#wiki-related-chatroom

1 messages · Page 21 of 1

weary sonnet
#

It is bugged for everyone, there seems to be a new limit (character length or number of parts?), probably introduced by the recent mw update.
Once that limit is figured out, the breadcrumb data will probably need to be tweaked, unless we can go around it in some way. (Didn’t have much time to check for now.)

shell frigate
#

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)

shell frigate
#

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

shell frigate
#

Not character length either, Affects Accuracy but not Temperature (both in the same "group", use same word as label)

shell frigate
#

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

turbid crag
#

consistent for me among firefox and chrome, and plus pages on mobile seem to have a bigger font too anecdotally

shell frigate
#

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?

turbid crag
#

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

shell frigate
#

Yeah that's what now controls the font size on the "content" of the page

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Though the font size in Body does impact the spacing of all elements outside it

turbid crag
#

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

shell frigate
#

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

turbid crag
#

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

shell frigate
#

What ones are you using to calibrate, quickly went to most recent usable screengrab (the reply) and that would be 1.4rem to replicate

turbid crag
shell frigate
#

We need to screenshot the wiki more often

turbid crag
#

lol yea, all of my screenshots are of the mobile view, so useless right now

vapid tulip
#

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".

glacial topaz
#

do you know what partial means ? can you find that on wiki ?

vapid tulip
glacial topaz
#

what part of the page is confusing (?)

vapid tulip
glacial topaz
#

at most it is just that the information wasnt writen down, so using default values
which ones says no immunity ?

vapid tulip
#

Patrol Bot, for example.

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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.

cosmic thicket
#

gonna start making a video guide to maintaining the weapon cosmetics page tonight

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what would be a good place to upload when im done? i want it to last a while

shell frigate
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Youtube would be the place for videos to last forever, could always have it be unlisted but link it here

cosmic thicket
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yeah fair enough

urban idol
#

Can anyone send me a link to Space station 3D model? (if it exists) I want to recreate ss in From The depths

glacial topaz
#

did you attempt getting the space station in umodel ? seems like the correct way to go about it

urban idol
glacial topaz
#

No problem! People here can assist on how to use it if any issues arrise

zenith vale
#

Any news for the Breadcrumbs Cargo error message? Just wondering

weary sonnet
glacial topaz
#

<@&296918282403840000> scam issue (solved)

shell frigate
#

Plan is to rewrite it in Lua (though need to have a some time to do so)

quaint viper
#

i added a bunch of info about the corruptor but im thinking it should maybe just get a dedicated page

quaint viper
#

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?

glacial topaz
#

Is the damage type the same ?
What were the damage values ?
Was it same hazard and number of players?

quaint viper
#

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

weary sonnet
#

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.

quaint viper
#

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

shell frigate
#

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

queen crescent
#

I was about to report the same. If you purge a page that appears working, it breaks.

shell frigate
#

The weird thing is It should break in a diffrent way

queen crescent
#

I suspect something is causing breadcrumbs to recurse limitlessly

shell frigate
#

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

queen crescent
#

Trail fix?

shell frigate
#

Find replace # -> %23

#

Not in the templates but in the entries

queen crescent
#

Ah OK

#

"#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."

shell frigate
#

Should not, we use Page & Wikitext

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Well that change did not seem to fix the template

#

However my lua can now work

queen crescent
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Lmao you're two steps ahead of me... I'm just figuring out myself what you've been saying

shell frigate
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Well I was long down the path of lua to hit the # error messages

queen crescent
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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

shell frigate
#

The lua has the spirit

queen crescent
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XD

#

He's got the spirit

#

❤️

shell frigate
#

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

queen crescent
#

FYI Cyrob, something we changed recently broke all DRG:S breadcrumbs. Will investigate in the morning...

zenith vale
# shell frigate Well found the pattern with the cargo breadcrumbs it is the # in parent pages (m...

