#wiki-related-chatroom
1 messages · Page 21 of 1
Sorry was hosting D&D at the time, Also on 1080p, 1.2rem is in fact (at least to me???) slightly smaller than before (20px)
below; 20px, 1.2rem, 1.1rem (images same size, elements move as font shrinks)
I'll look into it, but it's only affecting some pages (mostly creatures)
Not a on refresh thing as recently edited pages are fine
It's not levels deep either, most of the same (or deeper) levels are fine
Survivor stuff is at deepest level we have and none of them have this issue
(https://deeprockgalactic.wiki.gg/wiki/Template:Breadcrumbs/Data#Tree is very good for seeing the "depth" by indentation)
Not character length either, Affects Accuracy but not Temperature (both in the same "group", use same word as label)
If anyone does see a pattern lmk, have now asked in Wiki.gg as can't find anything about this error online
It was in fact the "new" recursion temple I did not write (and thus forgot about), now have a jumping off point to look into it
using the image in the post #wiki-related-chatroom message from the page https://deeprockgalactic.wiki.gg/wiki/Shredder_Swarm?oldid=47182
consistent for me among firefox and chrome, and plus pages on mobile seem to have a bigger font too anecdotally
No idea how they could be so diffrent, My pictures were on the current resources page, could you see whether it's your 20px or rem that's diffrent from mine?
just to make sure we are talking about the same thing, i am editing this value in inspect element to compare what the font sizes look like for me
Yeah that's what now controls the font size on the "content" of the page
Though the font size in Body does impact the spacing of all elements outside it
in order: my 20px overlaid over your 20px, 1.2rem over 1.2, 1.1rem over 1.1
aside from the bold font being a different size for some reason, we see the same font sizes
so i really do think 1.1rem is just the closest to the font size from before the update
Am I blind, sure shows that 1.2rem is closer
End of first line of second paragraph
20px "an Equipment"
1.2rem "an Equipment Licence"
1.1rem "an Equipment Licence and then"
More words as text smaller = further from orignal 20px
i am comparing it with screenshots of the wiki from before the change, i think 20px now is different from what it was before because of the root element font size change
1.1rem looks (almost) like 20px did back then, but 20px now is far too big
What ones are you using to calibrate, quickly went to most recent usable screengrab (the reply) and that would be 1.4rem to replicate
said in the post i am replying to, uses an older version of the page because the screenshotted text got removed
We need to screenshot the wiki more often
lol yea, all of my screenshots are of the mobile view, so useless right now
Rivals' pages are a bit confusing. If I am not mistaken, you can not freeze Rival enemies at all.
Some enemies under "Freeze immunity" have "no", other "partial".
do you know what partial means ? can you find that on wiki ?
It means that it gets ×3 damage multiplier, but not the freezing effect.
what part of the page is confusing (?)
Why some Rivals are marked as "partial immunity to freezeing" and some are "no immunity to freezing", when they can not be frozen.
at most it is just that the information wasnt writen down, so using default values
which ones says no immunity ?
Patrol Bot, for example.
And shreder.
Also Caretaker page says that he is not immune to electrocution, but he is immune to all status effects, unless I am wrong.
https://deeprockgalactic.wiki.gg/wiki/Status_Effects
Srarus Effect then is also a bit wrong, as it says "All Rival robot enemies are immune to being frozen."
Ony Caretaker and Nemesis have the immunity, other are have "partial".
Although, I am.not even sure now.
gonna start making a video guide to maintaining the weapon cosmetics page tonight
what would be a good place to upload when im done? i want it to last a while
Youtube would be the place for videos to last forever, could always have it be unlisted but link it here
yeah fair enough
Can anyone send me a link to Space station 3D model? (if it exists) I want to recreate ss in From The depths
did you attempt getting the space station in umodel ? seems like the correct way to go about it
Thanks man! I almost forgot about it.
No problem! People here can assist on how to use it if any issues arrise
Any news for the Breadcrumbs Cargo error message? Just wondering
For the Breadcrumbs, Cyrob (the one who made it) asked on the wiki.gg server to find the issue. #973672296776618015 message
If I got it right, there is an issue with one of the subfuctions used for it and it could use a rewrite, he didn’t had the time to do it yet but he plan to do so when he has some free time.
<@&296918282403840000> scam issue (solved)
Well the one having an error was not written by me is was an addition
Plan is to rewrite it in Lua (though need to have a some time to do so)
i added a bunch of info about the corruptor but im thinking it should maybe just get a dedicated page
I (and some other drg-chatters) feel like I remember the Unknown Horror's Hellfire attack dealing less damage than the regular bulk's Hellfire. However, I just tested in sandbox and it appears to do 2.5x as much damage? Was it changed at any point?
Is the damage type the same ?
What were the damage values ?
Was it same hazard and number of players?
In haz1 singleplayer (Engineer):
Bulk smash at extreme close range reduced from 25 shield + 135 health to 0 shield + 120 health (40 damage)
Ghost smash at extreme close range reduced from 25 shield + 135 health to 0 shield + 58 health (102 damage) + set player on fire for additional damage ticks
Tested against praetorian, bulk smash at close range did an instance of 320 damage after correcting for health scaling on both haz1 singleplayer and haz5 singleplayer. another bulk instead took 160 damage in both hazards, indicating explosive type
Ghost smash did 100 damage to praetorian and 50 to a bulk, same hazards tested
There is still a single file reused for both type of bulks in the code.
Thẹ crassus doesn’t have a single override for damage (so just reusing the values without change).
The ghost bulk has one override for damage, setting the radial damage to 200 and the friendly fire to 25%. It seems to be for the melee hit.
friendly fire appears to be working weirdly, it seems to affect damage to other enemies but they take twice as much damage as the friendly fire percentage would suggest
regular bulk has 80 damage and 200% friendly fire but actually does 320 to creatures
ghost has 200 damage with 25% friendly fire but does 100 to creatures
Well found the pattern with the cargo breadcrumbs it is the # in parent pages (most with such were fine which threw me off, but they aren't when purged) So error was all made by a silent breaking change on cargo's End
I was about to report the same. If you purge a page that appears working, it breaks.
The weird thing is It should break in a diffrent way
I suspect something is causing breadcrumbs to recurse limitlessly
Cargo through mediawiki qurryies accepts # but just give all entries back as a valid results (meaning there is always more links in the chian and we hit our limit cap)
Queries through lua don't accept # and error out
Well will do a simple trail fix
Trail fix?
Ah OK
I was wondering if the change to data types in the March 6 update (https://support.wiki.gg/wiki/TULIPS/2025-03-06) had anything to do with the problem
"#cargo_declare now recognizes Int and Bool as alternative spellings of Integer and Boolean respectively. These forms were not recognized previously and were equivalent to the String type with no indication that anything was wrong."
Should not, we use Page & Wikitext
Well that change did not seem to fix the template
However my lua can now work
Lmao you're two steps ahead of me... I'm just figuring out myself what you've been saying
Well I was long down the path of lua to hit the # error messages
Yeah, the pattern as to which pages are breaking is it's the ones with a '#' character in any of its Breadcrumbs parents (like Creatures#Glyphid). Purging any pages like that reveals that it's indeed breaking, but purging any pages whose parents don't have a '#' character in its parents stay good
The lua has the spirit
That would output the right template too
even the Creatures#Glyphid link works
Odd that the link wikitext got processed but the template didn't
I know how to get the lua full working (and they will just make the Breadcrumb cargo template invoke it) but need to sleep for now
FYI Cyrob, something we changed recently broke all DRG:S breadcrumbs. Will investigate in the morning...
I've actually sent a message here a day or two ago about it, but then followed the discussion Elythnwaen sent, and it mentioned # and so I thought it's already known and deleted the message.
I've made this test script, but stuck at the fact that Cargo doesn't decode %23 back to #, and that was that. And, well, replacing all the Breadcrumbs Cargo entries is not something I'm really authorized for lol
Well good to know not alone in figuring this out
Got a little bit of freetime now will see if I can get it done
Oh, I see you've changed the # to %23, and my breadcrumbs thingy works now
Yeah # was the roadblock I hit with lua (as it was a cargo change that broke everything, it's just lua & normal cargo queries hit the error in different ways)
So made that change to make lua possible and hope it fixed template in meantime (didn't do the later)
Seems to be working, will do some slight cleanup before pushing it
(And after such feel free to poke around and make your own changes, while I'm a programming lua is not my area and this is first MW thing I've done with it)
Documentation for this module may be created at Module:Breadcrumbs/doc
I will switch over breadcrumbs to using the module it fixes most cases but not all (but does not break any new ones)
Mostly fixed, Q'ronar Shellback gets a different error as ' in the name, Survivor stuff still having issue from the #->%23 change over, will look into both but running out of time for it rn (Others are more than free to do so in the meantime)
Do note caches likey need to purged
Sweet!
Is there a light mode / dark mode switch somewhere on the wiki? Some things are too low contrast for my eyes to see them at all
Should these be removed? https://deeprockgalactic.fandom.com/wiki/Delicious_Cookie & https://deeprockgalactic.fandom.com/wiki/Forge_Master
Oh, I guess I'm in wrong wiki
PC killed itself, consider this delayed indefinitely
It seems like breadcrumbs data after the line 1167 is just ignored - basically half of pages still don't have the breadcrumbs working, regardless of their special symbols usage
You can't even find those entries with Ctrl+F on the data page
{{{ParentPage}}}
Deep Rock Galactic Wiki (Label: Overview)
Creatures (Label: Creatures)
Creature Armor (Label: Armor)
Creatures%23Beneficial (Label: Beneficial)
Huuli Hoarder (Label: Hoarder)
Loot Bug (Label: Loot Bug)
Creatures%23Core Spawn (Label: Core Spawn)
Core Spawn Crawler (Label: Crawler)
Creatures...
I've bumped the Breadcrumbs Data, and it seems it just fixed itself..?
Fixed the Q'ronar issue
the apostrophe is not showing
Yeah, and the link doesn't properly link to the Q'ronar section in the Creatures article, but at least it doesn't spit out the error. I'll try to look at it tomorrow if no one'll fix it until then. There's likely some encoding/decoding issue
Feel worse about the survivor stuff breaking
(I just got PC working from one M.2 Dying for the other to all-but-die (Go read-only) So I may be out of commission till whatever curse I have lifts)
Is something wrong with the Survivor stuff?
Actually, it seems that both issues have been there for quite a while. Q'ronar's label is just missing a ', and the Creatures article simply uses different quote - ’
I've replaced .27 with ', added the quote to the label, and changed the ’ to ' because this is the only place where it's used
They were having a "Not in database" error
This was some data issue, see this message #wiki-related-chatroom message
Seems to be working just fine now, but cache needs to be purged
Excellent
https://deeprockgalactic.wiki.gg/wiki/Category:Pages_with_failing_Cargo_queries https://deeprockgalactic.wiki.gg/wiki/Category:Pages_with_script_errors
We do get some nice pages to let us know if any are having errors
(Will purge them, I can do that)
Wiki says swarmers have dieIfOnFire: true but this appears to be incorrect. someone with permissions will need to edit the data page. probably for all the swarmer variants as well
Oh, they used to die instantly when on fire, I will update that, good find.
missed patchnote, or unexpect bug ?
Not sure, I remember testing it with various weapons, including that crossbow and they used to die in one tick once on fire no matter what.
But that was quite a while ago.
I think the tests date back to when the cargo data for creatures were first added.
There should be a boolean either on the temperature component or health that controls it.
I have noticed for many updates it doesn't seem to work outside Rival Tech.
I could be wrong, but I recall trying to make some other enemies die when frozen or on fire and only the frozen boolean worked. Might have been the frozen falling component though.
Checked in the history, never saw any DieIfBurning tag from swarmers so the change if there was one isn’t there. Maybe in the damage from the fire dot instead.
My guess is the bursting into steam change, where swarmers turn into mist when affected by heat sources iirc.
https://deeprockgalactic.wiki.gg/wiki/Creatures Glyphid Sentinel stats are glitched for some reason. Other creatures is fine
A quick check; seems Glyphid Swarmer & Glyphid Dreadnought Hiveguard also have a similar issue
Oh. That's true
Did a quick check, couldn’t figure out the cause at a glance, I will have more time to look at it tomorrow.
From what I see, the cargo data is set correctly and theses creatures don’t have any specific set of data in common either.
There is however a lot of # in the creature cell template since we rely on it to explode the weakpoints and health values that are stored as a list and other parser functions (but I don’t see a reason for it to bug only of theses 3 then).
At first glace the issue is with the Creature Cell template.
@prisma marsh thanks for reporting the issue
Where is creature cargo data stored on the main wiki?
On each creature /Data page.
Like https://deeprockgalactic.wiki.gg/wiki/Glyphid_Praetorian/Data
Oh I see but Glyphid Sentinel is on Glyphid Dreadnought Hiveguard/Data 👍
Yes, some creatures are regrouped together, in particular variants are with their base and spawned creatures are with the one that spawned it.
.... based on some information I have good reasons to think that was never ever true
The impact leaves a visual for a short time but it never applied anything afterwards since it is just a particle.
