-steam message) state that many of the Dreadnought fireball attacks were changed to be a mix of Fire and Explosive damage. Could someone who knows how to access the internal code check which ones, and update the Dreadnought pages to reflect the changes?

fallen pebble
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I have heard that the sticky ice of the Crystal Nucleation deals Piercing damage, but the wiki currently does not have much information on the properties of the OC's sticky ice. Is it true that it deals Piercing damage?

glacial topaz
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one way to start for stats is to check that karl gg site iirc

fallen pebble
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That had the information I needed, thank you.

glacial topaz
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no problem

fallen pebble
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I have added damage source tables to every damage type where it is applicable on the damage page (https://deeprockgalactic.wiki.gg/wiki/Damage) to the best of my ability. Unfortunately, I am unable to make a table for the "Rockpox" damage type, as I do not have access to the necessary information, since none of the Rockpox enemies have their attack data listed.
I believe that this page should include tables for what enemies resist/are weak to each damage type, so I will begin working on that.

trail gust
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Dreadnought's fireball:

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Arbalest's fireball:

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Arbalest's mine:

glacial topaz
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does that mean a 50%/50% split ?

trail gust
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yes

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DamageConversionBonus with default conversion rate

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Lacerator Stomp, his breath wasn't changed since it's a Status Effect and I would've known

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Hiveguard's rock:

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Hiveguard's fireball:

fallen pebble
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Thank you!

trail gust
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Dread Stomp:

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Note that where Radial flag is false there is no AoE fall off. It only applies to the not converted parts.

fallen pebble
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The Miner's Manual says that the Lithophage Rockpox Corrupter resists Kinetic, Explosive, Cold, and Electrical Damage. What are the exact values of these resistances, and are there more that the manual does not say? The Corruptor currently does not have its own page on the wiki, and is only found on the Plagueheart page, where very little information about it is given.

trail gust
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EventExplosion must be the one that protects him from machine events' explosions. Don't have time to check rn.

fallen pebble
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Alright, thank you.

trail gust
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Just checked: PST_EventExplosionResistance resists DMG_EventExplosion, but I only found explosive barrels from The Tritilyte Crystal event that use it. Machine events use DMG_Explosive as the end explosion.

lethal ember
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does the wiki have low fps on anyone else's firefox browser?

acoustic scarab
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Not sure what you mean by low FPS when applied to a webpage. Loads fine for me, pages are scrolling without stutters

trail oracle
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Is the wiki not working for anyone else? Or is it just my phone

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Have tried on wifi, cellular, google app, safari, and it just won’t load

lethal ember
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Here is a video of the drg wiki being slow compared to the terraria wiki.
It has an obvious input delay and scrolls slowly and choppily.

weary sonnet
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Tried on chrome and firefox, without being logged in, no issue on my side, both react as expected (ie as fast as the terrania wiki does on your vid).

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The main difference between the two wiki would be the blured background image and the semi-transparent black background for the sections on the drg wiki.
You can try to change it localy on your css or with the inspect tool to see if it can be what causes the bug on your side.

lethal ember
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Tried remove background image + all <img>, i didn't feel any significant improvements.
But removing the left panel did make a significant improvement, although still noticeably slower & choppier than terraria wiki
(Video shows left panel removed)

tame plover
shell frigate
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There is a bit of costly (only in a relative sense) css used to make the wiki look how it does (matching in-game UI)

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The left nav uses multiple text-shadow to create the outline on the text, there is only one other decent way to do such but it's not supported on all browsers and looks far worse (see below)

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The main page uses a blur filter to blur the background behind it, allowing there to not be a monotone background but without causing any contrast issues

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Both of these are more intense than normal .css but should be an unnoticeable impact to almost all devices

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If you are having issues first step would be that you likey have disabled hardware acceleration to bypass DRM on streaming video so reenable it

If it is already on or still is an issue when check your browser is up to date

Then if still remains generate a profile / performance report of the page for me to look at (browser dev tools)

lethal ember
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Can confirm disabling both of these basically made it as fast as Terraria Wiki. I admire your Front end knowledge 🥹

shell frigate
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I did quite a bit of performance testing when first putting it together as it really ran poorly (a bit worse than your recordings but on a good spec'ed machine w/ hardware acceleration) and so really triming dwon / found alternatives for most parts

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Those 2 are the only "big" impacts that can't be done in another way

lethal ember
#

Can confirm hardware acceleration fixes this, as a dev I would like to apologize for using up everyone's time not figuring this out myself LOL
(I did try this at first, but I guess I forgot a sneaky tab somewhere when restarting my firefox before asking here)

shell frigate
#

Glad it's working fine

acoustic scarab
#

Interesting. It seems that regardless of how many biomes get picked for a rotation (5 or 6), there will always be exactly 19 missions available

proper kernel
drifting ruin
compact crow
#

Fandom is abandoned and is now a sort of “bootleg” wiki for lack of a better word. People started out writing subtle funny fake info and swapping images out of a sort of protest against fandom and their refusal to take it down despite the migration, now it’s escalated to people just overtly destroying it now lol

glacial topaz
#

though, not enough for people to notice the info is not real, or that it is not official
though probably 99.9% of people do notice and only 0.1% don't

acoustic scarab
#

I'm going to start drafting the July digest tomorrow, so feel free to ping me and highlight if you made any edits this month that you think are noteworthy/substantial

#

Otherwise I'll jut comb through the recent changes and compile something (which is admittedly longer and more tedious)

turbid crag
#

in the past month ive made the wiki substantially better on mobile if you want to include that, though i am still working on it

muted cave
#

myself included cus search engine nonsense

compact crow
#

Ngl some of the “new content” on the fandom wiki goes hard

Bulk infestation mutator sounds like a wonderful experience

#

I mean it’d probably be completely unplayable but it’d sure be funny

acoustic scarab
#

I'm pretty sure that the modding scene made that mutator available even before mods were officially supported

random cargo
acoustic scarab
acoustic scarab
#

So far I've checked 28 rotations on different days and different times of day. And Hollow Bough was open in 9 out of 28, while REZ was on in 20 out of 28

glacial topaz
#

are you sure that is just not related to the number of biomes per planet zone ?
with 2 of them have 2 biomes, and 2 with 3 biomes
the only place I see so far with biome rarity has 1 for all

acoustic scarab
#

Yes, it certainly has to do with "regions" having a different number of biomes in them

#

We know that out of each region, at least one biome has to be available every rotation

#

But overall this algorithm leads to very uneven participation if you look at biomes and not regions

#

Here's how many missions were available in each biome, split by 28 rotations

#

The spread is pretty wild, from 23 in Hollow Bough to 70+ in both Crystalline and REZ

proper kernel
#

For Cluster Charges, the Bomblets are effected by the x2 area damage right? Meaning they each deal 18 (9x2) damage when the OC is equipped, and T4B gives them +8 (4x2) damage.