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

shell frigate
#

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

zenith vale
#

Oh, I see you've changed the # to %23, and my breadcrumbs thingy works now

shell frigate
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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)

shell frigate
#

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

queen crescent
#

Sweet!

queen crescent
#

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

bold glacier
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Oh, I guess I'm in wrong wiki

tame plover
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Wiki says the aoe radius is 1.4m

#

for the impact axe

shell frigate
zenith vale
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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

Deep Rock Galactic Wiki

{{{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...

zenith vale
#

I've bumped the Breadcrumbs Data, and it seems it just fixed itself..?

zenith vale
#

Fixed the Q'ronar issue

glacial topaz
#

the apostrophe is not showing

zenith vale
# glacial topaz 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

shell frigate
#

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)

zenith vale
zenith vale
#

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

zenith vale
shell frigate
zenith vale
shell frigate
#

Excellent

#

(Will purge them, I can do that)

quaint viper
#

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

weary sonnet
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Oh, they used to die instantly when on fire, I will update that, good find.

glacial topaz
#

missed patchnote, or unexpect bug ?

weary sonnet
#

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.

bold plover
#

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.

weary sonnet
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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.

bold plover
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My guess is the bursting into steam change, where swarmers turn into mist when affected by heat sources iirc.

prisma marsh
shell frigate
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A quick check; seems Glyphid Swarmer & Glyphid Dreadnought Hiveguard also have a similar issue

weary sonnet
#

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

queen crescent
#

Where is creature cargo data stored on the main wiki?

weary sonnet
queen crescent
#

Oh I see but Glyphid Sentinel is on Glyphid Dreadnought Hiveguard/Data 👍

weary sonnet
#

Yes, some creatures are regrouped together, in particular variants are with their base and spawned creatures are with the one that spawned it.

hexed needle
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was this ever the case for webspitters?

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it's definitely not the case now, anyways

glacial topaz
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.... based on some information I have good reasons to think that was never ever true

bold plover
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The impact leaves a visual for a short time but it never applied anything afterwards since it is just a particle.

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Afaik

quaint viper
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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)

glacial topaz
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what formula are you using to check for the damage it should take? and are you considering friendly fire reduction and such

quaint viper
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im directly comparing damage taken by steeved vs non-steeved glyphids using a damage numbers mod

glacial topaz
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yea, better to use formulas to get to the values, and factor everything, easier since you know what the final values are

quaint viper
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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"

glacial topaz
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pretty sure it is all multiplications, so if you get the base damage, hazard multiplier, damage type resistances, Friend fire,

quaint viper
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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

quaint viper
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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

weary sonnet
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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.
quaint viper
#

those are the ones that I was trying to reconcile into the formulas but they don’t work out

weary sonnet
#

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.

zenith vale
zenith vale
cosmic thicket
#

finally worked up to motivation to finish slapping together that instructional video

cosmic thicket
#

all weapon cosmetics have been uploaded

#

again

wary cove
#

@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.

cerulean shuttle
slow remnant
wind swift
#

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

tame plover
#

Is this wiki material?

bold plover
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Never been confirmed afaik.

tame plover
tropic canyon
#

can confirm

bold plover
#

Funny how that has been more or less denied by other devs for many years with our inquiries, so pardon my initial disbelief.

hexed needle
#

anyone know if rockpox terrain works the same? i know it reduces fall damage as well

bold plover
#

It is numerically the same as MK2 Platforms last I checked.

turbid crag
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i dont think the underlying issue is fixed, but at least it dosent show up now

mental anvil
#

someone messed with wiki image come on guys

shell frigate
wary cove
#

reading is hard

turbid crag
mental anvil
#

so two diffent wikis?

turbid crag
#

well the real one is on wiki.gg, the fandom one is effectively fake

mental anvil
#

ahhh makes sense

short cloud
#

Fandom has been left to rot and nobody maintains it anymore.

mental anvil
#

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

zenith vale
tranquil aspen
#

Is in the wiki fire rate reload delay documented?

weary sonnet
tranquil aspen
weary sonnet
tranquil aspen
#

The faster your fire rate is the faster you start to reload that's the reload delay

weary sonnet
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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.