Afaik
i truly have no idea how steeve's damage resistances work
exploder does 50% damage against steeve compared to identical species of non steeve
exploding plant does 30% damage
mactera spawn shot does 100% damage
regular and frost praet spit does 50% damage
meanwhile c4 which normally deals 625 damage instead does less than 0.1 which is a way more than 98% reduction
meanwhile driller drills still strip armor in 1 (or 2?) ticks which means they are not being reduced by 98% (should do 2 armor damage per tick against a guard leg's 60 armor health)
what formula are you using to check for the damage it should take? and are you considering friendly fire reduction and such
im directly comparing damage taken by steeved vs non-steeved glyphids using a damage numbers mod
yea, better to use formulas to get to the values, and factor everything, easier since you know what the final values are
the problem is i cant figure out how to get formulas to agree with observed damage numbers
thats what i mean by "no idea how steeve's damage resistances work"
pretty sure it is all multiplications, so if you get the base damage, hazard multiplier, damage type resistances, Friend fire,
that was the first approach i tried, but i havent gotten anywhere
though it has usefully led to more questions like what is the default friendly fire behavior of enemies attacking other enemies? most enemy attacks don't have an explicitly designated friendly fire percentage and even if they did, it's not clear whether glyphid -> glyphid attacks vs mactera -> glyphid vs glyphid -> steeve attacks all activate the same friendly fire modifiers
situations where steeve takes damage from non dwarves seem a lot simpler judging by the relatively simple ratios of damage taken by steeve vs nonsteeve
meanwhile damage inflicted by dwarves have much weirder numbers that make it harder to speculate on what multipliers are applying
For the resistances that apply to steve, here is what I can see in the files:
STE_BeastMaster_Resistance_Low.json
"Stat": {
"ObjectName": "PawnStat'PST_DamageResistance'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_DamageResistance.0"
},
"StatChange": 0.9,
"Stat": {
"ObjectName": "PawnStat'PST_ColdResistance'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_ColdResistance.0"
},
"StatChange": 0.5,```
`STE_BeastMaster_Resistance_Normal.json`
```json
"Stat": {
"ObjectName": "PawnStat'PST_DamageResistance'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_DamageResistance.0"
},
"StatChange": 0.65,
"Stat": {
"ObjectName": "PawnStat'PST_ColdResistance'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_ColdResistance.0"
},
"StatChange": 0.5```
`STE_BeastMaster.json`
```json
"Stat": {
"ObjectName": "PawnStat'PST_DamageFromPlayers'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_DamageFromPlayers.0"
},
"StatChange": 0.02,
"Stat": {
"ObjectName": "PawnStat'PST_MovementSpeed'",
"ObjectPath": "FSD/Content/GameElements/PawnStats/PST_MovementSpeed.0"
},
"StatChange": 1.15,```
If I remember correctly `StatChange` replace the current value and is multiplicative with other modifier.
those are the ones that I was trying to reconcile into the formulas but they don’t work out
In addition to theses, a possibility would be the inclusion to some of the global friendly fire modifier like reduced explosive damage and such.
Not sure where the values for theses are though, be it player side or bug side. For explosive damage it should be an additional 50% damage reduction, not sure for the rest.
but I don’t see a reason for it to bug only of theses 3 then
The reason might probably be the fact that only data of those mobs was changed recently, after the Cargo update. I'd bet the others will eventually break too
Wait, no, I'm stupid, I forgor it's already 2025 💀
finally worked up to motivation to finish slapping together that instructional video
@errant garden fandom wiki was abandoned years ago. Don't use it, and definitely don't promote it on this server. Wiki.gg is the official drg wiki with actual accurate information.
Oh my bad gng
Nah, fandom isn't inaccurate, they're just writing wiki pages for content from future seasons. Once GSG catches up you'll see! :^)
fandom wiki, you mean our DESIGN DOCUMENTS
I noticed the spring bunny says its immune to fire, and electricution on the wiki, but i've definitely been able to both burn and shock the bunny during the spring event
Is this wiki material?
Never been confirmed afaik.
It's from the newsletter. So this would be confirmation. (Unless Aaron is messing with us)
can confirm
Funny how that has been more or less denied by other devs for many years with our inquiries, so pardon my initial disbelief.
anyone know if rockpox terrain works the same? i know it reduces fall damage as well
It is numerically the same as MK2 Platforms last I checked.
i have kinda fixed it. turns out the issue was both in Template:Creature Infobox and Template:Creature Cell because for some reason {{{healthLabel}}} (among other broken values) were both being sent in blank, and somehow expanding to a non-blank value at the same time(?). i fixed it in both templates by just setting the default values to be actually blank
i dont think the underlying issue is fixed, but at least it dosent show up now
someone messed with wiki image come on guys
We manage the official wiki https://deeprockgalactic.wiki.gg
reading is hard
the fandom wiki has been abandoned years ago. you can find the official wiki on wiki.gg as cyrob linked or in the pins of this channel
so two diffent wikis?
ahhh makes sense
The fandom wiki is the old wiki, but the community has moved over to wiki.gg, because Fandom is a dumpster fire.
Sadly, that wiki cannot be deleted easily.
Fandom has been left to rot and nobody maintains it anymore.
i see sorry for being mistaken i saw that while browsing and first thing that came to mind was to at least post it here
I recommend you installing the "indie wiki buddy" extension - the link is pinned in this channel. It'll direct you to a non-fandom wiki when possible, both in search and at the fandom pages themselves
Is in the wiki fire rate reload delay documented?
Fire rate, reload time and burst speed are documented for weapons.
Make sure you check it on wiki.gg and not fandom.
If you need something else, please reformulate since I am not sure I understood properly what you meant.
Let's say you weapon shoots one bullet per second and you want to reload you need to wait until you can shoot again to reload so you reload is effectively one second longer
Ok, I get it now, as far as I know this isn’t documented anywhere.
The faster your fire rate is the faster you start to reload that's the reload delay
There is several weapon where you can cancel part of the animation with the reload and/or cancel the reload before its end too, so you would need to do some extensive tests with each weapons to get that value.
Cancelling part of the reload being the most common, you can usually do it as soon as the ammo counter update by either shooting or using right click.
You don't need to do tests you cannot reload cancel until you can reload and the delay is before you reload
Then that delay should be 1/firerate.
Delay is different for every weapon
Let's say you shoot 30 bullets per second so 1÷30=0,03 tada that's your reload delay 0,03
This does match the 1/Firerate, Fire rate being the number of bullets you can shoot per second
Well it is called Rate of Fire on the wiki atm.
So you can have the value you want easily, but it isn’t displayed directly.
Ok, sorry if I wasted your time
Np, theses questions were related to the game and the wiki, you asked it in the good channel and you stayed polite the whole time so it is more than fine.
I just feel stupid now and bad
No need to, feel free to ask again in the future if there is something bugging you.
Thank you
Can a swarm spawn in industrial sabotage? I cannot find the entry on the wiki
Swarm - no. Waves of enemies - yes
It’s like with Egg Hunt - swarms there can only be spawned by releasing eggs; otherwise only waves of enemies spawn periodically
And pulling eggs can also spawn a wave, if it doesn’t trigger a swarm
Thank you for the information
how do I run the pathfinding debug?
You can't...if you scroll down a bit from that linked message you'll see the comment that it was a special dev build that the public doesn't have access to.
But based on that video and a lot of experimentation and playtesting in the last few years, pathfinding is pretty well understood, so if you have specific questions I suspect they have answers - feel free to ask 🙂
i just wanted to play around with repellent spacing
hey yeah someone added skibidi toilet to the wiki https://deeprockgalactic.fandom.com/wiki/Huggy_wuggy_sussy_wussy_update https://deeprockgalactic.fandom.com/wiki/Skibidi_Slicer https://deeprockgalactic.fandom.com/wiki/Skibidi_Toilet_Boss
@proper bluff not the wiki, fandom abandoned, etc etc repeated for the millionth time
oh sorry lol
isn't it like it always spawns wave?
Egg hunt spawns a wave naturally every so often, yes; pulling an egg just has a trigger than can spawn either a wave, or a swarm
According to Banagement (I think?), a number of eggs (1, 2 or 3 depending on mission length) are assigned a swarm call when they are dug out. This is pre-determined at cave generation. The other eggs only invite a small group instead of a full swarm
Yeah, it is an interface event. I think that it caps at 3 or 4 total. I haven't looked for the exact logic behind it.
Dreadnought cocoons are similar as well; they are determined during map generation and not when popping.
really? I thought you couldn't get the same variant twice in a row, so can it change in that situation?
Pretty sure they mean it is determined which dread, not where, like first is always the same type
oh, that makes sense
The order in which the dreads are spawned is determined during the load screen.
<@&296918282403840000>
On the Karl gg website the amor Regeneration delay is wrong. I hope it's the right chat to put this info in
it is, but you should specify what you mean to help the wiki editors. Or edit it yourself
When I go into options then build and then click on select equipment and then on the armor and then scroll down to the stats it says regeneration delay 5.5 seconds, in game it says 7 seconds
I hope the info helps
several times what is said in game is not correct
did you check in actual gameplay ?
the regeneration delay is 5.5 in both karl.gg and the wiki. the in-game stat of 7 seconds is incorrect
how many mini orange bombs does bulk Detonator death explosion release? WIki doesnt say
Maybe 4 or 6
There is 8 cluster bombs, this number is the same for all bulks variants.
Destroying weakpoints doesn’t affect the number of cluster bombs (tested by MeatShield about 5 years ago).
#wiki-related-chatroom message
Supposedly elite bulks have more cluster bombs from what I recall seeing.
Whether or not that code works, I am unsure.
on 2021-08-05, i was able to get a screenshot of the increased number of bombs (8 -> 12)
<p>Back when Update 34 was "fresh out of the gate", I surveyed a bunch...
On the swarms page, it does not include the unique swarm spawning for when you get near a mini mule on salvage.
Same for the unique spawn spawning when you go near a cracker pod for deep scan.
Deep scan page does not also include this unique mechanic
Does going near a deep scan pod trigger enemy spawns? BP_ResonanceScannerPod (and other Deep Scan related uasset files) don't seem to have any mention of terms like EnemyTrigger, EnemyWaveManager, or EnemyWaveController which appear in BP_Minimule_Salvage.
I don't think I've ever seen a correlation between waves and the deep scan pods
i haven't noticed one either, but deep scan has bugs all the time from random encounters, reaching new rooms, ambient waves etc. Enough that i could imagine hypothetical pod waves just getting mixed in with everything else and going unnoticed
Maybe it could be different? I swear the waves only start spawning when you find a deep scan pod
everything else should be accurate though regarding the missing swarm spawning explanation for salvage on the swarms page
I saw that 
It's like that quote attributed to Edmund Burke: "The only thing necessary for the triumph of shitposts is for dedicated editors to do nothing"
https://deeprockgalactic.wiki.gg/wiki/Mutators
"A mission can have at most two Warnings and one Anomaly."
This is not true. Mission can't have two warnings and anomaly. Mission can have at most two warnings OR one warning and anomaly.
fixed
Is that known or ?
Can't tell myself eitherway
- careful to not make it more confusing (didnt check)
That is correct for vanilla. It is restricted to the following:
- 2 warnings
- 1 warning + 1 anomaly
- 1 warning
- 1 anomaly
"A mission can have at most two Mutators, including at most one Anomaly" nice
https://deeprockgalactic.wiki.gg/wiki/Rival_Patrol_Bot
"The Patrol Bot only appears in Industrial Sabotage missions, missions with the Rival Presence mutator and missions containing a Prospector Drone, a Prospector Data Deposit and/or a Rival Communications Router."
Patrol bots can't spawn during rival comm router event. Rival comm router is capable of spawning shredders but not patrol bots. Check game code for rival comm router.
https://deeprockgalactic.wiki.gg/wiki/Rival_Shredder Shredders can spawn during hacking prospector data deposit, also as i mentioned earlier shredders can spawn during rival comm router event which isn't listed here.
is spacerig 17 the only one assigned to hoxxes or its moons?
i dont think we know, the only thing ever mentioned about any other spacerig iirc was rig 5 being destroyed by a lithophage meteor, but technically never specified to be at hoxxes
It stands to reason that Space Rig 5 orbits around Hoxxes. The implication otherwise is that lithophage meteors are everywhere around the galaxy (and that's quite a both horrifying and annoying thought).
Unless Hoxxes is one of several mining-rich planets around a single star. 🤔
semi related, seems like spacerig 17 is the 'main' spacerig of hoxxes IV
There's some missing data for the Barrage Infector page about its projectile.
From what I can tell it is 25 explosive radial damage at base, but it converts to a total of 5 base poison radial damage when directly hitting a pawn (player + enemy).
Basically, if it hits the ground and it explodes it deals 25 explosive damage. If it hits a living thing and explodes immediately it just deals 5 poison damage.
https://youtu.be/jch7mKU1Heo
Looks like in both cases the damage is half and half of explosive + poison. The explosive part has falloff and the poison doesn't.
Ok, that makes more sense now that I tried to recreate the code in a more readable way. Thank you for testing it.
Looks like it is 50% conversion of the explosive radial damage to poison as you pointed out. As only non-default values show up in the files.
When I read it from the asset it seemed like it was converting the non-radial damage to poison due to the enumerator naming conventions.
It does however still reduce the overall damage to 5 when directly impacting a pawn. Not sure about the damage split but likely still the case.
So I guess that would be the only new info, the damage reduction on direct impact.
Shouldn't gunner's incendiary grenade be here?