Also does anyone know what damage type do the Bomblets deal, and what their radial stats are? (Radius, Max damage radius, Minimum damage)

turbid crag
proper kernel
acoustic scarab
turbid crag
#

previously, the wiki was almost completely unusable on mobile on every page because of a bunch of reasons like the sidebar appearing below the page content, tables and elements flowing off screen etc. now none of those happen, the sidebar is a part of an expandable drawer, and i am going through improving specific problematic pages and templates such as the overclock tables and so on

#

there still are some pages that dont look good on mobile, like the abyss bar and the cosmetics shop, but again i am still working on it

acoustic scarab
#

I'm just asking because I have to explain what the change is for the Reddit post 😄

turbid crag
#

no no i get that, i am just explaining the bigger changes

acoustic scarab
#

On a completely different note, I've just had another time when the map did not change at all at refresh

#

18:27 and 18:32

#

The key detail here, I think, is that I had a mission selected during refresh

#

Once I disbanded team (and thus reloaded the rig), the map changed to

#

I distinctly remember that, in the past, the map would always change at refresh, but if I had selected a mission before that, I got to keep it and play it, even though it wasn't on the map anymore

woeful jackal
acoustic scarab
#

Finished draft. Let me know if I missed anything important

turbid crag
#

all of the holiday resources got imported from fandom by the person who wrote them, but many of them still need cleanup and to be added to the resources page

acoustic scarab
#

That was initially on my short-list too. But, like you mentioned, they need a little more clean-up before being presented in a showcase like this. So, I decided they fit under "effort to import stuff from Fandom" without going into detail

acoustic scarab
#

Bad time for NA redditors, but eh

slate jungle
#

A potential issue on mobile with the boxes that need to be expanded. It's not obvious that they can be expanded and people might think it's either missing data or a website error

turbid crag
#

i am aware, that is on my todo list

acoustic scarab
turbid crag
acoustic scarab
glacial topaz
#

do we have that data on larva spawns ?
and talking about enemies, was thinking if we should add enemy tags to their infobox or pages

turbid crag
#

speaking of mobile support, any critiques on my mobile navbox? (no live demo this time)

#

every navbox will get a similar treatment, just the creatures one here for example

gritty bear
#

womp womp

#

pre-alpha missions didn't make it

shell frigate
#

?

tame plover
#

I like the new mobile changes but the navigation button is a bit intrusive, is there a reason it's that high up on the screen? I think it should be lowered

turbid crag
#

its that high up on the screen so it dosent interfere with the footer and some browsers that put the navigation options at the bottom

#

if it was lower, it would cover content in some cases

tame plover
#

I see, what about making it stay in place and not move up when you scroll down?

turbid crag
#

that is an issue specific to browsers that put the address bar at the top of the screen, i can not fix this without breaking browsers that put the bar at the bottom

tame plover
#

I see, no problem, mobile experience is still a lot better compared to before

acoustic scarab
gritty bear
acoustic scarab
#

They could've, if you'd told me they should

turbid crag
#

for whatever its worth, the crafting terminal (fandom misinfo) is the fourth most common failed search result on the wiki. almost makes me wonder if there should be a page to catch people who fell for the misinfo

glacial topaz
#

Rather not be influenced by fandom
And no page would fit for fandom trolling
The person is expecting that, anything else will just leave more confused

muted cave
#

best to just ignore it and not let the proper wiki be tainted

dense holly
#

The wiki article about deep dives says the turret ammo auto restocks thru deep dive stages
its not
its fake
when you leave with 0 ammo
and place a sentry, it still have 0 ammo
(wiki.gg btw)

acoustic scarab
#

Oh, have they finally fixed this?

proper kernel
proper kernel
dense holly
viral badger
acoustic scarab
#

Makes sense, I haven't played a single Deep Dive since then

acoustic scarab
#

Do we know the amount of damage Doretta does on contact with the drill?

#

It's gotta be some absurd number like the resupply pod

short cloud
#

probably more something like contact = death

cerulean berry
acoustic scarab
#

Thank you ~

proper kernel
acoustic scarab
#

In my opinion searching for "matrix core" should lead to a page that explains what kind of cores there are and how to obtain them

proper kernel
#

Same, Ill think I'll work on making that

#

given there are no objections

acoustic scarab
#

It could be on [[Machine Event]]s, but it's too important an entity to only be a disambig page

proper kernel
#

Are disembig pages special at all? Or can I just turn the existing "Matrix Core" page into the full article.

acoustic scarab
#

As far as I know, they are just pages that have a {{disambig}} tag at the top

proper kernel
#

Dope

acoustic scarab
#

Alright, finally added the note that Nemesis's parting bombs can target Doretta. Now I can stop reminding myself that I should do that

proper kernel
#

Checked on a LV1 save, and this assignment seems to be no longer available, so I moved it. If I'm wrong feel free to revert.

turbid crag
#

hey @shell frigate can you have another look at https://deeprockgalactic.wiki.gg/wiki/User:Zurel/vector.css and consider implementing it sitewide?
this time i improved how the navboxes look like on mobile devices, and i figure this should go in the sitewide css because that is where the other navbox class definitions are. there is one case where i used an !important tag that isnt strictly necessary, so let me know if thats ok or not

#

how it looks

shell frigate
#

In my little test is a nice change

#

Though thinking while at it may be good to try have it not linebreak between the images and name of each thing

turbid crag
#

yes, i need to wrap the image and text in a span to do that

#

thats the first rule in my css page, i need to manually do that to each navbox

shell frigate
#

Yeah was just looking at how it gets structured in html

analog rock
turbid crag
#

didnt work, not sure why

short jolt
#

thank you brave soul who added the warning to send everyone to wiki gg on fandom

acoustic scarab
#

Is it still there? I'm surprised

#

Fandom mods are getting lazy

muted cave
acoustic scarab
#

But the wiki.gg's logo is in the notice 😄 it's not exactly subtle

muted cave
#

what matters is that people are succesfully being rerouted to the actual wiki

proper kernel
acoustic scarab
#

I'd add right in the very first sentence that matrix cores an endgame resource

#

The whole OC and cosmetic grind revolves around cores

#

most of which are unlocked after the first Promotion
Which sources award cores to unpromoted characters?

#

I think the Infused Core section should start by saying that Infused cores can be turned into a weapon upgrade (overclock) or a cosmetic item, depending on the type

#

The most important message goes in the first sentence, everything else elaborates on it

#

Some parts could be rephrased for brevity, but the overall structure looks good to me

#

One note I would add to the mineral container section is how it plays into the mineral trading terminal

#

It costs 600 to get 120 minerals from a mineral core

#

Selling 120 of a mineral in the terminal yields 600 credits

#

So if the player doesn't need minerals but needs credits, it still makes sense to craft the mineral core and then immediately sell its contents - because then the player would break even in terms of resources, but they would advance the forge mastery, which is a way to get more cores

proper kernel
proper kernel
short cloud
#

120*50 is indeed 6000

acoustic scarab
#

Nevermind, you're right. I can't math

slate jungle
muted cave
#

I only blank the fakes, i have no affiliation with the one guy that went rogue

slate jungle
#

SOAP can't tell the difference between fake and real, so they just ban ppl who blank stuff and restore fake content lmao

muted cave
#

Hell if i care tbh

#

@tawdry gale support the official wiki instead, buddy

tawdry gale
turbid crag
shell frigate
#

Can't right this second, but can once I've done my meeting

shell frigate
#

Not sure if it's used now but previously some notices used it so that was a quite fix to avoid notice duplication

#

Assumidly you are planning to use it now, but just making that note here in case that issue crops up again

turbid crag
#

the only place i saw it currently be used was the front page, and having the class actually work makes the front page look a bit better on mobile anyways, so i assume its fine

tawdry gale
#

anyone know why the twitter posts dont seem to be showing the newest first?

#

id assume that to be the most useful to show newest first?

turbid crag
#

its because twitter about a year ago stopped showing new tweets to people who arent logged in, breaking all embeds while at it

tawdry gale
#

so why is it still on the main page?

turbid crag
#

nothing you can do about it sadly

#

¯_(ツ)_/¯

tawdry gale
#

oh right, the twitter api was made paid now right?

turbid crag
#

yeah, but its far too overpriced to be worth anything

tawdry gale
#

only people who use it would be for data scraping, sad

#

feel like it would be better to replace it with using steam api to show updates

compact crow
compact crow
#

“Luck” being the fourth most common is odd, I would really like to know why so many people are searching that
Can’t think of any real mechanics or fandom troll articles that people would be looking for searching that

turbid crag
#

probably from drg:s, since the searches are lumped together

#

its kinda annoying, but i think its safe to say most searches are for just drg

compact crow
#

Ah yeah, that’d explain it

tame plover
#

Luck, magnet, dodge, tag, anything that looks like/ is a synonym of potency is probably from DRG:S

turbid crag
#

i feel like the search and redirect system could be improved in some way, because most redirects and searches go to the drg main wiki, even if there is a drg:s version of the same page, but i dont know how to handle that

#

this problem will probably become significantly worse when rouge core releases too

shell frigate
#

you can do s: to just search survivor but most don't know that

turbid crag
#

could it be possible to automatically prepend that if you are on a survivor page?

shell frigate
#

likey only using the custom js

#

though if doing that may as well go with survivor: to not confuse people

latent vector
#

Hey so I think a lot of the difficulty in getting the new weapon skins onto the skins page is having to get it all professional looking, use weird tech stuff to make sure the angle is right, crop the screenshot etc

#

Which def looks very neat and clean and is worth doing, but only like a quarter of the skins are done

#

what if, in the meantime, we found a place to just dump screenshots of the guns? sure its slightly tackier but it gets the job done well

#

maybe if we had a google drive folder of the screenshots or something and a link to it on the wiki?