tranquil aspen
weary sonnet
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Then that delay should be 1/firerate.

tranquil aspen
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Delay is different for every weapon

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Let's say you shoot 30 bullets per second so 1÷30=0,03 tada that's your reload delay 0,03

weary sonnet
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So you can have the value you want easily, but it isn’t displayed directly.

tranquil aspen
weary sonnet
tranquil aspen
weary sonnet
tranquil aspen
#

Can a swarm spawn in industrial sabotage? I cannot find the entry on the wiki

foggy briar
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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

tranquil aspen
pine portal
#

how do I run the pathfinding debug?

wicked cave
#

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 🙂

pine portal
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i just wanted to play around with repellent spacing

wary cove
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@proper bluff not the wiki, fandom abandoned, etc etc repeated for the millionth time

proper bluff
#

oh sorry lol

gilded crag
foggy briar
gilded crag
#

right

#

wish it would spawn swarms more often

acoustic scarab
#

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

bold plover
#

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.

tame plover
glacial topaz
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Pretty sure they mean it is determined which dread, not where, like first is always the same type

tame plover
#

oh, that makes sense

bold plover
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The order in which the dreads are spawned is determined during the load screen.

analog rock
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<@&296918282403840000>

tranquil aspen
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On the Karl gg website the amor Regeneration delay is wrong. I hope it's the right chat to put this info in

tame plover
#

it is, but you should specify what you mean to help the wiki editors. Or edit it yourself

tranquil aspen
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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

glacial topaz
#

several times what is said in game is not correct
did you check in actual gameplay ?

quaint viper
#

the regeneration delay is 5.5 in both karl.gg and the wiki. the in-game stat of 7 seconds is incorrect

wooden ether
#

how many mini orange bombs does bulk Detonator death explosion release? WIki doesnt say

weary sonnet
bold plover
#

Supposedly elite bulks have more cluster bombs from what I recall seeing.

#

Whether or not that code works, I am unsure.

floral drift
short jolt
#

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

quaint viper
short cloud
#

I don't think I've ever seen a correlation between waves and the deep scan pods

quaint viper
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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

short cloud
#

definitely possible yeah

#

especially if these are delayed

short jolt
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everything else should be accurate though regarding the missing swarm spawning explanation for salvage on the swarms page

short cloud
#

I saw that kekw

thorn willow
#

wiki is fanfiction?

#

i got scammed by canteen lies

tame plover
acoustic scarab
prisma marsh
quaint viper
#

fixed

glacial topaz
#

Is that known or ?
Can't tell myself eitherway

  • careful to not make it more confusing (didnt check)
bold plover
#

That is correct for vanilla. It is restricted to the following:

  • 2 warnings
  • 1 warning + 1 anomaly
  • 1 warning
  • 1 anomaly
glacial topaz
#

"A mission can have at most two Mutators, including at most one Anomaly" nice

prisma marsh
#

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.

bold plover
#

is spacerig 17 the only one assigned to hoxxes or its moons?

turbid crag
long sage
#

Unless Hoxxes is one of several mining-rich planets around a single star. 🤔

tame plover
#

semi related, seems like spacerig 17 is the 'main' spacerig of hoxxes IV

bold plover
#

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.

quaint viper
#

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.

bold plover
#

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.

dawn scarab
#

Shouldn't gunner's incendiary grenade be here?