I've been looking for weapons that deal fire damage to put on every one of my dwarves and yet I was surprised incendiary grenade aint listed here
same as scouts cryo grenade
rest of the grenades are listed, just not these two
Can you link which page this is on?
IIRC The grenade doesn't do fire damage directly, it only applies heat
just noticed that minelayer now reads "Mines continue to get the Nitroglycerin Compound bonus after impacting terrain."
https://deeprockgalactic.wiki.gg/wiki/"Hurricane"_Guided_Rocket_System#Unique_Overclocks
where it used to say that the mines don't get that bonus upon impacting (as in, the bonus stops increasing) (checked march 12 2025 on the internet archive)
was this change made knowingly with testing?
yes
you can also use the edit history instead of internet archive to see exactly every change ever made to the page and when and by whom
you can but it's rarely clear, unless you're used to editing wikis
Great, thanks.
As @tame plover said, this page is about weapons that deal the damage types. Although the incendiary and cryo both burn and freeze enemies, they do it by status effect (heat/cold) only and not by using these damage types (fire/frost), so they're not listed here.
They should be listed together with other sources of fire damage imo, I feel like them being separate (on the heat page, instead of the fire damage page) is just for the sake of accuracy and not the intended purpose of clear information for the player
Because heat causes on fire status and on fire status causes fire damage, right?
then it is not clear information anymore...
as well, if you wanting burn one would look into the burn status
not Fire damage
at most a suggestion to check the burn status too, same for other statuses could go well
instead of messing up the list
Just ran into this on the wiki, was wondering what the radius of this particular Environmental Heat Source was. Do environmental temperature sources have a MDR? (Maximum Damage Radius)
Clicking on it wont take you to the page explaining how it works ?
Yes it does, but I've read the entirety of that page trying to find a radius value of ETSs. The page does mention "on contact" which hints at a small radius, but its not exact. I haven't checked if each ETS has a dedicated page or not. Edit: I've seen the status effect, 'On Fire' has a radial heat emission distance. Just letting you know that the radius is missing, it's not too critical of an issue.
Does the loading screen with barrels also work in the same way?
no idea, never tested for it
https://deeprockgalactic.wiki.gg/wiki/Rival_Nemesis
One of the sentences said “During Season 2, Nemeses were marked on the Terrain Scanner with a tall orange pyramid icon”
They misspelled Nemesis 😭🙏
I think it's plural
1 nemesis, 2 nemeses
Maybe
it is the plural form
https://en.wiktionary.org/wiki/nemeses
hey! ive been working on the wiki page for rc upgrades, and i was wondering how i would get icons for them? is that something that would be datamined, would the devs release them if i asked nicely, or do i just take screenshots and cut out the bits of image that i need?
I don't have access so can't confirm it works for sure with the Unreal version, but either FModel or UEViewer should be able to directly extract textures (thus icons) from the game files, that's what we use to get perfectly clean images for DRG
ty! will check it out when i get the chance
https://www.reddit.com/r/DeepRockGalactic/comments/1m0wmdf/guess_someone_was_trolling_a_bit_on_deep_rocks/#lightbox
ey th happened to the fandom wiki? 😥
I knew fandom wiki was trash but damn
the community has moved over to wiki.gg instead - which is now the official wiki. The Fandom wiki is unmoderated and no longer in use.
for years
around 3 years or so, I think
I noticed that the hazard 5 (4 players) health of the classic dreadnought is different from the EDD hazard five (4 players) health on the wiki. I've been told in #deep-dive-discussion that they're supposed to be the same.
FYI, I'm seeing a "Breadcrumbs Cargo Template Error" when clicking on Creatures in the sidebar from the home page:
https://deeprockgalactic.wiki.gg/wiki/Creatures
Definitely some weird values in that table, yellow highlights are mine:
The 8500 is correct
Highlighted values aren't necessarily wrong, just calling attention to unexpected patterns
the 5.5 shell health values seem off too
The two haz 5 columns should have the same values, that’s for sure. So there is indeed an issue there.
There was some cases were the health did decrease when increasing the difficulty not sure it still happen.
Don’t really have the time to check that now on my side. If someone has the time, I can send the files with the up to date hazard multiplier.
Looking though it, Does the shell use ExtraLargeEnemyDamageResistance scalling?
Should be the same for health and shell.
Then there is quite a few values to update then :P
It hasn’t been updated in a long time.
I should have written in the template the equivalent file name resistances as a comment, stuff like ExtraLargeEnemyDamageResistanceB and such.
Changed 11 values https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Health?diff=prev&oldid=50203
Documentation[purge]
{{Creature Health
|title = // Option. Only for mini = False. Add a title to the table.
|health = // Base Health value.
|scaling = // Optional – Default Common. [Neutral/Common/Special/Boss/Boss2/Omen/Elite] The resistance scaling of the creature.
|mini = // Optional...
(Creature pages will update in time, you can use purge cache to force an update)
Any page that updates has this, so some cargo change caused this
Changes look good here, thank you!
One other anomaly - are these highlighted values supposed to be the same? H3.5p1 / p2 shell eHP:
I guess same curiosity for H4.5 p1/p2 shell eHP
River (From Wiki.gg) figured it out, was a mistake we made but impressively only caused an issue now, so it's fixed
11 changes was not enough, 12th added
Can we go for 13? 😅
H4.5 p1/p2 shell eHP still looks off...thanks in advance for the review.
BTW are these templates only editable by wiki admins, or am I just lacking sufficient knowledge on how to edit?
Not sure if we locked any templates down, Though Wiki.gg by default requires edits require a account (no anonymous edits)
The template is located here: https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Health
From what I see it isn’t protected atm.
Fixed the value, 0.7 mult for 1 players and 0.75 mult for 2 players.
Thanks! I do have an account but couldn’t figure out how to edit a template, will poke some more.
Fair warning this is quite a complex template
All good, I’m mostly just curious what I’m missing in the wiki edit interface
Editing it in a code editor with proper color theme is advised.
Unless you really want to change like 1 value.
I updated the doc as well to use the actual dread health, since the doc’s value were very outdated.
Thanks. I figured out my newbie error, I was looking for a section-specific "edit" link next to the section headers that would let me edit the template, instead of the big fat EDIT button on the top bar.
If you need help figuring out the template let me know. I was the one who created the individual health templates. (Cyrob aggregated them for ease of use later.)
Hey guys! Where is the page that lists high priority targets? (The mobs limited to 3 types per mission iirc)?
Hi there! Can someone tell me / figure out the difference between an "abundant" and a "scarce" resource?
How much more abundant is abundant really
Minerals have a range of values possible at spawn, that range will be different based on if the mineral is abundant or scarce. I think Omega was the one who did the research / data digging about it.
You can find an example on the wiki there:
https://deeprockgalactic.wiki.gg/wiki/Bismor#Spawning
Details and formulas are in the spawning sections of each minerals (seems like we don’t have the data for some of them like Croppa).
Thanks a lot!
and is it possible to know how much material is in a vein? It seems to vary wildly
I never added croppa because it is the only mineral that is different from all others, behaving like "nitra" for spawning
so I was never able to figure out how it works fully
I think I considered just giving the total value available, since number of veins isn't fixed
but not sure why I didn't reach a satisfying value
I think I found a contradiction/conflict in https://deeprockgalactic.wiki.gg/wiki/Dystrum.
and can not spawn in the Azure Weald planetary region.
Dystrum can be found in any Biome
The devs got rid of and or broke the biome restriction system so it is no longer applicable.
It can be found in any biome now afaik. I brought it up as a bug but they didn't want to fix it iirc.
I don't think they broke the biome restriction. I'm pretty sure you can not get glyphid eggs as a secondary in biomes where they can spawn naturally. Or am I wrong / missing something?
I am not certain, I can test it later. It may have been fixed as many updates have happened since I last tested it.
welp. From the little data that I can work with (the last 15 days of missions), I couldn't find a single dystrum in azure weald.
so it probably got fixed
https://deeprockgalactic.wiki.gg/wiki/Difficulty_Scaling This page says that sniper turret don't scale with difficulty, however, if you visit sniper turret page (https://deeprockgalactic.wiki.gg/wiki/Rival_Sniper_Turret) then you can see that sniper turret actually scale with difficulty
Just tested, it does indeed use common/normal enemy scaling. I have fixed the Difficulty Scaling page, but someone with permissions will have to fix the data page at https://deeprockgalactic.wiki.gg/wiki/Rival_Sniper_Turret/Data
Done.
I also cleared the cache for the corresponding creature page.
Would it be possible to rename the Falconeer page to Falconer? The game always uses Falconer as its spelling (Well, except for one voiceline) + Falconeer is apparently a trademark, hence the name change
done
Hmm it was Falconeer in the docs I had when I made the sidebar
I checked, it is still falconeer in most of the code, but a big part of the shout have indeed been changed to falconer.
(I was about to move it by Zurel was faster.)
"falconer" is the correct spelling for the word, my guess is the devs fucked up lol
It seems to mostly do with the trademark as Jenny said
though a proper admin needs to change the sidebar button, i dont have the perms for that
Would want to be sure it's meant to be that way officially
Particularly as infact Falconer is trademarked but Falconeer is not (Reigstered this year in a conflicting trademark class by falconer.com)
Do you have access?
Was never picked for RC access
Didn't know if the wiki role gives you access
@slow remnant call em Birdgineer
But there was a few falconer and one of which would be in a conflicting class for DRG
Birds are too mean so that it would break space-Geneva-convention, therefor its legally a "drone"
Ye, it used to be Falconeer all through development until we realized it was trademark infringement 😐
By which trademark?
As Falconer is trademarked internationally in class 9 (Which DRG would also be in)
But for Falconeer, the only class 9 is "The Falconeer" and it's not even internationally trademarked
Quick GSG, change it back to Falconeer!!!
I don't have the exact details, but "falconer" is the correct term for "someone that handles falcons", and I think falconeer was a collective Shazaam moment because it sounded correct, and same suffix as engineer. It was probably The Falconeer but idk, I work in programming so further away from the legal team
They're going to trademark the entire dictionary at these rates
The sidebar still says falconeer fyi
Left it as seems a non-definitive mess, but we can always change it again later so changed it (for now?)
Lads, I have a question about mining expedition on DRG wiki. Does hollomite provide no exp for completing the secondary, or is the wiki article unfinished?
it would be "0" if it was no exp
shouldn't be too hard to fill it in
feels like it should be a formula to facilitate it...
now a bit curious on the values being correct (as some missions have the value be fixed across different variations while others do not)
Why does the Q'ronar wiki page states that it can't appear in salt pits and sandblasted corridors, even tho a screenshot of Q'ronar in salt pits is attached?
Because I spawned it there with modding
The focus is the attack, not the biome, for the image
to be fair, they used to spawn here a while back
weren't they even biome restricted to only spawn in Salt Pits and another biome, at first ? I vaguely remember something like this
youngling are salt pits only yeah, but they also arrived later IIRC
some very interesting behavior:
stingtail heavy armor has armor health 50, which at haz4/haz5 means effective armor health 60
the armor covering its weakpoint doesnt break until the second shot of 60 damage bulldog
the armor covering the rest of its body breaks in one shot though
with bulldog ofc the shot that breaks armor doesnt do damage (on the wp or elsewhere)
with armor break m1000 the shot that breaks armor does damage but does NOT get stingtail wp bonus
Quick question, are all of these payout values taken in assumption that the player is going with haz4?
And does the same rule goes for all the other missions on wiki?
Cause we need to fix the wiki when it comes to that payout table and I love to know the rule that was originally applied
I think it's just a base value that gets multiplied with whatever your hazard bonus is
And the other bonuses from this page
That is also what I though, but this matches the wiki entry
It's such a mess
On-site refining does not even have that table
Does anyone know where can I get access to some sort of database with mission payouts? Or at least some old game build that could have those values?
Manually getting all of the mission payouts seems to be a lot of pain to me
The tables are a bit of a relic
Can't truly represent the numbers as other things also add to hazard bonus; the length, complexity & modifiers
If not for that would be easy to make tables with templates just going off the base value
The mission select screen shows the value after the base value gets multiplied I think
In S05 they made the secondary objectives not scale with mission scale anymore. So the payout and requirement should always be the same outside of maybe just the hazard/warning multipliers.
Correct.
We also need the exp payouts though
for haz 1 I got 2125 xp for the primary objective on the 200 morkite mission. So the base value would be 1700. To confirm it you could play a 200 morkite mission on hazard 2 and you should get 2550 xp for the primary objective
😭
This is starting to become ragebaiting
Alright, the credit payouts are also on their separate page https://deeprockgalactic.wiki.gg/wiki/Credits
Should we update the tables on the mission pages or remove the payout columns and just make a link to the credits and exp pages to not repeat data?
Cause that is misleading as hell
Repeated data Can be considered redundant, not misleading
And redundant is not necessarily bad
Alright
I know that for mission swarms, we went with simple version on each mission type, full breakdown on separate page
So for credits, the same can apply, or not
I'm just gonna fix the payout table on all the missions
The tables are not so big that we can't afford the space to have them in two places.