#

We dont need screencaps of each combination of skin and frame, just the skin-only skins on the default frame and the frameworks with the framework skin

turbid crag
shell frigate
#

Did test it out a bit looks good

#

Wondering if anyone wanted it to affect other name spaces (e.g. File: Template:)

turbid crag
#

probably rogue core, but there isnt a wiki for that one yet

shell frigate
#

Have pushed such live

turbid crag
#

it seems to have stopped working in live

#

unless i need to wait a bit?

#

pasting it in the terminal makes it work, something about how it was put in common.js broke it

shell frigate
#

works fine for me

#

previous js may be cached for you

turbid crag
#

purging cache didnt work

shell frigate
#

try opening a incognito window

turbid crag
#

reloading with crtl-f5 did work though

#

all good

acoustic scarab
acoustic scarab
# latent vector We dont need screencaps of each combination of skin and frame, just the skin-onl...

However, this I fully agree with. I think it's unreasonable to aim for a gallery of all possible combinations for everything, especially when that number is already well over 1000 images and is only going to grow with each season.
Wikis aren't supposed to be image galleries, they don't have the toolset for that - that's for one. For two, aiming for all combinations generates a lot more tedious work every season as opposed to stock frameworks & all paintjobs + all frameworks & stock paintjobs.

latent vector
acoustic scarab
tawdry gale
#

it appears that Quotes have all the voice lines already?

acoustic scarab
#

Yup

latent vector
#

And maybe one to stop the armory auto rotation

#

What if we just added screenshots without the background removed and the rotation maybe a few degrees off to the wiki page? It'll be uglier sure but at least the info will be there

#

Could add a to-do at the top with "these screencaps need their background removed"

proper kernel
#

Is that super useful info though? Personally I think unedited images should only be used when the info is necessary (like for an enemy portrait). While showing all weapon colors/frameworks would be nice, I don't think its important enough info to warrant lowering the minimum quality.

acoustic scarab
#

Who I'm waiting for to chime in are the people who actually uploaded those images in the past 😄

tame plover
bold plover
#

I still have my drive full of the couple thousand framework and paint job combos from a couple of years ago.

#

There is a mod to change the loadout brown background color but I don't recall if it removes the dust.

#

I would make a mod that allows you to select a weapon and have it cycle through every framework and skin combo for it but I don't really have time for it.

bold spruce
#

HAs Anyone Else Noticed The Scout And DrillEr Wiki Pages Are Swapped Except the names?

short cloud
short jolt
#

the fandom wiki is so griefed, who removed the warning that tells you that it's not going to have the most truthful information unlike wiki.gg

#

i remember seeing it like a week ago and the next day it was hone

#

gone*

glacial topaz
#

if you curious you could check the edit history
while there is no reason to care about the grief
the advice redirecting to wiki gg was perhaps a good idea,
though not sure if it was that clear

shell frigate
#

That's Fandom's priorities for you
got to remove external links instead of fixing griefing

acoustic scarab
#

They can always say that fixing wrong info is the community's job

shell frigate
#

So should removing such links

#

They can't have their cake and eat it

compact crow
#

Anything diverting people to the real wiki will get removed pretty quickly because it is against fandom rules, if I had to guess

The troll articles are just assumed to be real if it isn’t extremely overt, so it stays

#

Idk, my theory at least

viral badger
#

fandom makes money from site traffic

#

they don't care whether things are fake or not as long as they get traffic

slate jungle
#

Fandom is slowly bleeding gaming communities. A lot of big ones have already moved. The old fandom wikis left behind will either become stale or get filled with garbage, either way they will be inaccurate. The lack of new content will slowly make them less relevant to google. Since fandom won't let communities delete wikis, and they run so many ads that the site becomes unusable, new games will avoid fandom entirely and go with some other host. It's short-sighted of them to only care about ad revenue and not the user experience, because it's not sustainable in the long term.

#

We run advertising on the platform to fund that. We are not apologetic about it. - Perkins Miller, Fandom CEO

stark tulip
#

we live in a time where short-term gains are more valued
it's all just make money now, lead the company on a path to failure, jump ship before it happens and move on to the next one

#

new games will avoid fandom entirely and go with some other host.
this is already happening
as it should be

acoustic scarab
#

It's short-sighted, but Fandom is so big they can afford to not care about losing some big titles. Countless small games, webcomics, cartoons, series, even apps etc. only have wikis on Fandom.

#

And moving away once you're established is an uphill battle, so many prefer to stay. Not everyone has a passionate wiki team

short cloud
#

long term investment are no longer seen as profitable.

stark tulip
#

the only time they care is when it affects their traffic
hence their policies about migration notices and never deleting wikis
they're not treating wikis as communities, just as visitors to pump their ad revenue
at least, that's what those at the very top act like

peak oak
acoustic scarab
#

If noone except me and Ely has an opinion about that, I'll add it to the style guide that <big> isn't used in headers

slate jungle
slate jungle
hearty thorn
#

i dont know where to ask this but was this alway here ?

short cloud
hearty thorn
#

i been playing since S5 launch but i didnt notice it

#

well see it

#

actually

#

my lobby doesnt exist

acoustic scarab
#

I gotta say, I haven't seen any relay nodes either

#

Mods, probably?

turbid crag
#

isnt this because the host was in season 1/2?

tame plover
tame plover
hearty thorn
#

oooh

#

the rival company season

#

huh so that mean season 3 n 4 will have the plauge decorate

short cloud
#

S1 and 2 used to have no decoration so those got added when the devs introduced the possibility to replay old seasons

#

probably because they liked the seasonal decoration and thought it would be cool to make some for the rival stuff too

fallen pebble
#

https://deeprockgalactic.wiki.gg/wiki/Template:Damage_Weakness_Table_Melee I have created this table that lists every creature vulnerable to melee damage, as well as the percentage of damage taken. I have added to the melee section of the Damage page (https://deeprockgalactic.wiki.gg/wiki/Damage#64px_Melee), and intend on doing this for all applicable damage types. Is this a good format for such a thing?

I have separated every single variant, whether it be a regional, event, or elite variant. This was done since many variants have different resistances than their base counterparts (such as Glacial Strata variants being weak to fire and resisting ice, and some Elite variants having an extra resistance over their base counterpart). Should I still separate variants even if they share the exact same resistance, as I did here?

For Ebonite bugs, should I exclude mentioning their resistances in future tables since they are immune to everything that is not melee, and only mention their melee weakness (as I did here)? Also, I have included the Glyphid Ebonite Praetorian here in the melee table despite it technically not receiving extra damage, as this is the only way to damage it, and because the Praetorian page lists melee damage under the Ebonite Praetorian's "resistance" section. Should the Ebonite Praetorian be removed because it technically does not receive extra melee damage?

#

I say "Creature" here, but in the future when I deal with damage types that are affected by dwarf armor resists and Doretta's resists, should I include these in the table, or should they be mentioned separately? If the former, should I change "Creature" to something else, since the dwarves and Doretta are not creatures (based on how DRG defines the term)?

proper kernel
# fallen pebble https://deeprockgalactic.wiki.gg/wiki/Template:Damage_Weakness_Table_Melee I hav...