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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

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same as scouts cryo grenade

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rest of the grenades are listed, just not these two

upper elm
tame plover
night garnet
quaint viper
#

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

short cloud
#

you can but it's rarely clear, unless you're used to editing wikis

upper elm
# dawn scarab https://deeprockgalactic.wiki.gg/wiki/Damage

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.

dawn scarab
#

Because heat causes on fire status and on fire status causes fire damage, right?

glacial topaz
#

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

trim mulch
#

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)

glacial topaz
#

Clicking on it wont take you to the page explaining how it works ?

trim mulch
# glacial topaz 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.

tame plover
#

Does the loading screen with barrels also work in the same way?

short cloud
sacred pendant
tame plover
#

1 nemesis, 2 nemeses

sacred pendant
#

Maybe

turbid crag
wooden widget
#

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?

shell frigate
wooden widget
brazen shell
#

I knew fandom wiki was trash but damn

short cloud
wary cove
#

for years

short cloud
#

around 3 years or so, I think

trim harbor
#

as god intended

#

all my homies hate fandom

potent trellis
#

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.

wicked cave
wicked cave
shell frigate
#

The 8500 is correct

wicked cave
#

Highlighted values aren't necessarily wrong, just calling attention to unexpected patterns

#

the 5.5 shell health values seem off too

weary sonnet
#

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.

shell frigate
#

Looking though it, Does the shell use ExtraLargeEnemyDamageResistance scalling?

weary sonnet
#

Should be the same for health and shell.

shell frigate
#

Then there is quite a few values to update then :P

weary sonnet
#

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.

shell frigate
#

(Creature pages will update in time, you can use purge cache to force an update)

shell frigate
wicked cave
#

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

shell frigate
shell frigate
wicked cave
#

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?

shell frigate
weary sonnet
#

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.

wicked cave
#

Thanks! I do have an account but couldn’t figure out how to edit a template, will poke some more.

shell frigate
#

Fair warning this is quite a complex template

wicked cave
#

All good, I’m mostly just curious what I’m missing in the wiki edit interface

weary sonnet
#

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.

wicked cave
#

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.

weary sonnet
#

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.)

kind epoch
#

Hey guys! Where is the page that lists high priority targets? (The mobs limited to 3 types per mission iirc)?

quaint viper
potent trellis
#

Hi there! Can someone tell me / figure out the difference between an "abundant" and a "scarce" resource?
How much more abundant is abundant really

weary sonnet
#

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).

potent trellis
#

Thanks a lot!

potent trellis
#

and is it possible to know how much material is in a vein? It seems to vary wildly

glacial topaz
potent trellis
bold plover
#

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.

potent trellis
#

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?

bold plover
#

I am not certain, I can test it later. It may have been fixed as many updates have happened since I last tested it.

potent trellis
#

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

prisma marsh
quaint viper
weary sonnet
leaden terrace
#

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

shell frigate
#

Hmm it was Falconeer in the docs I had when I made the sidebar

leaden terrace
#

Thanks!

#

That was faster than I expected lol

weary sonnet
#

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.)

turbid crag
#

"falconer" is the correct spelling for the word, my guess is the devs fucked up lol

leaden terrace
#

It seems to mostly do with the trademark as Jenny said

turbid crag
#

though a proper admin needs to change the sidebar button, i dont have the perms for that

shell frigate
#

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)

shell frigate
#

Was never picked for RC access

tame plover
#

Didn't know if the wiki role gives you access

shell frigate
#

If only

#

But yeah as stated I had a look at trademarks and never saw any falconeer

wary cove
#

@slow remnant call em Birdgineer

shell frigate
#

But there was a few falconer and one of which would be in a conflicting class for DRG

slow remnant
slow remnant
shell frigate
#

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

tame plover
#

Quick GSG, change it back to Falconeer!!!

slow remnant
#

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

leaden terrace
#

They're going to trademark the entire dictionary at these rates

novel copper
#

The sidebar still says falconeer fyi

shell frigate
#

Left it as seems a non-definitive mess, but we can always change it again later so changed it (for now?)

astral wraith
#

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?

glacial topaz
#

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)

gleaming beacon
#

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?

glacial topaz
#

Because I spawned it there with modding

#

The focus is the attack, not the biome, for the image

short cloud
#

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

bold plover
#

I recall younglings being salt pits only.