Experience page and mission pages both having XP payout data is fine in my book
https://deeprockgalactic.wiki.gg/wiki/Glyphid_Septic_Spreader/Data is missing movement info:
| movementSpeed = 3
| fearSpeedMultiplier = 1.5
| acceleration =
| deceleration = 5
| pathfinderType = Walk
| pathfinderPreference = Floor
| strafeSpeed = 4
| maxStrafeDistance = 10
Stingtail is also missing movement info:
| movementSpeed = 2.75
| fearSpeedMultiplier = 1.5
| acceleration =
| deceleration =
| pathfinderType = Walk
| pathfinderPreference = Floor
| strafeSpeed = 2.75
| maxStrafeDistance =
I wasn't able to find the blank values but I think there are some defaults
vanilla defaults
Stingtail and Septic Spreader data pages updated with the relevant data.
I purged the cache for their individual creature pages so the change should be visible directly at least on that page. I used the default values given by Banagement for the missing data on the Stingtail.
Feel free to ping me if you need to update one of the /Data page in the future.
To clarify, those are the default values for deep pathfinder movement components in general.
I remember sometimes seeing up to 70 different default value when checking it with UUU with the SHOWDEFAULT property appended.
Do y'all use the old game version that is being used for testing mods to fetch those values?
It is always from the latest game version, if needed in sandbox mode to have access to some testing mods.
Alr I see
Fandom isn’t the official wiki, it has been abandoned years ago and isn’t moderated at all. We are now on wiki.gg
https://deeprockgalactic.wiki.gg/
(Not specifically related to drg) there's a new game I'm interested in and I want to contribute to the wiki. Problem is I'm new to this. Any recommendations or resources that you could guide me with?
Best to try coordinate with others, on whatever game's Discord etc.
If you want general tips the community of the wiki provider (e.g wiki.gg discord) should have plenty of helpful people
Somthing I think is worth bringing up as an easter egg for the Promotions page. The number on the bottom page in the promotion confirmation screen is the present patch number.
Got a technical question.
So the page for Swarms, It says that a dreadnought can only spawn in multiplayer, but I would like to know if it is if and only if there is two players at least in there or if I can just start a closed multiplayer session and that count
pretty sure if that was the case we would have heard someone getting a dread while solo
and reminder that Point Extraction doesnt count for that case
I checked that but I get the impression that it can't happen on HazIV, Is that true?
every random dread I can remember had other players in the mission
and in haz 3 missions specifically because of helping greenbeard friends
Are there official wiki without troll information about "crafting terminals" and "hidden stats of pickaxe skins"?
You're probably using the fandom wiki. It's been abandoned, and got replaced by wiki.gg: https://deeprockgalactic.wiki.gg/wiki/Deep_Rock_Galactic_Wiki
Check the pins for more information
Thank you, brother. Rock and Stone!
so, is someone going to update the rockpox pages? looked at the rockpox breeder and it is empty
What part is missing?
Nobody mentioned actively work on that one here
everything is missing
and its not just the breeder
and what is "everything" still ?
also which parts are missing on the other rockpox pages ?
the only thing on the page is just a sentence saying to shoot the blisters
spitter only has a thingy saying to shoot the blisters
bomber only has shoot blisters and mentioning that the goo infects
no xp value for phazyonite or morkite seed
I see, these are common states for pages that just have basic stats collected but nobody has actually written the main body. You could do it yourself.
Also i have some additional concerns:
- rockpox grunt and praetorian are both integrated into the pages for the base grunt and base praetorian, whereas the other rockpox enemies are not. This seems to be a significant style inconsistency.
- existing content has weird claims, like the idea that the rockpox praetorian is completely invulnerable aside from its blisters
If I get some time I may be able to help out, but we'll have to see
I remember going to the wiki to look at azure Weald structures
please use the real wiki. do not give fandom any page views
it is indeed funny, however, fandom bad etc
yeah
i dont use the fandom
took a look recently, decided that i would rather face 5 nemsis
https://deeprockgalactic.wiki.gg/wiki/LMG_Gun_Platform
says turrets have 2.7 erof but can anyone give how one did the calcs for that?
I am getting some very different numbers
My calcs suggest on a simple note:
A single burst of 7 has 6 intervals of burst cooldown; 0.96 seconds and 1.5 seconds for the next burst to start:
it takes 2.46 seconds to do a 7 shot burst which gives a erof of ~2.84
But if we consider that the turrets are not running extended ammo nor mk2(Im lazy to do the calcs for those)
We end with a 6 shot burst without the 1.5 second delay; which makes us dump 90 shots in the span of 30.32 seconds which makes the erof ~2.96
I do get that I did not consider the extra time for the final burst given on the second model but neither do I have the exact values nor does it effect the value that much to make it 2.7
This is further proven when we go to sandbox and use Actor monitor, I tested the given dps of turrets with the casual 1221 build and each turret will do 11(11.04) damage per bullet and with 2.7 erof the given dps could never be above 30
but with further testing the dps number does go above 30, and hovers around ~31 or 32
If we consider the second model which is 2.96 erof, we get 32.56 dps which perfectly fits the given sceneario
@proper kernel may know more
The 2.7 is originally from 2022, and was checked last in April 2024, so it very much could have been changed by an update since then. That, or the originally calcs where off by a bit.
Im saying shouldn't it be 6*0.16+1.5
As you shoot 7 times
But there are only 6 intervals between
Shoot (0.16) Shoot (0.16) Shoot (0.16) Shoot (0.16) Shoot (0.16) Shoot (0.16) Shoot (1.5)
Is what I am meaning here and is the largest thing Im tring to point out
O okay turrets work differently somehow?
Okay didn't know that but that makes it even weirder
Don't understand why but if someone says so idk
I don’t actually know if it does or doesn’t. I saw how other people calculated it and did some quick and dirty checks in game to see if it matched up.
If it did work how you describe that would make a ton of sense, since that’s how every other burst weapon works.
Hey all, can someone fact check me if the Triple Tech Chambers overclock gets affected by T2 Overcharger? As in, if you charge up your main shot to the max, will the other 2 shots get the bonus damage or not.
Wiki says nothing regarding it.
based on a history search in this discord it appears to work on the extra shots
It felt like that, but I thought I was just imagining it
Thanks!
I found a contradicting information on the wiki gg.
On the "Twins" page it is stated "They also have a very rare chance to spawn in place of a swarm in Mining Expedition, Point Extraction, On-Site Refining, and Deep Scan mission types."
The same with the Hiveguard.
But on "Swarm" page where it talks about PE Dread spawn it says that only classic Dread can spawn.
I am not sure which one is true, so I can not correct.
Maybe it should be Deep Scan instead of PE on both Dreadnoughts' pages?
Or does PE special Dread encounter now includes all types of Dreads?
Also Hiveguard's page does not mention Deep Scan. Poor thing, was forgotten here.
As far as I can tell, any of the dread variants can spawn from the boss enemy wave controller.
Pretty sure EWC_Spiders_Boss is the only boss spawning controller that exists for all applicable mission types.
I can take a closer look some other time but the kismet of that particular wave controller essentially chooses any of the dread variants based on some random integer values and not criteria such as mission type.
Whether that wave controller can occur in a specific mission type is another topic.
aren't you thinking about the system for ME-like missions ?
since dread spawns on PE have a very different spawn system, so...
Whatever uses EWC_Spiders_Boss is just random integers (0-2) to select any of the dread variants.
Looks like PE has a separate boss spawning system in its own wave controller which is EWC_Spiders_Motherlode.
When a wave is started it rolls a float between 0.00-10.00, if it is below 3.00 then it checks the point extraction float scalar of the selected hazard and if it is equal to or below 0.90 then it waits between 400-3000 seconds to check if scripted waves are blocked by, say, a machine event.
If it is blocked it waits 5-10 seconds to do the same code again to roll the potential boss spawn or standard spawns.
If not blocked it plays the mission control dialogue, waits 8 seconds and then checks for a singular medium sized spawn point within 10 meters of any player and spawns a regular dreadnought and no other variant is possible.
Thank you for your time!
Does EWC_Spiders_Boss applies to PE? Or only ME, OSR and DS?
EWC_Spiders_Boss does not apply to: Escort, Point Extraction, Egg Hunt, Elimination as the scripted waves array is empty for all of them.
EWC_Spiders_Boss does apply to: Mining Expedition, Deep Scan, On Site Refining.
The parent Game Mode class that all missions inherit from has the following scripted waves available by default:
still not updated
perhaps you could consider doing it yourself
Thank you for your time! I might update the wiki later, unless someone already did it.
Hi! I have a weird question, and I'm not sure where else to ask this.
I would like to know the exact mechanics of a lootbug's "inventory".
The reason I'm asking this is because me and my friend blew up a Crassus Detonator in a driller tunnel (the wiki says a perfect explosion is about 1230 gold. Ours wasn't perfect, so lets say it was around 1000 gold), mined all the gold, let in a bunch of lootbugs, let them eat all the gold, killed a lootbug, let them eat the gold, repeat.
After all this, we ended up with something like 600 gold. What we want to know is why? Where did all the gold go?
Lootbugs should actually multiply gold they've eaten
We know! Which is why I want to know what the hell is going on. 600 gold (my friend actually says it was less than 600) from a crassus that went through multiple lootbugs??? Makes no sense
🤷♂️ Maybe a lootbug got away
Best way to figure out what went wrong is to first try reproducing it
We are extremely confident we didn't make any mistakes. All the lootbugs stayed in the sphere, and we collected all the gold in the end.
how many lootbugs were there ?
bout 6 or 7.
but not in a thousand years did we expect to end up with less gold than what we started with
seems to be working as intended
Hmmmmmmmmmmmm... maybe we did make a mistake. But that just sounds so unlikely. We were extremely careful, and we were missing a lot of gold. Even if we somehow let a lootbug escape, or didn't pick up a chunk of gold, we still should have ended up with at least 1k
how many weapon overclocks are there currently in the game?
i think i know what happened, sounds like you got to far from the lootbugs and they reset, from my testing if you get more than 55 meters away their inventory will be wiped back to the default bit of nitra and gold and their HP resets too
did you do that on refinery or like a specific environment? loot bugs spawn per room and plop in as new specifically in refinery so that may contribute to what you had
ive had it happen consistently on a few different mission types, on-site, mining, salvage. it always seems to be a distance thing rather than a zone of the map
i have only tested it in solo, dunno if that affects anything
Alright, I can try to see if I can get the same results sometime later. Would be interesting as the critter manager system mechanics are fairly unknown.
Oh... That's interesting. We were bored out of our minds (lootbugs aren't exactly the fastest creatures out there) so we went on all sorts of journeys (stone carving, house building, hole digging, etc...). So if this is real, its definitely the cause.
We did in Egg Hunt to have access to Molly
Did some quick testing on a single lootbug, and it looks to be true!.I walked away ~100m, and it reset its health and its internals (I lithofoamed the minerals out of it first, and then let it eat some nitra. When I returned it had full health, and dropped some gold and nitra upon death)
Accoring to my previous discussion, I eddited all dreads page slightly to correct missinformation.
From what I have tested, Lootbugs seem to retain their resources and multiply their values as expected, regardless of range. Same goes for their health, which I tested on another lootbug not seen in video.
I disabled creature/enemy spawning, destroyed all enemies and resource chunks in the map, spawned hollomite + dystrum + umanite with values of 100, spawned a single lootbug, sped up time for the lootbug to eat all 3 chunks worth 100 each, went 240-270 meters away, checked the values again, came back, killed the lootbug, got the normal drops as well as the 3 special chunks that were then released with a value of 150 which lines up with the 1.5x value multiplier for a chunk.
so i gotta kill them later?
Since chunks don't combine in vanilla it is fairly hard to really get much out of things.
I believe that the highest single value of a chunk mined about by normal means is capped at 40 or whatever the vanilla carry size is, but that may no longer be the case.
So in reality you would probably get a gold chunk worth 20-40 with POG and then get a lootbug to eat it, then you would have to kill said lootbug to get 30-60 value chunks, then a lootbug would have to eat that to get 45-90 value chunks and so forth.
Lootbugs also update their chunk target too often in vanilla so most of the time they end up not eating them due to being too slow and then circling back to another chunk and rarely getting to an actual targeted chunk.
All lootbugs seem to go after the same chunk as well, so it ends up wasting a ton of time where 10 lootbugs go after 1 specific resource chunk and then turn around for another that they all target where only 1 gets to eat.
🤷
Maybe they heal from non player inflicted damage? I shot one down to half health with the leadstorm and came back but they were still the same health.
I'm not sure, ig I can test that as well
Might be different for a naturally spawned lootbug vs manually spawned, they may not get registered with the critter manager. So things are definitely still up in the air.
pickaxed the poor dude, returned to a full health lootbug
I haven't tested if they retain resources or not, but I assume not. Their health and base minerals seem to reset, and we lost out on a lot of gold, so I can only assume their consumed minerals get reset as well
I just made the lootbug eat some naturally generated umanite, and its nowhere to be seen after killing the lootbug (after going away and returning of course)
Ok, just tested again and they for sure get reset when spawned naturally.
I have a system that randomizes the sizes of lootbugs upon spawn and each time I come back they are new sizes and they are entirely new instances of lootbugs with different uobject IDs.
Health and stored values get reset as well, the only exception seems to be golden lootbugs.
So you could safely leave a golden lootbug and it wouldn't lose its consumed minerals?
I believe so, they don't despawn and respawn from what I have seen.
welp. Good to know all of this ig. I now at least understand where did all the gold go
Seems to be directly related to the critter manager system and how that works. The normal cull distance for enemies is 150m from what I recall. But for lootbugs it is much less.