For Ebonite bugs, should I exclude mentioning their resistances in future tables since they are immune to everything that is not melee, and only mention their melee weakness (as I did here)?

With how its currently formatted I think including them on every table is more clear for the reader, even if it adds 2 somewhat unnecessary rows. To exclude them without adding the possibility of misinterpretation would require you to reformat the tables.

fierce furnace
#

Excuse me, but does anyone have a list of Companies and corporations of the Deep Rock galactic universe? Cause I couldn't find anything related to that on Wiki.gg except Deep Rock Galactic Corp.
I know there's Deep Rock Galactic, R&D, MegaCorp, Rivals and SMRTtm.

upper elm
#

R&D is a department within Deep Rock Galactic, not its own entity

short cloud
#

Best things we have are the weapon manufacturer like DeepCore and the likes

#

maybe we have a few beer ones too but I don't remember every beer's description

fierce furnace
#

Like a MegaCorp employee, Rival Dwarven size bot etc.

#

There's also a company which designed all the Core infusion event machines or are these also DRG?

short cloud
#

that's also DRG

acoustic scarab
#

An example on another company would be Longbeard Freight

viral badger
#

the lines from the mineral trading terminal may or may not have more names

queen crescent
#

Longbeard Freight is another one. They're a regretful partner of DRG and are usually the cause of ships breaking up in orbit or shuttle pilots jettisoning their cargo and scattering goods onto Hoxxes

glacial topaz
#

Pretty sure that is drg survival
There is a dedicated wiki and server for that afaik

short cloud
#

that is indeed DRG:S

acoustic scarab
#

But the initial question was about lore, and the two games share the setting

tame plover
#

IMO sharing lore between the wikis is fine, but I am not that involved with the wiki.

queen crescent
#

Longbeard Freight is also mentioned in the DRG summer events. They lost all the cheap plastic beach toys over Hoxxes

tame plover
#

Yeah, that's why I think having it on the main wiki is fine. Since they're already known in the main game

glacial topaz
#

seems way too risk and wrong to use the main wiki just because the name is the same
unless there is confirmation that everything on survival is cannon and do not contradict base DRG

someone that knows in detail about both probably knows better if survival can be considered the same as rogue core when it comes to universe / canon

tame plover
#

I'll try to ask a Survivor dev if their game can be considered canon to the main game

queen crescent
fierce furnace
#

That's a lot of stuff, so I'm gonna make some of the bigger ones (and of course the shuttle pilot scoot )

queen crescent
#

There are a lot of trade groups that probably aren't companies

#

But yeah 18 companies

fierce furnace
#

Ye, maybe I'll left some of them over, but for example the Church of Nitra or Legion of Liquid Morkite are interesting ones

turbid crag
queen crescent
#

Fair

#

Most of those listed would be brands of some sort either way, I think?

fierce furnace
turbid crag
#

honestly its impossible to tell, "subata" could be the company, or the name of the model of the gun

fierce furnace
#

btw. You didn't mentioned SMRT™️ in the list, or is it more of a brand?

queen crescent
#

I just couldn't find SMRT. Where are they mentioned?

turbid crag
#

lok-1 mod

#

though since there is a trademark symbol, i dont think it would be a company name, iirc that isnt what trademarks can be used for

fierce furnace
#

Yeah, the "SMRT trigger OS" and the SMRT Overclock

queen crescent
#

Hm. Smяt Targeting Software(tm)

queen crescent
#

Could even be made by R&D

fierce furnace
#

Like it's a OS (windows) made by a Company (Microsoft) or something?

#

as example

queen crescent
#

"A sleek new operating system from the Smяt Corporation" -- It's a corporation

turbid crag
#

well there it is i guess

fierce furnace
#

Oh now that's clarified

queen crescent
fierce furnace
#

Nice, perfection, thank you very much breather

turbid crag
#

would it be worth it to include R__O__KK as the brand of fridge found in the abyss bar?

queen crescent
#

lol I saw that and thought about it

turbid crag
#

probably worth putting it in an other section incase more companies are found/added

queen crescent
#

Can do

#

Jetty Boot is supposedly developed by R&D, right?

turbid crag
#

i believe so

tame plover
bold plover
#

Seventh Dwarves Brewery
Space Barrels Company
Long Beard Brewery
Mountain Dwarves Brewery

fierce furnace
queen crescent
#

TY 😁

#

I thought for a second there was a barrel logo one of the breweries used, but several of them appear to use similar barrel logos

tame plover
bold plover
#

I just looked at the unused beer logos for those but I see they are mentioned elsewhere.

queen crescent
# tame plover Probably whoever made the jet boots

During a mission it looks like it's actually "Jet Boots Safety Protocol", and "Jetty Boot" isn't used. Maybe R&D ripped off the security activity as a game on the Space Rig so dwarves can practice at home

bold plover
#

I think that I remember seeing these in the Space Rig a while back but I could be mistaken, I think it might be a IRL contributor of some sort.

queen crescent
#

Interesting

bold plover
#

Yeah, irl thing.

tame plover
#

Yeah, was just about to send the wikipedia link

queen crescent
#

Another thing, the patch notes appear in-character and address company employees, signed The Ghost Ship Crew. It's probably just a creative way of delivering patch notes to the fans, right?, but they might be a canonical part of the DRG universe 😛

turbid crag
#

according to this ingame poster, zhukovs are actually a drg product, not a separate brand

queen crescent
#

Ah OK!

fierce furnace
#

There are two more trade groups I've found rn in Deep Rock galactic in the News track:
Mechanic, which seems to invest in a brewery.
and Cargo Ship Havocs, which seems to transport liquid Morkite and failed (most certainly the've hired the same Pilot as Longbeard's wheeze )

turbid crag
#

mechanic is a job title/person, not sure what Cargo Ship Havocs is though

fierce furnace
#

I know that Mechanic is a job, but here it could be a group or somethin', I dunno. But here a interesting detail:

#

megacorp doesn't produce only weapon frameworks, also some inventions like smart-specs

glacial topaz
#

either part of it, or a sub page

#

leaning towards part of it would be better
though I missed why a new page instead

novel copper
queen crescent
turbid crag
#

lol

queen crescent
turbid crag
#

personally i think this should be its own page, most of the brands are lore related, not stuff people commonly talk about

novel copper
#

Also one of the lines in Survivor makes it sound like Voltaic might be the name of a weapons company.
It's something like "I love Voltaic's stuff!" or something like that.

queen crescent
#

Ooh interesting

glacial topaz
queen crescent
latent vector
#

I had an idea for how to get the rotation right for screenshots of gun skins and frames

#

Have an auto hotkey script clicks in the right place to pull up the gun display, and then immediately hits the screenshot button

proper kernel
#

Ok so the https://deeprockgalactic.wiki.gg/wiki/Accessory_Shop page is kinda a mess, it's acting as a page for all cosmetics and imo it shouldn't.

So what would y'all think of a new page titled something like "Character Cosmetics" that contains all the tables currently in the shop page, then the shop page would only contain a table of cosmetics from the shop. Victory Moves would either be included in that page, or have their own page.

I would be like the https://deeprockgalactic.wiki.gg/wiki/Weapon_Skins or https://deeprockgalactic.wiki.gg/wiki/Armor_Skins pages.

Also I think regardless of what we do, we should move all the cosmetic tables to separate template pages, cause editing the current shop page is super inconvenient.

acoustic scarab
#

it's acting as a page for all cosmetics and imo it shouldn't
That's not the only problem I have with it

#

It breaks structure halfway through for matrix cores, listing by source-then-slot instead of slot-then-source. Then it goes back to the previous structure for victory moves.

proper kernel
#

Yeah, it also doesn't make sense for victory moves to be there since you can't get them from the shop

acoustic scarab
#

I agree there should be a page for all cosmetics, and I have a proposition for what it should look like

#

I've had this concept for about two years now but never found the time to draft it

analog rock
#

Would it make sense to store the cosmetics in cargo to allow for templated fill up ?

acoustic scarab
#

The lists would probably be updated once a year as new seasons come out

#

And maybe GSG will occasionally move some items between pools?