#

Not sure about adults.

short cloud
#

youngling are salt pits only yeah, but they also arrived later IIRC

quaint viper
#

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

astral wraith
#

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

tame plover
#

I think it's just a base value that gets multiplied with whatever your hazard bonus is

#

And the other bonuses from this page

astral wraith
#

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

shell frigate
#

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

tame plover
bold plover
#

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.

astral wraith
tame plover
# astral wraith 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

astral wraith
#

This is starting to become ragebaiting

astral wraith
#

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

glacial topaz
#

Repeated data Can be considered redundant, not misleading
And redundant is not necessarily bad

astral wraith
#

Alright

glacial topaz
#

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

astral wraith
#

I'm just gonna fix the payout table on all the missions

acoustic scarab
#

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

quaint viper
#

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

bold plover
#

vanilla defaults

weary sonnet
#

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.

bold plover
#

To clarify, those are the default values for deep pathfinder movement components in general.

weary sonnet
#

I remember sometimes seeing up to 70 different default value when checking it with UUU with the SHOWDEFAULT property appended.

astral wraith
#

Do y'all use the old game version that is being used for testing mods to fetch those values?

weary sonnet
#

It is always from the latest game version, if needed in sandbox mode to have access to some testing mods.

astral wraith
#

Alr I see

weary sonnet
indigo bronze
#

(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?

shell frigate
#

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

timber drum
#

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.

timber drum
#

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

glacial topaz
#

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

timber drum
#

I checked that but I get the impression that it can't happen on HazIV, Is that true?

stark tulip
#

every random dread I can remember had other players in the mission
and in haz 3 missions specifically because of helping greenbeard friends

vapid ridge
#

Are there official wiki without troll information about "crafting terminals" and "hidden stats of pickaxe skins"?

potent trellis
vapid ridge
timber ember
#

so, is someone going to update the rockpox pages? looked at the rockpox breeder and it is empty

glacial topaz
#

What part is missing?
Nobody mentioned actively work on that one here

short cloud
#

also which parts are missing on the other rockpox pages ?

timber ember
#

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

quaint viper
#

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
tardy kayak
#

I remember going to the wiki to look at azure Weald structures

quaint viper
#

please use the real wiki. do not give fandom any page views

#

it is indeed funny, however, fandom bad etc

tardy kayak
#

yeah

timber ember
#

i dont use the fandom

#

took a look recently, decided that i would rather face 5 nemsis

past aspen
#

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

quaint viper
proper kernel
proper kernel
past aspen
#

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

proper kernel
finite pendant
#

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.

quaint viper
#

based on a history search in this discord it appears to work on the extra shots

finite pendant
#

It felt like that, but I thought I was just imagining it
Thanks!

vapid tulip
#

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.

bold plover
#

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.

glacial topaz
#

aren't you thinking about the system for ME-like missions ?
since dread spawns on PE have a very different spawn system, so...

bold plover
#

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.

vapid tulip
bold plover
#

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:

timber ember
#

still not updated

quaint viper
#

perhaps you could consider doing it yourself

vapid tulip
potent trellis
#

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?

tame plover
potent trellis
tame plover
#

🤷‍♂️ Maybe a lootbug got away

#

Best way to figure out what went wrong is to first try reproducing it

potent trellis
#

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.

short cloud
#

should be fairly easy to recreate

#

I'll look into it later

potent trellis
#

bout 6 or 7.

#

but not in a thousand years did we expect to end up with less gold than what we started with

short cloud
potent trellis
#

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

warped garnet
#

how many weapon overclocks are there currently in the game?

warped garnet
#

ahh i see thanks

#

it seems that i have all of them

warm rivet
bold plover
#

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

warm rivet
#

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

bold plover
#

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.

potent trellis
potent trellis
potent trellis
vapid tulip
#

Accoring to my previous discussion, I eddited all dreads page slightly to correct missinformation.

bold plover
#

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.

bold plover
#

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.

bold plover
#

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.

potent trellis
#

I'm not sure, ig I can test that as well

bold plover
#

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.

potent trellis
#

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)

bold plover
#

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.

potent trellis
#

So you could safely leave a golden lootbug and it wouldn't lose its consumed minerals?

bold plover
#

I believe so, they don't despawn and respawn from what I have seen.

potent trellis
#

welp. Good to know all of this ig. I now at least understand where did all the gold go

bold plover
#

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.