45m to be exact, at least according to the activation range value from it.
I tried changing the value to 150m instead of 45m and they just constantly respawn. 😆
So I am thinking that the activation range is the distance in which the lootbug respawns and becomes visible, but there is some unspecified range (~50m?) in which they get despawned and it keeps triggering due to it not scaling with the new 150m range.
So they spawn in due to me being within 150m but then get despawned due to another value to trigger despawn being at ~50m.
This means that if some Lootbugs eat enough of your Morkite chunks and whatnot, it can softlock your mission in vanilla. 💀
The Lute Buge giveth and taketh away.
Okay systematic murder will continue
Does OC "Seeker Rounds" for LOK-I ignores light and medium armour or only heavy and unbreakable?
Do these round hit the weakpoint or not? For example, Oppressor has only weakpoint, so do those round hit it do they hit something else?
i'm hearing reports that the boosted +60 shield of shield link can actually regenerate
From my testing, it appears to hit the weakpoint only if a no-overclock gun would have hit the weakpoint.
- Shooting oppressor from the front, the hit material is registered as "armor" but the shot still does damage.
- Shooting oppressor directly at the weakpoint from behind, it counts as a weakpoint hit and makes a special sound. But the enemy and gun both don't have a weakpoint bonus, so it barely matters.
- Shooting stingtail at the top weakpoint (the one covered by armor) doesn't count as a weakpoint hit, but once the armor is broken then it starts counting as a weakpoint hit and does x2 damage.
- T3A and T5B upgrades don't seem to bypass unbreakable armor, but do bypass terrain. T5A bypasses both armor and terrain.
- Stalker has unbreakable light armor. It is ignored by the main damage of seeker rounds, but blocks 20% of T5B.
This doesn't surprise me as there isn't any code (that I am aware of) for "real shields" and "extra shields"; so the game just views it as the new player shield capacity and recharges to that point until that status effect wears off.
The status effect that Shield Boost applies lasts for 20s and adds an extra 60 shield capacity from what I can tell.
It also triples the rate that shields recharge with, once the delay is met.
https://youtu.be/-raK9fEKOp0?si=7z_6DIwikjgNdXnO the shield boost effect starts at 10:41, and it ends at 11:11 refilling my shields when it ends because I was above max shields even though I broke my shields during the boost
I wonder if shield boosting gives negative shields still if you don't have shields when it ends
(sending this in multiple messages because of discord's character limit)
So we were messing around with lootbugs again.
We made some observations, and we've got some questions. Its late rn, but I'll try to replicate most, if not all of our observations tomorrow.
Also feel free to correct my english if I made any mistakes, or if I said anything that sounds weird.
Observations:
(We didn't discover all of these today, and some of them might be common knowledge, but I'll put them here anyway)
- Lootbugs like to target the exact same mineral chunk. Its what causes the "lootbug trains" that you might see sometimes. If a lootbug eats the targeted mineral, the other lootbugs take a while to realise that the mineral they were trying to eat is gone, and continue "walking" towards the mineral's last location.
- Lootbugs also like to target the minerals based on the minerals' location relative to the world. They clearly prefer minerals one side side than another.
- After a lootbug eats a mineral, they will walk away a little bit before returning to eating minerals (a bit similar to enemies getting feared. Though this is probably a timer based, and not distance). We like to call this as a lootbug's "cooldown" (or, "the lootbug going on cooldown"), and so I will refer to this behaviour as such for the rest of this message.
- When a mineral is in a hole that has an entrance too small for a lootbug to fit through, then the lootbugs will try to get as close to the mineral as possible, give up, and go on cooldown. Ifinitely repeating of course.
- Following up on
observation 4, if you drop an accessible mineral around them, they will go for that instead (after going on cooldown). - When a mineral is inaccessible, and (as far as we can tell) there is no visible hole leading to it, then the lootbugs might exhibit behaviour as described in
observation 4, or they get as close as possible to the mineral, and don't go on cooldown (in other words: they get stuck).
- This is our most recent discovery. We dug a medium sized hole in the wall. We then slowly herd all the lootbugs into the hole using the lithofoamer. Interestingly under no circumstances did the lootbugs every randomly "cooldowned" into the hole. We had to "force" them in using minerals. And even when they did go inside, they "cooldowned" out of the hole every single time (or got close to the entrance if they were deep enough in the hole). Without exceptions.
- Following up on
observation 7, when we closed the entrance to the hole (with all the lootbugs inside). They stopped going on cooldown. Kinda. They merged into one "super lootbug" (#drg-gallery message) and speedran eating all the minerals.
Thoughts and theories:
Observation 4: You can use this as a lootbug "trap", that slowly collects all the nearby wandering lootbugs to one place.
Observation 5: I can't 100% confirm this. We might have just got really really lucky every single time we observed this behaviour, and they simply preferred the newly dropped mineral (observation 2), but the chances of that is very small.
Observation 6: I suspect this has something to do with timings. Is the lootbug already going for mineral when it gets closed off, or is it on cooldown, or maybe its just wandering. I'm not even sure if they can even detect completely enclosed minerals. I'll definitely be testing this tomorrow.
Observation 7: We have had closed in lootbugs before. Twice actually. Both times using a crassus, and both times by digging into a wall. And the lootbug(s) seemed to behave there normally. So I'm really not sure why they refused to go inside our "artificial" hole, or why they really wanted to go outside when they were inside.
Clearly they could pathfind in there, because they could walk in just fine if there were minerals inside. But otherwise they avoided the hole like fire (that is not true. Lootbugs love walking into fire).
Observation 8: They didn't want to "cooldown" inside the hole, and we just cut off their ability to "cooldown" outside the hole, so I guess they just don't cooldown at all?(!) Sadly I don't remember if they remained completely synced up (like in the image) during movement.
Observation 7 & 8: Some notes on the location and the size of the hole: It was in Salt Pits, On-Site, in a roughly 80-90m long cave, far away from the refinery. The hole was roughly the size of a C4 with the carve mod (on the horizontal plane), and the entrance could (visually) roughly fit a praetorian, or maybe even an opressor.
Questions:
All of them.
We have a bit of a hard time understanding most lootbug behaviour, but especially observation 2, observation 6, and observation 7.
They also sometimes seemed to phase through platforms, though I suspect that is a general pathfinding quirk, and not something specific to lootbugs so I didn't mention it. Though if anyone knows why, I would love to know.
I'm gonna go sleep now its way too late. If anyone can answer anything, thanks in advance.
Yeah they are having an outage
https://wikiggstatus.com/
Welcome to wikigg's home for real-time and historical data on system performance.
If it helps, I've got a bunch of lootbugs dog piled on top of each other, not moving, above an inaccessible lost pack in my game right now.
So they've targeted it after it spawned then got stuck
Lootbugs search for chunks within 25m of their current location and go within 0.35m of the resource chunk before eating it.
There is a 15s cooldown for their chunk search interval.
They change locations roughly every 5.0-7.5s to a location within 15m of a random medium sized pathfinder node or the resource chunk.
They have a pathfinder size of medium which prevents them from reaching specific chunks if the area is too enclosed which causes them to be in a loop of moving in place or back and forth if multiple chunks are stuck nearby or in something like the Salvage Drop Pod.
this feels contradictory
think of it as "uplink & fuel pod gives oxygen, but you never notice that because their missions can't have Low Oxygen mutator"
The Re-Atomizer description is wrong. The last sentence doesn't exist in the game.
fixed
Aye
I'm watching the movie Starship Troopers. It's very DRG.
Heard them say "I'll kill anything with more legs than two" as they're landing on the bug planet for the first time. Maybe that's one for the [[References]] page
https://youtu.be/EVyhmImXJsE?t=33 (0:33) for a clip
The only good bug, is a dead bug.
in preperation for new weapon skins being added, how can i load them into the game before i had them? preferably on a seperate save?
Can use a few different mods or 3rd party tools to unlock them on a sandbox save. But you will still need to wait for S06 to be released to have access to the models.
During a conversation in drg chat earlier we noticed some incorrect information on the Crassus detonator and rockpox breeder pages:
- In the Crassus Detonator’s trivia section it states that they have the highest base health out of any non-boss enemy in the game, this is inaccurate as of season 4 as rockpox breeders have a higher base health amount
- the rockpox breeder’s base health is listed as 1500 at the top of the page, which is incorrect, that’s the naedocyte breeder’s base health, I assume the page was originally copied from there for consistency. (The effective hp chart is listed correctly)
Base hp is not considering the rockpox resistance, right?
If other rockpoxs are following that pattern, it should be correct
other rockpox pages and elites follow this pattern
There are some features of the rockpox pages that I think could be improved:
- I think it would be helpful add a clarifying note with the effective hp chart to state that the ehp scaling includes the elite resistance.
- It is not clearly stated whether the rockpox blisters are affected by elite scaling. I think the answer is they aren't (?)
- Glyphid Praetorian page states under the Rockpox Praetorian section that the Rockpox Praetorian cannot be damaged anywhere other than on the blisters (which i'm not sure is correct)
- Rockpox section of the Praetorian and Grunt pages also state that the blisters have a fixed health of 5, which conflicts with infobox of multiple rockpox enemies including the Praetorian consistently stating the blisters have Common scaling.
- Seems odd that the Rockpox Grunt and Rockpox Praetorian are organized as subsections of the base Grunt/Praetorian pages, but rockpox exploder, spitter, bomber, breeder are unique pages
- The only attack with documented info appears to be the Rockpox Spitter's attack. Other attacks of rockpox enemies including Infectious Vomit, Death Spores, Rockpox Infestation, Rockpox Barrage, Pustule Burst all lack description or stats.
Created rockpox page
The season 05 title on the main page gets squeezed on a range of window widths. has this been reported before?
The cycle of Normal Waves is paused during Swarms, and while any Dreadnought Types are present. A Normal Wave is cancelled if it occurs during an ambush triggered by coming near a Mini-M.U.L.E. during Salvage missions.
according to my testings or what I remember from it triggering a mule just stops the timer for a minute
it doesnt fully loop the given wave timer to zero
which doesnt stack
for example if a mule is triggered and has paused the wave timer for 40 seconds and a second mule has been triggered, it just overwrites and will delay for another 1 minute and timers start running back
so only 100 seconds for that case
Ah, it looks like there was confusion about this in the past, so bad info slipped through. fixed
I saw that the wiki.gg page on "Charachter Cosmetics" doesn't have anything in Trivia, even thought we had some facts(that I consider interesting) on the old wiki fandom page for "Acessory shop"
Does it follow our guidelines for trivia and is confirmed as true statements ?
other than that, there could , or could not, be other reasons to not have it
Ah wow so there's 2 pages for cosmetics
Huh
Good thanks thats it all the trivia is on there
My 2026 New Year resolution is too finally overhaul the cosmetic pages into a more sensible structure
Not like I'm doing anything else for the wiki at this point
do you recommend a specific mod?
Sandbox Utilities cheat menu tab should have what you want.
awesome thanks
<@&296918282403840000>
Hello. I don't think these rules have any use anymore (if it had couple of months earlier) it also causes the text wrapped with <code> to become hard to read. https://deeprockgalactic.wiki.gg/wiki/MediaWiki:Common.css?diff=50900&oldid=50407
Most pages have been updated for Season 06. I have pictures of the headwear and armor paintjobs that I'll upload later (courtesy of the Experimental Branch).
Very impressive work
Have the Assignment and Mission pages been updated yet? I'd like to know more about the new mission type
So far they have not.
Dangnabit. Amongst other things, I NEED to know the chance of machine events - I've too many blank cores. I may just be unlucky, but I've never had an event in either the Ossuray Depths biome or the new Heavy Extraction mission type.
Normally, 1 in 4 mission
The longer the mission, the higher the chance
All the specific ratios are on the wiki, either mission or mission event page
I've been to the machine event page, but I couldn't see Heavy Extraction on there: https://deeprockgalactic.wiki.gg/wiki/Machine_Events
Originally the data was dug up by @glacial topaz , so maybe he or someone else could share how it was extracted
As I mentioned in my statistical observation a while ago, it is entirely possible - though rare - to have 15+ missions between two machine events. There aren't any timers or mechanics for "pity spawns" in that regard.
Changed computers and been a while since I did any work with files/extraction
So wont remember details rn
But shouldnt ME be same on any biome?
For biomes, sure, but the new mission type likely falls somewhere on the table you made
But to answer the original question, it's very likely Heavy Extraction ME rates are in the range of 15-27%. That's the best we've got right now
Based on the pattern
2 missions with same payout. Should have same chance?
Based on the internal length value
Machine events only scale off of the DNA mission length value afaik. It caps out at 200 (2x) in the spawn chance curve at a total of 27% spawn chance iirc.
There is one oddity in game though and that is one variant of Deep Scan, which has the highest complexity and length icons of all options but the lowest machine event spawn chance (of the deep scan variants) and map gen loot because the devs messed up the DNA value for mission length.
The heavy extraction dna values have changed quite a lot but I think they have settled now.
DNA_Wheel_Long (200) = ~27% machine event spawn chance
DNA_Wheel_LongComplex (200) = ~27%
DNA_Wheel_Medium (150) = ~25%
DNA_Wheel_MediumComplex (150) = ~25%
should ossirans have their own category or should i move them to biome exclusive?