#

I don't know how much upkeep that would generate with cargo

proper kernel
acoustic scarab
#

As preliminary steps, yeah

#

I'm not sure how to set this up so that we have to re-do the least amount of stuff later 😄

#

For now clearing up the AccShop page seems appropriate, as we'll have to do this anyway

#

I'm pretty sure after the move [[Matrix Core]] is going to become 90% cosmetic gallery

proper kernel
glacial topaz
#

if due to too many images, maybe separate the images into subpages ?

acoustic scarab
#

That crossed my mind too. Something like Matrix Core/Cosmetics

glacial topaz
# tame plover I asked

very nice, so just have to be mindful to get direct references, and maybe good to point out "as said in DRG:S" to show the connection

acoustic scarab
#

But then, for consistency's sake, we'd have to do the same with crates, packs, performance pass, and accessory shop

proper kernel
#

Using the tables present on the Shop page makes it not all that bad when collapsed

acoustic scarab
#

Maybe collapsible galleries are a decent middle ground

#

Does the wiki load images in collapsed sections?

glacial topaz
#

I guess that is about "how much content there is for it, that is NOT listing cosmetics" ?

acoustic scarab
#

Yeah. And for cargo crates, packs, p. pass there's plenty to talk about

#

Have I missed any sources of cosmetics?

#

Armor and weapon masteries

proper kernel
#

This is what the matrix core page would look like with the collapsible tables from the shop page (edited a tiny bit), which Imo isn't intrusive so doesn't need a sub page.

acoustic scarab
#

I think that's tenable

glacial topaz
#

since accessory shop is just a long list of cosmetics
makes sense for it to be kept as subsection of spacerig and of cosmetic page

turbid crag
glacial topaz
#

you dont need a page for search digest
you can specify subsections
at most it would be a disambiguation page

turbid crag
#

or that, either case a dedicated place to put those searches

proper kernel
shell frigate
#

All valid search digest listings should get a redirect page at the very least

#

Even if to a subsection of a page

acoustic scarab
# acoustic scarab

many entries of just "helmet", "beard" and other ones
And that is exactly why I proposed a central index page as a catcher page for all those queries.

#

Let me draw something real quick

#

Here's how I imagine it. Every number in that table would be clickable

proper kernel
#

For the Victory Moves, do y'all think videos of the full move would be best, or is what we have now (a image of just one part of it) better?

Also side note, we should add a note to the screenshot style guide about what base cosmetics should be worn while getting screenshots for cosmetics and victory moves, as the cosmetics worn in the current victory move screenshots are different from the usual.

proper kernel
# acoustic scarab

For character cosmetics, we do still need a master gallery like amor paintjobs and pickaxe cosmetics have, would that be on this page or its own?

acoustic scarab
#

Do we?

#

If we want to duplicate some cosmetics on different pages, then we'll have to wrap them in cargo like overclocks

#

By duplicate I mean show in the master gallery and on e.g. crate page

proper kernel
#

I guess we don't absolutely need one, but I think it would be good to have, as it would follow what we currently do with other cosmetics, and provide a place to link to when talking about cosmetics themselves, rather then sources of cosmetics. Though the latter part would be covered by your page

acoustic scarab
#

The structure I drew above was conceived as a way to answer two specific kinds of questions:

  • "How many beards/hats/etc. are there are how do I get them?"
  • "What is in the crate/pack/etc. pool, what can drop from it?"
#

It is my opinion that those are the questions most users come to the wiki for when it comes to cosmetics

proper kernel
#

Fair

#

So that means we don't need a dedicated victory move page, but we do need a wardrobe page for all the automatically unlocked cosmetics.

#

And then a section on the assignment page for all the special cosmetics from assignments

acoustic scarab
#

But the ingame wardrobe shows everything, unlocked by default and through gameplay though

#

Hmm

#

This is why I've been sitting on this for so many months. It's a headache to come up with a good structure

#

Oh! What if we list "default" as a source and put all the default cosmetics on the index?

#

There can't be that many

proper kernel
#

Feels like we have 3 options for where to put galleries.

1: We have mini galleries on all source pages, but no cosmetic type specific gallery pages

2: We have mini galleries on all source pages, and cosmetic type specific gallery pages

3: We don't put galleries on any source pages, instead having cosmetic type specific pages they all link to

With any of the three we would still have a index page that shows the total and links to all the different pages.

acoustic scarab
#

And the galleries won't even have the same structure

#

Matrix Core hats need to have forge costs listed for them. Performance pass hats don't

novel copper
#

The flare gun's "initial stats" table is acting wrong. It's not displaying duration even though it's there in the code.

queen crescent
#

The duration field was at some point removed from Template:Equipment stats
I've added it back. The table should be working now.

acoustic scarab
#

I think 1 is less work and less upkeep, but in 1 if someone scrolls through the index page and goes "do I really have to click through 5 pages to see all hats?", the answer would be "yes", and I think ultimately that's bad UX

#

With 2, if a user finds the cargo crate page, they can see which paintjobs come just from them, but also follow a link to see all paintjobs

#

But they can also start with the paintjobs page and see how they're earned, and follow to Performance pass from there

#

I think this has that aspect of "here's a neat thing, and here's a link to two more neat things" that good wikis have

proper kernel
glacial topaz
#

oh, yea
the super detailed shots can go on another page
like, I am fine with cargo page just having the symbols for the weapon frameworks
and it just linking to the images somewhere else

proper kernel
hexed needle
#

the duration value for the boltshark's stun doesn't actually say it's the stun duration, and should probably be below the stun chance value

#

the duration is below the stun chance in the template so i'm not sure how to change it

proper kernel
glacial topaz
#

Iirc i tried adding more optional lines to it, but failed
As some weapons had more initial stats than it can display corretly
(Think goal was 9 custom for normal and charged)

thorn birch
#

How do you edit the tables on wiki?

#

For example, I want to remove "up to 100%" part

thorn birch
#

This table is already edited

#

There is no "up to 100%"

#

SplitSentro just removed it

#

But the main page still has that

turbid crag
#

oh then you just need to either wait, or purge the cache (at the top of the page under 'more')

proper kernel
#

Quick question before making the "Victory Move" page, would (Main) be the correct Namespace for it?

weary sonnet
weary sonnet
proper kernel
shell frigate
#

That is the breadcrumbs template not knowing how to make breadcrumbs to this page, the page needs to be added to the breadcrumb database (the linked page)

weary sonnet
#
 | Page=Victory Moves
 | Label=Victory Moves
 | ParentPage=Accessory Shop
}}```It should be something like that on the Template:Breadcrumbs/Data page (not sure this is the best parent page, just the one that makes the most sense to me after a very quick search).
Once it is added to that page, just purge the cache on the victory move page and it should display properly the breadcrumbs.
proper kernel
#

Lol, looks like it's too long, is there a way to fix it? Or should I just swap the name for a shorter one.

shell frigate
#

That's what the Label element is for

#

Maybe could call it Animations or Poses?

glacial topaz
#

spacerig > comestic > victory ?

proper kernel
#

What about "V. Moves"?

acoustic scarab
#

Sounds good for breadcrumbs

weary sonnet
#

spacerig > comestic > victory ?
That won’t work, there is no cosmetic page atm, the closest thing we have so far is the accessory Shop page.

shell frigate
#

Would just make it a red link it should "work"

#

Also can do things like add the page "Accessory_Shop#Victory_Moves" with the label cosmetic and breadcrumbs sees it as a diffrent page

#

A feature so far only used to allow the equipment (Equipment#Driller) page to come after each dwarf

toxic viper
#

hey whats going on with the wiki?