#

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. 💀

potent trellis
#

lol true

#

but it also means that you can get infinite nitra

bold plover
#

The Lute Buge giveth and taketh away.

ornate root
vapid tulip
#

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?

quaint viper
#

i'm hearing reports that the boosted +60 shield of shield link can actually regenerate

quaint viper
# vapid tulip Does OC "Seeker Rounds" for LOK-I ignores light and medium armour or only heavy ...

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.
bold plover
# quaint viper i'm hearing reports that the boosted +60 shield of shield link can actually rege...

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.

vivid hill
#

I wonder if shield boosting gives negative shields still if you don't have shields when it ends

potent trellis
#

(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)

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Following up on observation 4, if you drop an accessible mineral around them, they will go for that instead (after going on cooldown).
  6. 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).
#
  1. 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.
  2. 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.

timber drum
#

Anyone getting this error when trying to open Wiki.gg?

shell frigate
rigid cosmos
bold plover
# potent trellis (sending this in multiple messages because of discord's character limit) So we ...

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.

low pagoda
#

this feels contradictory

glacial topaz
#

think of it as "uplink & fuel pod gives oxygen, but you never notice that because their missions can't have Low Oxygen mutator"

crimson tundra
#

The Re-Atomizer description is wrong. The last sentence doesn't exist in the game.

crimson tundra
#

Aye

queen crescent
#

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

queen crescent
topaz knoll
cosmic thicket
#

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?

bold plover
#

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.

brazen dagger
#

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)
glacial topaz
#

Base hp is not considering the rockpox resistance, right?
If other rockpoxs are following that pattern, it should be correct

quaint viper
#

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.
quaint viper
#

Created rockpox page

gentle breach
#

The season 05 title on the main page gets squeezed on a range of window widths. has this been reported before?

past aspen
#

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.

https://deeprockgalactic.wiki.gg/wiki/Swarm

#

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

quaint viper
#

Ah, it looks like there was confusion about this in the past, so bad info slipped through. fixed

wicked charm
#

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"

glacial topaz
#

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

wicked charm
#

Ah wow so there's 2 pages for cosmetics

#

Huh

#

Good thanks thats it all the trivia is on there

acoustic scarab
#

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

cosmic thicket
bold plover
cosmic thicket
#

awesome thanks

analog rock
#

<@&296918282403840000>

thick zephyr
woeful jackal
#

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).

shell frigate
#

Very impressive work

scenic fern
woeful jackal
#

So far they have not.

scenic fern
#

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.

analog rock
#

The longer the mission, the higher the chance

#

All the specific ratios are on the wiki, either mission or mission event page

scenic fern
acoustic scarab
#

Originally the data was dug up by @glacial topaz , so maybe he or someone else could share how it was extracted

acoustic scarab
glacial topaz
#

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?

acoustic scarab
#

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

glacial topaz
#

Based on the pattern
2 missions with same payout. Should have same chance?
Based on the internal length value

bold plover
#

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%

tough fjord
#

should ossirans have their own category or should i move them to biome exclusive?

zenith vale
shell frigate
#

The design of categories is to make each creature be easily findable, while avoiding any group being too big

scenic fern
finite root
#

It seems Critical Weakness has no effect on the Caretaker?