I think they should have their own category. They aren't really exclusive thanks to warnings
The design of categories is to make each creature be easily findable, while avoiding any group being too big
Wait, you're THAT guy? Wow. Kudos to you from a fellow stats nerd!
It seems Critical Weakness has no effect on the Caretaker?
I hit the Caretaker's eye with the GK2 but only dealt 27 damage.
You are right:
IsWeakPoint true
AffectedByGlobalWeakpointDamageMultiplier false
DamageMultiplier not set so it default to 1
So it is considered a ×1 weakpoint for weapons but isn’t affected by the critical weakness mutator.
The bone collector is also marked as being not affected by the critical weakness mutator.
Edit: I fixed the critical weakness page, feel free to clarify it if it isn’t clear enough.
Do we have the logic / values for the heavy extraction mission swarms ?
Or does it use the same values / logic from mining expedition (+ the egg hunt triggers for resionite)
the latter
don't know if the swarm timers are different from mining expedition but i think it's roughly the same timing
Had a swarm at 9 minutes, so thought that was a bit too long for me values
But forgot it was haz3, so need to check if it falls in range
where do i put info that goes into creature infobox?
It is stored in the individual creature /Data page.
Variants usually share the same page than the main creature for storing their data.
For a swarmer it would be there for example: https://deeprockgalactic.wiki.gg/wiki/Glyphid_Swarmer/Data
The infobox in the main creature page will then automatically fetch the available information that is stored in that page.
You probably don’t have the right to edit that (the /Data pages I mean), but if you send me the info needed, I can add it.
I assume it won't be protected if it's for a new creature
I was also wondering if it was still worth protecting all /Data pages, there isn’t as much vandalism as before from what I see.
By design they should be open to all on a wiki, we protected them to avoid mistakes and vandalism originally since they are the most complex to fill properly when it comes to the info/data needed.
I'm fine with remove the protection, imo it should be reactive (protecting pages that have been vandalised)
Waiting a bit before doing anything, in case there is someone with arguments against it.
is there a template for it somewhere?
i would only need an image for new enemies and thats all
While they are protected you can still view the source of any of the data pages
i already extracted info from game files so there shouldnt be any mistakes
There has been cases of the game not using the data it has as expected
;-;
Main instance was cargo crates % chance to appear (before it was fixed to actually use the data) we had a lot of confidently incorrect edits
It was always intended to scale with mission length but it actually using only one of the values set for all mission lengths for quite a few updates
This is basically what a blank template should look like.
For creatures stats in the files, usually the only missing info was from inherited stats.
Like inherited resistances or temperatures stats from a parent model mostly.
Other common case is default value that is not specified in the files and can be tricky to find.
For filling the template, you can see here the types for all fields and some examples below if needed.
There is also the list of possibilities for fields that needs specific values (like health scaling).
https://deeprockgalactic.wiki.gg/wiki/Special:CargoTables/CreatureStats
Huh the sticky table header must have broken at some point
Hi o/
Are there any Wiki contributors here?
👁️ The Caretaker, unaffected by Critical Weakness:
The Wiki's Mutator page states that Critical Weakness applies to the Caretaker (eye). This always felt a bit **underwhelming **during the boss encounter. So I did a small analysis after doing an assignment earlier today.
My Conclusion:
The Critical Weakness bonus is definitively **disabled **for the Caretaker. It follows the same logic as Dreadnoughts, where the anomaly is ignored despite the eye being a Weakpoint.
However, weapon-based Weakpoint bonuses that are **inherent **to the weapon itself, its modifications, and overclocks, still apply.
My Request:
A Wiki contributor updating the page-information to reflect this. That way, our fellow dwarves get to make more informed decisions when that anomaly is up for Industrial Sabotage and they feel like poking something in the eye.
The post ran into a character limit. So I’ve put the full breakdown, formulas and notes in the thread attached to this message. (edit: no threads? That's a shame, here goes:)
🎯 Results: Rival Caretaker vs. AISE GK2
Weapon: GK2, AISE [T2A, T4B]
Stats: 18 Base Damage | 50% Weakpoint Damage Bonus
Environment: Hazard 4, 1 player.
This puts the Caretaker in the "Extra-large enemy" category with a damage resistance value of: 0.7.
🔍 Methodology:
I tracked clean hits to the Caretaker's eye with mods, then compared the results to theoretical values. During the test, the Critical Weakness (C.W) anomaly was active (5x multiplier for weakpoint hits).
🧮 The Math:
If C.W would work on the Caretaker (eye), then this formula should reflect the damage inflicted:
```
- Weapon_Base_Damage: WB_D: 18
- Resistance_Scaling = RS: 0.7
- Weapon_Weakpoint_Bonus = WW_B: 50
- Enemy_Weakpoint_Multiplier: EW_M 1
- Anomaly_Weakpoint_Bonus = AW_B: 500
Formula: (WB_D/RS)(1+(WW_B/100))EW_M(AW_B/100)
Filled in: (18/0.7)(1+(50/100))1(500/100)
Result = 192.86 damage```
With C.W we should in theory be doing: 192.86 damage to the boss.
The recorded hits took turns doing 38 and 39 damage.
The estimated empirical average: 38.5 damage.
⚖️ The Comparison:
To effectively check what the theoretical hit would be if C.W was disabled, we simply divide by 5 (500%):
Wiki's suggested damage: = 192.86 damage Theoretical, no C.W: 192.86/5 = 38.57 damage My empirical average: = 38.50 damage
💀 😭 Conclusion:
Critical Weakness must be disabled against the Caretaker, despite the eye Weakpoints. Probably with the same logic as all Dreadnaught variants in elimination; to not make the fight a complete joke.
- It is important to note that weapon-based Weakpoint bonuses that are inherent to the weapon itself, its modifications, and overclocks, still provide a damage bonus to the Caretaker during its eye-phase.
- I hope a Wiki editor can update the information.
[Editor Notes]:
||- The misinformation seems to stem from a edit done HERE.
-
On the off-chance that you are unfamiliar with Resistance Scaling: As a community we use Effective Health (EHP) as an intuitive tool for shots-to-kill breakpoints and time-to-kill metrics, but it obscures how it all is calculated. In actuality, enemies in DRG always have the same amount of health regardless of hazard level or party size. A damage resistance value is dynamically selected to calculate how much damage we end up inflicting on the enemy, and in that way defining the enemy's EHP.
TL;DR: "Resistance_Scaling" ensures that the numbers make sense. And can be found at wiki.gg/wiki/Difficulty_Scaling#Resistance_Scaling
```
The formula was compared against different enemies during clearing (damage per bullet), to make sure they reflected the actual values that I saw in-game: -
Praetorian, Oppressor: 135 damage
-
Tri-Jaw, Spawns: 338 damage
-
All grunt variants: 225 damage
-
Menace: 270 damage
-
Burst Turret: 338 damage
-
Patrol Bot, Bulk Det: 405 damage```
-
Damage Indicator 2 did not have decimals turned on. However, both Damage Indicator 2(保持包吃饱, v.1.8 beta3) and Damage Meter / Friendlyfire Meter(道明寺樱, v.2.5.6) showed the same results over the course of the fight. The numbers are also just to close to be a fluke, in my opinion.
-
The mods mentioned are tracking the actual health values being removed from the enemy and are in-line with the damage statistics listed in-game for our weapons.
-
A hypothesis could be that this anomaly multiplier is tied to the enemy itself, in a "bucket" for calculation purposes [Weakpoint_Multiplier% * Anomaly_500%_Off|On]. Isolating it from the players weapon "bucket" [Base_Dmg * Weapon_Weakpoint_Bonus%]. With how enemy categories are grouped, you can then comfortably manage what it covers.||
The critical weakness part of the mutator page has been updated earlier today, the caretaker eyes and the ossiran bone collector are now properly marked as not affected by Critical Weakness.
P.S. good testing method.
Was just looking at the exploder page, and noticed the following line-
When a Glyphid Exploder sees a dwarf that is not full health it will rush at them, moving at ×1.5 Speed for 3s.
I'm not sure this is true. Can anyone confirm/deny? I have not seen them gain this speed bonus via me being at low HP and have been unable to verify any other speed boost trigger.
All I know for sure right now wrt their speed is that(on haz 5) they can move at 368, 460, or 644 speed, and that applies to both normal exploders and ones from the warning.
I'm honestly currently wondering if the idea that they get a speed boost is just based on seeing them move at their 644 movespeed, which is noticeably faster than their other speeds.
But it's not triggered by anything, they just randomly pick that movespeed sometimes just like other enemies, like how grunts can move at 266.8, 333.5, or 466.9 movespeed(again haz 5 numbers).
I can see a "MakeNearbyExplodersFlee" in their files, but regardless I'm not actually seeing it happen ingame.
From what I remember in some ancient changelog was that Exploders supposedly get a speed boost when nearby exploders die in some capacity.
Maybe this is a mix-up of functionality?
I can look into the behavior tree and AI controller to verify the alleged speed boost for injured dwarves.
can always check who made the addition to ask them
I'd appreciate it. It's possible that something about the effect just breaks when they're spawned in via mods(though that seems unlikely), or it just has more specific activation than I'd expect. Regardless I've been unable to verifiably observe them getting a speed boost even though anecdotally I am confident I've seen them moving very fast in actual missions.
There is for sure a status effect that they get inflicted with that causes a 1.5x movement speed buff for 3s.
This status is applied when any Exploder triggers their detonation sequence.
The code finds all Exploders within 4.5m of the detonating Exploder, checks if they are alive, then checks to see if they are "fleeing", if not "fleeing" then it applies the status effect and marks them as "fleeing".
However, this type of fleeing is not the same as fear or a back out of area effect like the gunner shield.
It is seemingly just a boolean to keep track of exploders that have received the speed buff from the looks of it.
Which is why the Exploders get a speed buff but still come straight towards you as they are not actually fleeing like the generalized mechanic.
That does mean that Exploders can only receive this speed buff once per life though, which explains the discrepancy of testing it.
I was able to notice the speed buff as soon as one died but it never happened more than once per Exploder.
There we go. The actual issue I was running into was a combination of it needing to be the exploding death and the low range for application. It's hard for exploders to be both close enough to get the effect, but not so close that the explosion doesn't kill them.
At any rate that's pretty definitive, I'll go ahead and replace the incorrect line with
When a '''Glyphid''' '''Exploder''' starts its detonation animation, any other Exploders within 4.5 meters will get a speed boost, moving at ×1.5 Speed for 3s.
i've seen this happen in-game; AFAIK Exploders' speed boost comes from being near another Exploder that goes boom but doesn't kill them.
Hi. From this webpage: https://deeprockgalactic.wiki.gg/wiki/Resources , I read:
If another player joins during an ongoing mission, they will only be awarded the resources deposited after they have joined, any resources deposited beforehand will be subtracted from their total on mission end.
Is this true? I thought all players recieve the same resources at the end of the mission, independent from whether they joined early or late.
Between the fandom.com wiki and wiki.gg wiki, which one is accurate/up to date?
Wiki.gg claims that Executioner gives +50% weakpoint damage while Fandom claims it gives only +25%, which one is correct?
https://deeprockgalactic.wiki.gg/wiki/LOK-1_Smart_Rifle
https://deeprockgalactic.fandom.com/wiki/LOK-1_Smart_Rifle
Fandom is heavily grieffed and has alot of bs
Wiki.gg is the one that’s maintained by people interested in supporting that form of content
is it 58 or 60? because i counted 58 scrips in performance pass
That doesn't sound correct, should be easy to test though
Much to my dismay, inital tests seem to indicate so. In a mission, the end screen showed over 400 umanite, but I only recieved 246. If anyone else gets different results, please notify
I have noticed that the Mission Control quotes page is missing the voicelines for four missions: On-site Refining, Industrial Sabotage, Deep Scan, and of course the new Heavy Extraction
hey everyone, i just noticed that the wiki page for magnite hasn't been updated to say that it can be found in the new biome
same for bismor
ossuary depths says it has abundant bismor and scarce magnite
i think this is consistent with other objectives, like machine events, cargo crates, season objectives (data cell, core stone, etc...)
if you join late, you dont count as having participated, so you dont get them.
i didnt realize this applied to minerals too, but that sounds correct and makes sense that everything works like this
Gotta rember to check the internal ranges for depths bismor and magnite, though likely the same, and can add them to the respective resource page
Talking about resource, do we know how vein spawn works (nitra, morkite, croppa)?
That being the reason croppa is the only mineral that I could not add expected quantity data
wait... is dystrium being an objective in heavy extraction intended ?
had impression dystrium was exclusive to missions without the mule
there was a suggestion made for it during S6 experimental and i suppose it got in
but yes, dystrum exists in HX missions
Remember the reasoning ?
someone suggested it and IW went "why not, we'll check it out"
gonna try to get some work done on the new weapon skins this week
The wiki claims that a shot that breaks the Dreadnaught’s shell does not carry into the main health pool, yet me and a friend were messing around with The Mole and that does not appear to be the case.
did you try with different weapons to see what is the case ?
could have changed if more weapons do that
No, I haven’t tried any other weapons
I don’t play enough Engineer to be able to test myself but maybe you could check if Hyper Propellant acts the same?