#

this seems to be wrong...

shell frigate
#

It's not offical is what's going on

toxic viper
dire wasp
# toxic viper this seems to be wrong...

For more context, the Fandom site has been really horrible and it's really easy for anyone to edit things and add new pages without any moderators to fact check them because Fandom makes most of the money off views and clicks anyways. You don't even have to make an account for it in some cases. I remember I did the same to the long dead AT-43 Fandom Wiki with a friend when I was still angsty and cringe before someone finally decided to pull the plugs on the wiki since that game was long dead since then.

#

It's most unfortunate that Google still recommending it, since it's a bad impression of the game with half the stuff I've seen on there

acoustic scarab
#

Viewed in isolation, not requiring an account is not a bad thing in and of itself

#

Less barriers means more contributors

#

But naturally, those greater numbers then need to be moderated

cosmic thicket
#

does anyone know how hack c's health works? there doesn't seem to be a lot of information about him anywhere

acoustic scarab
#

I remember Johan explaining it once on-stream, but I don't have a link handy. It's basically an amount of health, I think?

weary sonnet
#
{
  "Type": "FriendlyHealthComponent",
  "Name": "FriendlyHealth_GEN_VARIABLE",
  "Outer": "BP_HackingPod_C",
  "Class": "UScriptClass'FriendlyHealthComponent'",
  "Properties": {
    "MaxHealth": 40.0,
    "FriendlyFireModifier": 0.1,
    "NeutralDamageModifier": 0.1
  }
},```
I think friendly health is not scaling.
Not sure what the neutral damage modifier covers.
shell frigate
#

Could it be damage from Flora?

weary sonnet
#

That is possible since the tag environmental damage exists for stuff like explosive mushroom, lava floor and such.
NeutralDamageModifier is only used on 3 entities from what I see: Molly, Hack C and L.U.R.E.

oak plover
quaint viper
#

Ah, grabber page is outdated, i'll fix it

upper elm
glacial topaz
#

nothing solid for adding to a wiki
iirc just that the odds decreases the more hacked bots exist

trail gust
#

reading the BP logic is pretty solid I'd say

glacial topaz
#

👁‍🗨 so basically it got burried and nobody was around for adding it

acoustic scarab
#

For 1.5 years 😄

cosmic thicket
#

the re atomizer formula (T₂=CT₂⋅(1−TCS₂)+T₁⋅TCS₂) usually can be simplified to T₂=T₁ since temperature change scale (TCS₂) almost always =1. should there be a note explaining this?

glacial topaz
#

is there a neat formula for the other scale values that exist ? specifically, not a general for any

cosmic thicket
#

i wouldnt think so

#

i guess you could fill it in for each enemy with a unique TCS but i imagine that would get pretty bloated

acoustic scarab
#

Do you think we could get an icon for cosmetic cores and for overclock cores, like we do for blanks?

#

Would be nice to put them next to the name, helps readability. Without visual aid the page about matrix cores can, in some places, become a word train with a lot of "infused matrix core" coming up again and again

proper kernel
acoustic scarab
#

But such detail might be completely lost when embedded in regular text

shell frigate
acoustic scarab
# cosmic thicket something like one of these?

I actually think we don't need to put the whole picture inside the blank icon. I quite like the solution on the right here: put a simple shape inside, give it a bright "shadow" and it's distinct

#

Say, a square for a cosmetic and a hexagon for an overclock

cosmic thicket
#

lemme sketch that out

cosmic thicket
#

@acoustic scarab

cosmic thicket
#

ok, i think these work well. do yall prefer them with or without a dot in the centre?

#

personally i think with a dot looks very cool, but without is easier to read as an icon

turbid crag
#

here is how they look scaled down for reference

cosmic thicket
#

yeah i deff like the version without the dot better

cosmic thicket
turbid crag
cosmic thicket
turbid crag
cosmic thicket
#

thoughts?

turbid crag
#

i think the ones with the icons are better than the colored square

cosmic thicket
#

i like them better aswell, i was just worried about legibility

turbid crag
#

also consider colorblind people

#

yeah not good

cosmic thicket
#

i was considering them when i designed the first version, but obviously i forgot lol

viral badger
# turbid crag

most people are just missing a single color cone, not all three, but yes

turbid crag
#

i did a worst case, but regardless relying only on colour is a bad choice

glacial topaz
#

Why not use 2 icons next to each other, matrix core icon and weapon oc icon,or matrix and cosmetic oc icon

glacial topaz
#

point out what part you got confused about exactly

turbid crag
#

like this?

cosmic thicket
#

seems a bit clunky

glacial topaz
#

yea, the general idea
though could be better without the frames, so the icon appears bigger

proper kernel
# turbid crag

Agree with Phoub that it feels clunky. If we wanted to use the icons I think it might be better to just use the icons without the core. But then you run into the issue of a reader not knowing what the symbols mean out of context.

glacial topaz
#

could have a legend for telling what the symbols means
though, if the person knows what a matrix core looks like, they will probably guess what it means

proper kernel
#

True

cosmic thicket
#

awwww fuck

#

any mods on here that can change file names? i was getting it set up and gave the files a name that doesnt work

turbid crag
#

you can just move the page

#

(at the top under more)

cosmic thicket
#

oh shit?

turbid crag
#

yea i did the exact same mistake as you several times by now

cosmic thicket
#

thanks lol

glacial topaz
#

and as an idea for 1 icon only, would it work by having the matrix in the Background, and the weapon/ cosmetic icon (no borders?) on the front, but big
so not limited to the matrix screen
perhaps even with some transparency

cosmic thicket
#

maybe behind

proper kernel
#

Red does match the unstable OC symbol, which is what I assume you based it on

cosmic thicket
#

do new files not show up in the preview or have i just done something stupid?

cosmic thicket
acoustic scarab
#

I insist that the right way is to stick to the colors the game uses, so green for cosmetic cores and blue for overclock cores

proper kernel
#

Imo, Game accuracy > Ease of understanding

acoustic scarab
#

That creates an issue with mineral cores, which are also green, but they come up so rarely and so few people even get to them that I think we can live without an icon for them

#

Another thought of mine is that at 32x32 px the icon we put on the screen doesn't matter nearly as much as color

cosmic thicket
#

well the colour is super easy to change on my end lol

proper kernel
cosmic thicket
#

yeah i sampled the purple directly from a game screenshot

cosmic thicket
proper kernel
#

If colors are easy to swap, it would also be a good idea to swap the shapes, as in game Hexagons are weapon OC's and squares are everything else. (Aside from when OC specific symbols are used)

#

I assume it would just entail making the current purple one blue, and the current red one purple

turbid crag
#

we could just flip one to face the other side to make it easier to tell apart at low resolutions

cosmic thicket
cosmic thicket
proper kernel
#

Yeah so that is an issue

#

Given its inconsistent, and we do need some level of readability, I think artist interpretation is fine, so I say do whatever you think feels right

acoustic scarab
cosmic thicket
#

lol arent we all today

#

oh great, now photopea is down

#

@acoustic scarab ok, hows this? i made the dot in the centre black as a colour blindness consideration

turbid crag
cosmic thicket
#

and heres a mineral container one

acoustic scarab
#

I like it 🙂

cosmic thicket
#

thanks!

acoustic scarab
#

I'll add them to the text tomorrow as images, we can template-ify later if necessary

cosmic thicket
#

if i did it correctly they are already templates

#

but i dont know shit from fuck lol

#

Holy shit! it works!

cosmic thicket
woeful jackal
cosmic thicket
#

holy moly

#

i might have to make a guide so more folks can work on this

#

problem, danger dice doesn't have a default skin

proper kernel
cosmic thicket
#

isn't the point of this page to display weapon skins though?