Did some testing on haz 3 with the M1000, the wiki is correct about this, there's just something else weird happening with The Mole ig
My guess would be that this about the shell regenerating also applies to breaking the shell, a large single instance of damage gets absorbed, but only the one instance that broke the shell gets absorbed in a large number of smaller instances of damage.
Perhaps The Mole applies a separate instance of 150 damage per wall pierce, instead of adding it up into a single massive instance?
Little thing, but updated the icons for Retro Galaxy for Scout and Gunner in the https://deeprockgalactic.wiki.gg/wiki/Armor_Cosmetics#Paintjobs_Gallery . They were shows as a Harbringer icons before 🙂
Ah, I must have missed some when I was filling those out last Season. Thank you for catching that and correcting it!
btw, thanks alot for making the missing skins in the gallery come up as red links, its save me alot of time!
Anything to help out with documentation!
adobe also updated their background selection, which means i can automate like 50% of the process
Does any one have images of Ossiran scrabs, pit jaws, and bone collectors? I'm making a guide on steam about creatures of hoxxes, i want to use the images, for the creatures like the rest of them have. I don't know where to find it if any. Or if it has to be given.
pretty sure images just haven't been contributed yet
speaking of ossiran images, i can get weakpoint sample images added to their pages, but i'm unsure if their armor is considered weak/heavy/unbreakable so i haven't colored them in
I'll leave this wiki stuff to all of you 🙂 I really don't know how to edit the wiki, i do love wikis though, most of my info in my guide comes from the wiki, with some tweaks.
Also from experience in game.
I need to confirm it, but I think it has two armor part with a 0.25 damage multiplier (PM_Ossiran_Armor_Impact) and 35 armor health each (Scrab_Elytra_r and Scrab_Elytra_l).
I can confirm the above.
The elytra count as destructible light armor. They have 35 armor health and multiply damage taken by 0.25
The wings below the elytra don’t have an hitbox at all (don’t take damage, but don’t get in the way either).
(Checked via data mining, confirmed via modded in game tests.)
this should be correct then, i hope! i'll get these images cleaned up + added later tonight if that's the case (will probably ditch the isometric view though).
i can do the same for the pitjaws as well, if you're able to look into their armor <3
Yes, seems about right.
I will check if I see something for the Pit Jaw.
No light or heavy armor.
Only flesh and a ×1.5 weak point.
i assume the weakpoint is the "face?"
I think so, I need to test it, it doesn’t have an obvious name.
It is the mouth indeed, the whole white part, not juste the center with the teeth.
ç
i see; should the eyes count too?
I think so, but it is hard to be completely sure, I couldn’t disable their AI and they make a lot of dust when trashing around.
I was able to get a clean shot by digging near the eye before shooting, a bit tricky to do it without triggering it, but that worked.
The eye is a weakspot for sure.
I'm sort of waiting for pit jaw, and scrab to be completed, before i release my guide, those are the last 2 entries i need to add, along with bone collector.
I'm not going to bother covering all the variants, they're pretty much the same.
Because i reference the wiki a lot, for creature weaknesses, and resistances. I only know of the Scarb's abdomen.
They don’t have any elemental weakness or resistance.
The Pit Jaw takes either normal damage or has a ×1.5 on its head (the whole white part, so head, mouth and eyes).
The Scrab has 3 hits area.
- The elytra are armored, takes ×0.25 damage, have 35 armor health.
- The weak point is the yellow gloing abdomen, accessible both from the front and the back (by breaking the elytra or waiting for it to open). It is a ×3 weakpoint.
- The rest of the body takes normal damage, except the wings under the elytras that don’t have an hitbox.
Oh this helps a lot thank you!
ossiran weakpoint images have been uploaded to the wiki, but they're not on their respective enemy pages yet (going to wait until regular sample images for them are added first).
i also uploaded a weakpoint image for barrage infector, since i noticed it was missing. someone can get that added in when available; i don't have permissions to edit its cargo
I didn't see any mention of it on the wiki but Stalkers reset their temperature state when they begin burrowing.
I updated both page with your images, thanks for your contribution.
@weary sonnet Hey does the scrab have heavy armor or light?
His armor is a bit unique.
Your shots can’t get though it, but you deal damage to the health as well when you damage it.
Any damage done to it is reduced by 75% (multiplicative) and it break when receiving 35 armor damage (so affected by armor break).
I don’t think it behave like any other creature’s armor so far.
oh that's confusing.. i listed it as light armor on my guide, my friend said someone else said heavy armor?
i might have to give it a unique armor trait.
Technically, with how it works, it is closer to a breakable weakpoint with a 0.25 damage multiplier (that isn’t affected by weakpoint multiplier) than to armor.
Gosh that is so weird...
The only armor that didn’t take any damage even with armor break and doesn’t allow you to shot though it that I could find in the game so far was the back armor of the dreadnought twins.
But that one block all damage until broken.
All other armor allows you to shoot through it with enough armor break.
I made a bug report for it just in case it was a mistake, since it seems weird compared to all other armors in the game so far.
Could be a bug, Wiki says light armor so I'll keep it as that on my guide.
I am the one who filled the wiki.
I categorized it as light armor since it doesn’t block all damage but reduced it instead.
But that is an edge case for sure.
Ah okay! did not know who does what, since i don't have an account. I don't really know how the internal stuff works.
Does the wiki have a page that has all the biome formations? I notice the biome pages have the main ones, but there seems to be a lot missing also, like those giant cubic salt crystals in salt pits, and those salt flakes. etc.
Not sure if all of them are listed, but this is the page for it. There is no other location on the wiki for them.
https://deeprockgalactic.wiki.gg/wiki/Biome_Features
This page is possibly not up to date.Updated for Never
Biome Features are features within the Planetary Regions of Hoxxes IV that can be aesthetic, beneficial, or hazardous to the players. They vary between biome with the majority being exclusive to particular biomes.
ah okay i did not know how to search for it thank you! but it seems this cover all the main important ones, not the others though.
Hi, folks. I don't have Rogue Core, but I wanted to expand some articles for it with media featured in the Dev Diaries. How does this look for the Hammercaster?
https://deeprockgalactic.wiki.gg/wiki/Rogue_Core:"Hammercaster"_58MM#Gallery
after much procrastination the weapon skins gallery is finally up to date again!
I tried to be thorough in sourcing the media in their summaries, but which copyright status would be applicable to these?
https://deeprockgalactic.wiki.gg/wiki/File:Hammer_Caster_Showcase.mkv
{{Copyright_game}}
Thank you. Would that apply to the concept art, too?
It fits pretty much anything Ghostship makes
I appreciate the help!
One more question: I think the Hammercaster's page could use some redirects, but should they be prepended with Rogue Core:, like other Rogue Core-related articles?
Yeah that's how namespaces are set
Thank you again! I went ahead and made two, since GSG spelled it with a space in both of the Dev Diaries featuring it.
Two questions regarding this image of the Reclaimers: https://clan.fastly.steamstatic.com/images//44682613/df1c3ff691e8fd66e6527a98454c9aa1a379f737.png
- Would the full image go in the gallery on the Reclaimers page?
- When it comes to individual subjects' pages, could I upload crops of just them from this image, should the full image be featured, or should it not go there at all?
Like, as a rough example, could a crop like this go on Slicer's page?
Sure
-# Sorry for all the questions, but,
Should the Gallery here be above or below See Also?
I'mma go with above for now, but I'll edit it if the alternative is preferable.
Yeah I think that's fine, as it's only 2 images
When the page gets developed more the "see also" links will likey be moved into the text of the page or a nav element
Cool, cool.
Likewise, is the very bottom of the individual Reclaimers' pages good for their personal galleries?
Seems good
Thank you again, really appreciate all the help.
Hey though, does anybody know which playtest Elsie Lovelock's voice clips for the female dwarves were added? I recall Falconer still using Javier O'Neill's voice when the Closed Alpha launched.
According to #rogue-core-chat message, it was Update 04.
OK, last question for now: I noticed that on the Equipment page, some weapons are using placeholder images from the current version of the game. Should the icons stay accurate to what's in the game's UI, or could they be replaced with ones more accurate to the model (like this one for the Battle Rifle: https://clan.fastly.steamstatic.com/images//44682613/381715f2690ab80c65cf29e48b9471d79a55af0a.png) ?
Otherwise, I can wait until somebody with playtest access makes pages for the weapons that don't have them yet, so I could add them there instead.
Other in creatures page for Deep Rock Galactic wiki ihas vanished? is that intended? I'm checking back regularly, for Pit jaw, Scrab, Bone collector stock photos, I have to use screenshot images from in-game miner's manual for the time being.
Hmm, I don't recall us having any disconnect like that prior, I personally would go with whatever is newer (As assumedly the other element will be made to match later) or whatever is a higher quality asset, if one of the options is low rez etc.
That table is managed automatically though it's filter looks to need updating to match some underlying changes to the creature data
To better illustrate what I mean, here's how it'd look with the aforementioned image I was talking about. Is this an acceptable placeholder, until the actual in-game UI image for it is extracted from Rogue Core?
Yeah I think that's fine
Likewise, should I use the original teaser image for the MP2, or could I put my edited version with a transparent background for visual consistency?
-# The edit is a little rough, but since the MP2 doesn't have a page yet, most users won't see it in full resolution anyway.
Without background is better
Alright, thank you. I'll upload the original version, too, so it can go in the MP2's gallery, once it has its own page.
Is the sizing here OK? It is placeholder, after all.
I'm sure we will do a pass at organizing and prettying it all up later
OK, pushing those, edits, then. Only weapons that don't have accurate images now are the Lark and Decker.
Ah okay. you guys are also doing rogue core also right? back and forth? is Survivors "complete"? it has not had an update in a while also.
For the most part each game has it's own team working on it, Survivor has it's own wiki channel in their Discord, The DRG wiki team has setup the wiki to work well for 3 games, Rouge core is so far a lot of one-off efforts (I & others don't have access and so could not really help)
Ah okay, you guys can put in more stuff for rogue core once it releases i bet.
https://deeprockgalactic.wiki.gg/wiki/Survivor:Meta_Upgrades
Can somebody update this page? I saw that Bismor did not have a max hp upgrade and I immediately knew this was outdated
Plus. It doesn't take into account the second ring of upgrades
Best bring this up in #1207284420134830100
deepcore gk2 showcase video seems outdated, shows with 25 rounds per mag instead of 30
Is there some omission in the mechanism explanation of the Glyphid Dreadnought Twins on the Deep Rock Galactic wiki? I've observed that when the Lacerator dies, the Arbalest seems to become enraged. It lets out a loud roar, and the number of Explosive Barrages it calls during its attack increases significantly.
Additionally, under normal circumstances, when the Arbalest pops out of the ground, it seems to be more than 10m away from the Dwarf. However, when the Lacerator dies and the Arbalest becomes enraged, the distance at which the Arbalest pops out of the ground seems to rapidly decrease from over 10m, and it can even appear directly beneath the Dwarf's feet.
Is it possible to clarify the specific mechanism of how the Arbalest's attack works when enraged and add this information to the wiki?
It's good to get back to editing the wiki - I made some contributions way long ago and I totally forgotmy acount info, so I just ended up making a new account. Already made a few new contributions and hoping to hit some of the edits needed on the to-do list
https://deeprockgalactic.wiki.gg/wiki/Rainbet_promo_Code_RAINBET20 Spam page right here, needs to be deleted by somebody with perms
Page deleted and banned him, thanks for the report.
You're welcome! Happy to help
Strange. I'll fix it.
Ty
Q'ronar and other part of ground enemies are empty in Creatures page
Noticed those creatures disappeared in this page also lack their family in their own page, and creature page query table with family (or species in source), those creatures may lost some data in CreatureStats table
same for burt, showcase shows 18 round clip instead of 24
It should be fixed now.
The cargo table for creatures was limiting the species field to only some specific values and Q’ronar wasn’t allowed, so it wasn’t stored in the database, despite being in the /Data pages.
Now any changes made should apply and the query to find them should work properly again.
If any individual page has outdated information, try to purge its cache first to see if it works now (More > Purge cache on the top right of the page). You do need an account to see that option, but I don’t think admin rights are needed.
How can I adjust what appears or not in the table of contents again ?
well, adjusted and reviewed several parts of https://deeprockgalactic.wiki.gg/wiki/Swarm
and also added how many difficulty points swarm enemies will take
Some good changes to consider for anyone:
- TOC doesn't need to show all those subsections
- Maybe expand the difficulty points usage if needed / more is known
I think there may be a max depth to what the ToC shows
It does not show ======T6 titles======
But it's pretty much just bold text at that point
well, I was looking to not display specific, not that deep, section, likely hide those:
if you made them all T6 they should not show
But again they would be pretty much just bold text on their own line at that point
Might be worth disabling the TOC and just linking each section at the top
any page that does that for reference ?
and it is already pretty long, considering it doesn't have the information on all mission types, lol
Went ahead and added pictures of the sleeveless variants of the base armors to the armor cosmetics page. Does this format look okay?
Also added some galleries at the bottom
Seems good
Thanks. Looking at the to-do list, looks like there's a lot of stuff listed that's already been done, I'll strike those out if that's okay
Also, if it's not too much to ask, could someone hit me with the Wiki Contributer role?
If you make quite a few big quality edits like that you certainly can earn it, or a lot of small good ones over time
Its not really written anywhere but the role has gone to those who have really helped make the wiki better, over over a long period of time so no need to rush to do more. It's great to have more people who stick around making improvements bit by bit
Okay thanks! I've done some edits in the past but I'll do some more and hopefully earn it soon
Filled out the page for the Heavy Extraction mission type, will go back later to add pictures/credit and XP information
Anyone know how to take screenshots without having the weapon viewmodel in the way?
the easiest way i found was to use a mod like https://mod.io/g/drg/m/customizable-weapon-fov#description and just move the weapon model somewhere off screen
Awesome, thanks! Will use that in the future
Would adding the difficulty points multiplier to swarm page be redudant, due to the scaling page?
- do variants use a different value for spawning? Asking due to, for example, ice bomber having a different internal value compared to regular bomber
Sorry I dont know where I should be putting this, but I found a typing error on the gunners bulldog revolver page, the floating barrel mod has its text doubled
Hi, this is the correct place to report this kind of issue.
Can you link the place where you find it?
I don’t see any duplicate on my side on the bulldog page.
Edit: ah my bad, I was looking in the description, but it is in the effect it seems.
Its supposed to say "spread per shot spread per shot"?
no, I missed it my bad.
I was looking for duplicate in the description and completely missed that one.
Oh nvm u edited
Thanks for this handy recommendation! Got some great photos and added them to the Heavy Extraction article.
Impressive work! You gave that page a high level of detail.
Thank you!
You can also use sandbox utilities(mod) or Universal Unreal Engine 4 Unlocker(not a mod) to get a freecam.
Would anyone mind if I linked the "Ossium Raid" event hyperlink on the main page to the "Ossium" page?
That's how it seems to work for the Core Stone - the event details are written on the page for the stone itself.
Would these be acceptable placeholders for the Corespawn enemies? Taken from the DRG X account.
As far as I know, only the site admin can edit the front page. That decision would have to be up to them.
But anyone could make that red link page as a redirect (and you are clear to do so @uncut bluff )
Seems good to me
Oh okay thank you! I'll do that
np
Alrighty, puttin' 'em up, then.
I also uploaded the turntable videos that I cropped these from, though I haven't put them anywhere since the Corespawn don't have their own articles yet.
https://deeprockgalactic.wiki.gg/wiki/File:Corespawn_Belcher_Turntable.mp4
https://deeprockgalactic.wiki.gg/wiki/File:Corespawn_Clamorhead_Turntable.mp4
https://deeprockgalactic.wiki.gg/wiki/File:Corespawn_Edgestalker_Turntable.mp4
https://deeprockgalactic.wiki.gg/wiki/File:Corespawn_Creeper_Turntable.mp4
why doesn't the resources page include kursite?
this seems to be the only mention of kursite even though similar resources are seen on the resources page (ie: core stone, tyrant shard, plague heart). though, it is the only one thats from a machine event and not seasonal or random spawn.
https://deeprockgalactic.wiki.gg/wiki/Machine_Events#Kursite_Infection
or i could just be ignorant
It certainly is an odd one out, not fitting in any of the existing categories of resources
there's a miscellaneous category on the resource page
i only mention this oddity bc im doing reseach on resources and it was quite a suprise when i encountered something in game that i hadnt put on the spreadsheet yet (bc i used teh resource page)
If it has a resource icon it certainly would fit there
i don't think it has an in game icon, i can't remember one atleast
not a memory i can trust. i can visualize one but idk if im just imagining it
i dont think it does
thats probably a valid reason to be excluded
Kursite uses the Enor Pearl icon for itself, there is no unique official one.
has this been updated for the latest season?
core stone spawn chances out of season
you mean the lack of heavy extraction ?
Looks like we have a troll (Tren100) just deleting the content on every page
I'll start reverting as many as I can but I think he needs to be banned
I have banned them
Weird wonder why, we have not really had an issue with vandalism prior, especially given how easy it is to stop and undo
Very weird, there's nothing to gain from it and from the name it's clearly the same person
Thank you for banning them BTW, you're awesome
Eh, it's simply what is expected of us (those with admin permissions)
Have Conquer Hoxxes IV or any of the weapon license assignments had Heavy Extraction added to them, or is the Assignments page up to date?
Conquer Hoxxes IV had Heavy Extraction added into it but I'm not sure where. I'm under the assumption that it replaced the 225 Morkite in there but I'm not sure
6th mission according to this patch
Should be easy enough to check the current list of missions
On a similar note, I wondered if telling the unseen assigments mission conditions would be a good idea (such as an assigment requiring a long duration mining expedition, and not just any)
on the wiki, "scale brigade" currently redirects to the weapon framework
shouldn't it redir to the assignment instead? https://deeprockgalactic.wiki.gg/wiki/Assignments#Armor_Hunts
Anyone have the sound files/currently working on updating the wiki to include the new ones from the most recent update that fit into this section?
It would be the 5 voicelines that Mission Control says when you continuously ping the bones in the Ossium caves. Supposedly all the voice lines are found on this reddit post: https://www.reddit.com/r/DeepRockGalactic/comments/1r3o1b7/45_minutes_in_a_mining_expedition_just_so_we_can/
Cleaning up some old info in https://deeprockgalactic.wiki.gg/wiki/Mutators#Volatile_Guts related to bulks (there was a brief window where the bulk's "final blow" and cluster bombs were replaced with the volatile guts explosion, but that was fixed in S02 Patch 4 #patch-notes-steam message)
Aside from tiny enemies, stationaries, and bulk detonators, are there any other enemies that aren't affected by the volatile guts mutator? Do dreadnaughts explode, for example?
hi can I suggest some additions?
/Voicelines/Dwarves >> Shout is missing the lines when inside droppod (either in SpaceRig or Hoxxes), like
I ain't got all day!
oh ok found it at /Voicelines/Missions >> Support Pods
disregard my last
although maybe a link would be nice there
Hey all,
Was told in #drg-chat I should ask here.
Does anyone know the stats for the Pit Jaws yet? (health, damage and resistances)
The wiki entry for the Pit Jaws is still TBA.
Thanks
#wiki-related-chatroom message
A small amount of info here
I've done some basic testing to get the numbers (mostly for myself, but I thought I'd still share):
- Base health: 560
- Resistance Scaling: Large Enemy
- Weakpoints: Head: 1.5x
- Base damage: 45 (split into 4 instances over 6 seconds; one damage instance every 2 seconds; timing seems to be the same for all hazard levels)
Had an idea, big project but...
What if most overclocks and some unique modifications have simple gifs that show them in action?
For example, Boomstick with special powder, gif of just firing once
Gifs or very short videos
Has anyone noticed that the Hazard5+ bonus gets applied twice? 🤔
The wiki for Hazard Bonus states "The maximum possible bonus is +265%", which would be shown that way in-game. But the actual multiplier would be 3.97 (or +297%), because the +32% are added a second time...
@pliant ruin
Oh weird, I don't know why it's in that huge block of text and not on the visual model
One has to be right
hello, here is to chat with rogue core translators?
In #babelfish-lounge please
thanks
Do we know if there is something wrong with wiki.gg right now (and do we ask about it here)? I'm trying to edit the Assignments page, to add the The Great Egg Hunt 2026 assignment, but it won't let me save the changes. Logout isn't working, and neither is logging in on a different browser. 🤔
They are having issues and are looking into it
Thanks!
I'm going to update the RC wiki a bit, I imagine some of it will be needed to change again when the full release happens but some abilities are missing from the reclaimers
I should make a Fandom Wiki for RC so we can just make stuff up like with the DRG one
No, you really shouldn't
Future plans, once the official one is done
Still no
Why do you want to give fandom money when it's a shithole of a website ?
that's why the wiki was moved over
sadly the old wikis can't be deleted
It's possible but would be on the devs to close it
They own the rights to much of the assets used on the wiki
They very much could issue a takedown notice to Fandom, it's not covered under fair use (They just pretend it does, for refrence Wikipedia does not think even itself counts), it's rare just as it's often mutual shared interest to have a wiki
Depends on the country Fandom operates in as well, though I don't know much about it
I'm trying to get the ability and perk icons from the files to add to the wiki rn since I doubt they'll change much into the full release
The USA, so it's not an issue
ah nevermind then
I think I've gotten some of the ability icons from the files that I can add to replace the current drg place holders
I've started doing the page for the Ramrod but since most of it is subject to change I've just written out some pieces and mostly left it as placeholders. It's currently the Space rig pag but with some info changed/removed mostly the start and end, I'll work on it more later
turns out I hate UE5 so getting the icons for stuff might take a bit longer mainly the reclaimer ones as well as perks and stuff
Oh, this reminds me. Would it be possible to add retcon to the sidebar?
She's missing from the main page as well
Can do
Is the Fandom wiki getting griefed? I once wanted to read more about Rockpox and I entered the fandom wiki because it was the only option available. I started looking around and there are entire imaginary biomes and creatures written there (joined drg in s5, might not know everything about the past). Is the fandom wiki getting griefed due to the hate to fandom (the site)?
Fandom is abandoned use https://deeprockgalactic.wiki.gg/
Added Retcon reclaimer to (RC) main & sidebar (and reordered to match game)
Fandom sucks so DRG and a lot of games moved to wiki.gg
so people just goofed on the fandom one so people don't use it and it was funny
Would Expenite events fall under side objectives on the RC wiki ( I'll probably put it under resources for now)
Can a wiki contributor please add that the tranq stun lasts for 6 seconds
any reason for that ? assuming it is for Subata, but that seems out of nowhere
looking at the internal values makes me question when that changed to 6, or what happened
does anyone know how long maintenance usually lasts for
it's been 2 days and I'm wondering
The host is having some big issues, they solve it just to find another issue, I expect it will be fine soon
^ Usually it is only a couples hours, issues like the one they are having now are exeptional so it is hard to predict when it will be fixed.
I'll probably do some stuff locally and upload it later then
It's alive
I've uploaded these two for the main page but I can't edit it myself, "Ramrod no background.png" is for the Ramrod Icon and "XP Bucket no background .png" is for the resources icon at least for the time being
done, though the ramrod icon looks a bit awkward with how small it is
(i also renamed the "XP Bucket no background .png" file to remove the space before the .png)
Ramrod is a pretty long ship unlike the space rig
unless there's a model that's more vertical idk how it'll fit
this just got uploaded so the bucket should probably get replaced
the bucket had a good run
The bucket should be kept around in display somewhere in the Ramrod, to thank it for its service.
like Bet-C head
It doesn't say how long the tranq stun for the subata lasts on the wiki, and it's actually something that has been bugging me for a while since I like the oc so much
And if the game files state a different value then a six second stun, then of course you should add that
I got the six second stun from some testing I did a bit ago
actually, the duration and info for that OC is on the page
I thought you were talking about the value being wrong (either was updated, or wrong the first time)
Where?
I can't seem to find it
It only talks about the 50% chance to slow for 4 seconds form what I can find
And the 50% to stun, but not for how long
didnt consider it was 2 effects, stun and slow
so indeed lacking
I'm on that page a lot, so I'm happy it will finally get fixed
It also doesn't say what the material flags are for the sludge pump
@noble violet Updated the Resources page
Need to add the missing images and event descriptions tho
looks good
I made a small start onto the missions page but currently it's just empty
I plan to add all the risk vectors in
Now that I think about it, we should probably make a separate page for the events
cause those arent resources in itself
and a Nav at the bottom of all pages for easier navigation
I added it to the resources page just so it was somewhere for now
I'm currently getting the icon for Gauntlets so I can add a quick summary for it
for missions should the icon just be the Gotoorak icon?
it's not a spoiler since the game shows it and it's the first mission anyone does
@ruby cedar the new gun models are images already, probably don't need the actual models
RogueCore\Content\UI\Menus\OLD_Menu_Loadout\Assets
I'll update the files
can someone with main page access add "File:Icon Boss Gotoorak.png" for the missions icon and add a new button in "Advanced" for a page called "Gauntlets" that would be great, I currently don't have the image for gauntlets but the page is more important
Moved the events to https://deeprockgalactic.wiki.gg/wiki/Rogue_Core:Events @noble violet
I'm almost done with the weapons
the Devastator pistol and the Mac are currently missing
the anti grav needs the icon as well
I have no idea how to get to {{Rogue Core:Support Tools Table}} to change the icon, I'll leave the icon here for now
the changes to the resources page looks good, I think everything is there
The wiki is looking more and more usable by the day, it has most the info people care about in now
still needs a lot more added for stuff like Missions and Hoxxes but the important stuff like upgrades/weapons and resources is there now
Did you upload the image somewhere?
not yet
there's a placeholder image for it already in the traversal area https://deeprockgalactic.wiki.gg/wiki/Rogue_Core:Equipment
I was planning to just update the image
I'll add it
thanks
I'm about to head to sleep for the night
I'll do some work on the guns and Missions tomorrow
nevermind I'm too busy I'll just add some of the missing creatures
You can open my profile and copy the draft for the updated enemies page from there
It's missing flavour text and basic tables, but it's organized and some of the text is updated
I'll try and get some of the enemies models to update the current ones
probably could add a boss section at the bottom
I need to learn how to make tables
Yeah, bosses is the only one it's missing since I was thinking about putting them together with corespawns. They have their own family in-game tho, so it's no longer the plan
Bosses are too distinct anyways
even if some fell into the same categories as common enemies
If you can manage to get the enemy models rendered correctly let me know how 🙏