#

I guess either way it doesn't really hurt to have it on there

#

why don't the empty slots come up as red links?

proper kernel
#

It covers both Paintjobs and Frameworks. The other option for Danger Dice is to choose a different paintjob to use with it, which would be equally arbitrary

cosmic thicket
#

we could amalgamate the two

proper kernel
#

The issue is that we will eventually have to redo it, since its safe to assume its a bug. So personally I think its better to keep em separate. Imo Danger dice should be low priority cause of this.

cosmic thicket
#

I don't think it's a bug, maybe it was just a last minute addition to the game

#

if there was a missing danger dice default skin it probably would have shown up on the cosmetic restrictions remover mod

proper kernel
# cosmic thicket I don't think it's a bug, maybe it was just a last minute addition to the game

https://drg.pleasefix.gg/projects/DEEP-ROCK-GALACTIC/issues/DRG-2348

Devs haven't set the bug report to intentional, even after 8 contributions, so its safe to say its bugged. Also You unlock the two separately, which is unlike any other Paintjob Framework pairing. They have different names, also unlike other Framework Paintjob pairings. And the "Default Paintjob" button is in the wrong location, and not functional.

The likely cause is that its supposed to not have its own paintjob, instead having the same paintjob as the base gun, but they bugged the implementation causing it to be tied to a different unrelated paintjob.

cosmic thicket
#

all right, I got to go to bed, take care

woeful jackal
#

I have finished adding slots for all weapons in the galleries.

acoustic scarab
acoustic scarab
#

Did another consistency pass anyway, but mostly for perfectionism's sake

#

You know what we could use? A screenshot of a DD reward screen where it shows that stage 1 gave a blank and stage 2 gave an overclock

cosmic thicket
#

for danger dice do you guys prefer one taken from the same angle or one taken from an angle where you can see the die

#

I could also do a composite of both of them but it would look way smaller than the rest of the skins

undone ridge
#

Second angle is a bit visually confusing, the die is probably visible enough in the first image

cosmic thicket
#

what about for other weapons tho? it might not be as visable for like, some of the gunner weapons for instance

cosmic thicket
#

crspr skins are done! please let me know if anything is out of place

#

uploaded these alts aswell

shell frigate
#

Very nice

cosmic thicket
# shell frigate Very nice

hey would you happen to know how to make the missing images come up as red broken links instead of white plain text? ie. this into something like this

shell frigate
#

I don't think a gallery will do that, why do you want such?

cosmic thicket
#

it would save me alot of clicks, and tabbing back and forth to check if ive got the right skin open

shell frigate
#

Ah you want the pre-filled upload page?

cosmic thicket
#

yea, would there be a way for me to add auto descriptions as well? just copyright and catagory

shell frigate
#

iirc the summary becomes text on the images page and so you could put [[categorys]] in there

#

(Free free to test it out once first)

cosmic thicket
#

interesting

shell frigate
#

You could take all the file names and turn them into file links e.g. (Skin cryo danger.png -> [[File:Skin cryo danger.png]])

cosmic thicket
#

would it be reasonable to put the spoiler tag on pages dedicated to hidden unlocks like: overclocks, cosmetics, weapon skins?

analog rock
cosmic thicket
glacial topaz
#

Then you have to require a password to read about them
Otherwise if the person wants to know, they will just read
It is not like anyone wanting to avoid overclocks will randomly read if they dont want

arctic path
#

What about censoring MC's promotion speeches? They're the closest thing there is to (non-seasonal) lore progression, and genuinely a nice surprise

#

Currently, his first speech is the first thing people see on the Promotion wiki page, so that kinda ruins the surprise imo

#

Maybe it could be changed to the message he gives you when your first dwarf is ready for Promotion?

proper kernel
#

I'm pretty sure (correct me if I'm wrong) , right now the only thing on the wiki that actually has a spoiler tag is the error cube page.

https://deeprockgalactic.wiki.gg/wiki/Error_Cube

The issue with editing the text of a page, is who are these pages for. I always assumed the OC, Promotion, Etc pages are for people to access after they unlock them, and anyone who does before either already knows about them, or wont know enough for it to really be a spoiler.
So editing them to make them more spoiler friendly, would actually reduce their quality, since it needlessly obfuscates info for the people the page is actually for.

If we want to just slap a spoiler tag on endgame pages, we run into the issue of how we format certain pages, like the weapon pages. On weapon pages OC stuff is intertwined with base stuff, and sticking a spoiler tag on it wont help at all, since you will see the spoiling content when trying to figure out how the base weapons works.

So I feel like what we have been doing (letting readers fend for themselves) is the best overall solution.

arctic path
#

For the promotions specifically, I always assumed people would look once they hit lvl 25, at the very least to double check that they could do missions with other dwarves. Having the ending speech spoiled at the beginning of the process immediately after you load the page... After your explanation I don't think it requires Spoiler, but I still believe the opening paragraph should be changed

#

It's like if the Star Wars scrolling text spoils what happens in its movie

viral badger
#

there's like 3 different dialogues he can say, I'm not sure it's much of a spoiler

#

most people ignore flavour text on top of wikis and just skim for the thing they are looking for

proper kernel
# arctic path For the promotions specifically, I always assumed people would look once they hi...

Fair enough

Looking through the game text, I think one of these quotes, or something similar would fit well:

Congratulations, miner! You have proven your worth for the company and Management are putting you up for a promotion! Just go to the Character Selection Terminal and hit the button. Sweet promotion awaits you...

Congratulations, miner! You have proven yourself to be an important and valuable asset for Deep Rock Galactic. Management are in agreement on granting your promotion! Head to the Character Selection Terminal to cash it in...

I would recommend checking if there's another better one before editing, here's a link to the crowdin, which has a catalog of all in game text.
https://crowdin.com/project/deep-rock-galactic

arctic path
#

Oh these are absolutely perfect for introducing the site!

#

I will check the crowdin though, thanks!

acoustic scarab
#

I actually don't think replacing the quote on the promotion page is a bad idea

#

But the spoiler tag might be a bit too much

#

If we deem everything past the first promotion a spoiler, then I'm afraid all of the most visited pages will need that tag

#

How does the Terraria wiki tackle this?
The game's also got a paper-thin story line and boatloads of content one might want to experience blind, but be readily accessible if one gets stuck

turbid crag
#

as far as i can tell, the terraria wiki doesnt even have any spoiler tags

cosmic thicket
#

cryo skins done

granite hollow
#

way to go wiki devs

arctic path
weary sonnet
proper kernel
#

Is there a way with the current "Equipment stats" template to force a custom name to appear at the top of the info box?

I'm editing the BC page and though it best to make the infobox match the in game terminology, but the only way (I know of) to add "Beam DPS" uses custom names, and that forces it to the middle or bottom of the infobox.

turbid crag
#

looks like the answer is no unless you want to edit the template itself to make this possible since the order is coded in

shell frigate
#

If custom names force it to the bottom, what if you give one to each to maintain the current order

proper kernel
#

There are 10 stats, and only 8 custom name, so either way I would have to edit the template :\

#

Adding an optional "Damage name" that replaces the text "Damage" (Rather then add to it like Damage2 does) would do the trick

proper kernel
#

Quick question about inferno. Does the bugged damage increase apply alongside the OC's damage decrease, or instead of it?

Meaning, is it: 400 DPS x 140% = 560 DPS or 575 DPS x 140% = 805 DPS
Aka: 8 x 140% = 11.2 Damage per tick or 11.5 x 140% = 16.1 Damage per tick

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The current wiki entry says 140% of the shown DPS value so I assume its alongside the damage decrease.

trail gust
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alongside

proper kernel
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Cool, so its still overall a damage decrease, just a very minor one

quaint viper
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Ah but when you light an enemy on fire it exactly fills up the missing 15 dps to make it equal

proper kernel
acoustic scarab
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One day I hope to make a [[Cavegen]] article, and this is a good basis

quaint viper
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Being revived by Bosco seems to give more health than being revived by another player. Does anyone have the numbers? If not, I can do some testing later

acoustic scarab
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If you do, make sure it's the same hazard level, because it definitely affects health after a revive and we have the numbers for that

floral drift
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https://deeprockgalactic.wiki.gg/wiki/Difficulty_Scaling

the Normal Scaling table shows that Players' revives do 60% - 10% of the downed player's Max HP, doing -10% per increase of Haz level.

when i searched the gamefiles, I notice that Haz3 was conspicuously absent. 1, 2, 4, and 5 had the override values that match the table's column.

from this, i conclude that 40% of Max HP is the "default" amount, because Haz3's file doesn't need to override it.

therefore, i speculate that Bosco revives at 40% of player's Max HP. that would be easily confirmable using the Health and Shield Numbers mod.

Deep Rock Galactic Wiki

OverviewDRG
Concepts
Scaling

quaint viper
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Ok yeah it appears to be 40% regardless of hazard

viral badger
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don't you get more HP the less players there are? I thought that was the case

acoustic scarab
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No, the only things that affect HP are armor upgrades, the HP boost beer and the Shield Disruption mutator (gives extra HP)

fallen pebble
fallen pebble
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Thank you! nice

acoustic scarab
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I originally intended for it to only have 3-5-letter acronyms, so full words like "nade" expand the table vertically, yeah

cosmic thicket
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warthog skins done

calm lodge
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Oddly specific-minehead is confirmed to not drop when dug under

cosmic thicket
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uhhh

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why isnt roughneck anywhere on the weapon skins page?

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also sludge skins done

woeful jackal
cosmic thicket
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np!

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i think ive already ironed it out (by using an accursed combo of the note pad and find and replace)

woeful jackal
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Hey, if it works...

fallen pebble
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For the galleries of the weapons pages, I think they should showcase overclocks whose effects make using them clearly different from the base gun (things such as Explosive Chemical Rounds, Goo Bomber Special, Special Powder, etc). Is this a good idea, or are there issues with doing this?

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This is already somewhat done on the PGL page, as it shows an image of the radiation field left behind by Fat Boy.

glacial topaz
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some can make sense, but I dont see explosive chemical rounds in it
even if the weapon is different there should be something interesting or useful to show

fallen pebble
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I was thinking that it would also demonstrate the OCs being used on bugs, where something like ECR's explosions would be visibly notable when compared to how firing base LOK-1 appears.

I have added a showcase of Scorching Tide to the CRSPR page, which I believe is the only OC for that weapon worth having a special showcase for.

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And there's also a demonstration of CRSPR melting Glacial Strata terrain, a Plascrete platform, and the Organic Material around an Alien Egg.

fallen pebble
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Are the gallery videos on the pages for the weapons required to not have sound? Most of the currently present gallery videos completely lack sound (so I made the videos I added for CRSPR also lack sound), but the Hurricane's and DRAK's demonstration clips do have sound.

Do all of the videos in the gallery have to use the weapon's default appearance, or does that not matter? If so, then I'd have to redo the gallery videos I did for CRSPR.

glacial topaz
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consistency
or it will look lazy perhaps

fallen pebble
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Oh it turns out the demonstrations for all of the third primaries and secondaries have sound.

fallen pebble
proper kernel
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I'm moving the non shop armor stuff to the Armor skins page, and am wondering if we should rename it, as it will soon house the base cosmetics alongside the skins applied to them. The Weapons Skins page is in a similar situation.

Perhaps Armor Cosmetics / Weapon Cosmetics would fit better?

shell frigate
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Yeah, A page displaying all of each type of cosmetic seems best

acoustic scarab
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It was always a little weird to me that a page title uses the word "skins" that is not strictly speaking a game term in DRG

cosmic thicket
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should we also have individual pages for headwear/beards/moustaches/ect? everything being fragmented might get annoying

proper kernel
acoustic scarab
cosmic thicket
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cool!

acoustic scarab
proper kernel
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Anyone have the Core Spawn Crawlers attack damage and type?

weary sonnet
# proper kernel Anyone have the Core Spawn Crawlers attack damage and type?

Checking in the files:
9 melee dmg with base attack
other attacks are:
1 kinetic damage in AOE (350 dmg radius/min dmg radius)
that one is called death projectile 2 in case it helps
2 dots:
3 poison dmg, 0.8s durations, 0.5s interval
called puddle with duration
3 poison dmg, 0.1s durations, 0.5s interval
called puddle

trail gust
proper kernel
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So if you get hit by the death projectile you take 1 damage and get the 0.8s DoT applied.

If you touch a puddle on the ground you get the 0.1s DoT applied

trail gust
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0.8s with 0.5s interval is 2 ticks which is 6 poison

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but yeah that's how it gets applied

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the ground one is not really 0.1s, it's the time after loss of contact with puddle

proper kernel
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Yeah

proper kernel
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Added the attacks and filled in the combat section. Still needs info its its WP and armor values, as well as any info on resistances (if it has any).

acoustic scarab
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I can't believe we don't list how long the uplink & refuel phases last on Salvage

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The paragraph also doesn't mention that the progress starts at... I think 30% progress? to avoid immediate losses

trail gust
acoustic scarab
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I guess we treat our data like barrels of wine

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Gotta let it sit in the channel for a year before letting others see it

cosmic thicket
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how often does the site do that?

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its been switching on and off for a bit now

shell frigate
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It's happened a few times recently, thankfuly short each time

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The growing pains of people abandoning fandom

cosmic thicket
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stubby skins done!

modern oxide
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to whoever the person vandalising the wiki, thank you. its really REALLY fucking funny

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whoever it it, i must let you know i am uplaoding this to the internet archive to memmorialize this, thank you

acoustic scarab
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I don't think you'll find anyone doing it in this channel in particular. If the vandalizing effort is coordinated, it's not from here

modern oxide
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ohhhh so its, like a legit thing

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i thought it was 1 and done

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now i gotta ask though, why?

acoustic scarab
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It's been going on for months now. But since it's not us who's doing it, I can speak to why

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I assume it's 1) some people want to deface it so much people will stop going there and use the official wiki instead, and 2) trolls seeing that there's no real moderation and that they can roam freely

modern oxide
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ahhhhh i guess that makes sense, i assume the offical wiki is alot more up to date?

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i was finding some weird random info, im guessing its apart of the defacing of the fandom wiki aswell considering some of it seemd inchoherent

modern oxide
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ok, that makes sense

short cloud
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it's the only wiki you should use too

modern oxide
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yeah, i know fandom sucks real bad

acoustic scarab
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Yes, we're actually maintaining it.
I've been doing monthly summaries of our work, actually.

modern oxide
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oh awesome

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oh yeah this looks way better

wicked cave
cosmic thicket
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at the current angle lok skins are taken at the waster skin pokes out of frame, is this a big enough problem to do anything about?

shell frigate
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Is it the UI cutting it off?

cosmic thicket
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no it just leaves the screen

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gun too big

shell frigate
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Well nothing you can do so I think it's fine

cosmic thicket
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i dont think any other weapon has this issue, which is cool

cosmic thicket
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lok-1 skins done!

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thats 1/4 of skins uploaded!

proper kernel
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Working on improving the XP page and wondering how I should format a table.

I'm adding a table that lists all levels that unlock things, and am wondering if I should consolidate the classes, or split it per class?

I think both get the needed info across, I'm just wondering which you think would be easier to digest as a reader new to DRG, and/or which is more visually appealing.

acoustic scarab
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My long-term goal is to have this page also explain that there are three separate progression systems in the game

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Class level, account level, season level

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I've seen more than one newcomer be overwhelmed by several XP bars being filled

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But for class level, the table you're making is exactly what we need

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So for class level, we have: weapon assignments, weapon upgrade tiers, armor upgrade tiers, grenades, accessory shop, beer license... did I miss anything?