#

I hit the Caretaker's eye with the GK2 but only dealt 27 damage.

weary sonnet
#

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.

glacial topaz
#

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)

short cloud
#

don't know if the swarm timers are different from mining expedition but i think it's roughly the same timing

glacial topaz
#

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

tough fjord
#

where do i put info that goes into creature infobox?

weary sonnet
# tough fjord 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.

shell frigate
#

I assume it won't be protected if it's for a new creature

weary sonnet
#

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.

shell frigate
#

I'm fine with remove the protection, imo it should be reactive (protecting pages that have been vandalised)

weary sonnet
#

Waiting a bit before doing anything, in case there is someone with arguments against it.

tough fjord
#

i would only need an image for new enemies and thats all

shell frigate
#

While they are protected you can still view the source of any of the data pages

tough fjord
shell frigate
#

There has been cases of the game not using the data it has as expected

tough fjord
#

;-;

shell frigate
#

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

weary sonnet
#

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.

shell frigate
#

Huh the sticky table header must have broken at some point

narrow sinew
#

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.||

weary sonnet
gaunt cipher
#

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).

gaunt cipher
#

I can see a "MakeNearbyExplodersFlee" in their files, but regardless I'm not actually seeing it happen ingame.

bold plover
#

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.

glacial topaz
#

can always check who made the addition to ask them

gaunt cipher
bold plover
#

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.

gaunt cipher
#

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.

floral drift
scenic fern
#

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.

desert quest
gaunt mauve
#

Fandom is heavily grieffed and has alot of bs

foggy briar
tough fjord
#

is it 58 or 60? because i counted 58 scrips in performance pass

tame plover
scenic fern
novel copper
#

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

scenic goblet
#

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

wooden ether
glacial topaz
#

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

glacial topaz
#

wait... is dystrium being an objective in heavy extraction intended ?
had impression dystrium was exclusive to missions without the mule

gleaming birch
#

there was a suggestion made for it during S6 experimental and i suppose it got in
but yes, dystrum exists in HX missions

glacial topaz
#

Remember the reasoning ?

short cloud
cosmic thicket
#

gonna try to get some work done on the new weapon skins this week

fast canopy
#

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.

glacial topaz
#

did you try with different weapons to see what is the case ?
could have changed if more weapons do that

fast canopy
#

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?

fast canopy
#

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?

crude palm
woeful jackal
cosmic thicket
woeful jackal
cosmic thicket
#

adobe also updated their background selection, which means i can automate like 50% of the process

versed dove
#

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.

gleaming birch
#

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

versed dove
weary sonnet
weary sonnet
gleaming birch
weary sonnet
weary sonnet
gleaming birch
#

i assume the weakpoint is the "face?"

weary sonnet
#

I think so, I need to test it, it doesn’t have an obvious name.

weary sonnet
gleaming birch
weary sonnet
#

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.

versed dove
weary sonnet
# versed dove I'm sort of waiting for pit jaw, and scrab to be completed, before i release my ...

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.
gleaming birch
#

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

bold plover
#

I didn't see any mention of it on the wiki but Stalkers reset their temperature state when they begin burrowing.

weary sonnet
versed dove
#

@weary sonnet Hey does the scrab have heavy armor or light?

weary sonnet
#

I don’t think it behave like any other creature’s armor so far.

versed dove
#

i might have to give it a unique armor trait.

weary sonnet
weary sonnet
#

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.

versed dove
weary sonnet
versed dove
versed dove
#

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.

weary sonnet
# versed dove Does the wiki have a page that has all the biome formations? I notice the biome ...

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

Deep Rock Galactic Wiki

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.

versed dove
versed citrus
cosmic thicket
#

after much procrastination the weapon skins gallery is finally up to date again!

versed citrus
shell frigate
#

{{Copyright_game}}

versed citrus
#

Thank you. Would that apply to the concept art, too?

shell frigate
#

It fits pretty much anything Ghostship makes

versed citrus
#

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?

shell frigate
#

Yeah that's how namespaces are set

versed citrus
#

Thank you again! I went ahead and made two, since GSG spelled it with a space in both of the Dev Diaries featuring it.

versed citrus
#

Like, as a rough example, could a crop like this go on Slicer's page?

shell frigate
#

Sure

versed citrus
#

-# 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.

shell frigate
#

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

versed citrus
#

Cool, cool.
Likewise, is the very bottom of the individual Reclaimers' pages good for their personal galleries?

shell frigate
#

Seems good

versed citrus
#

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.

versed citrus
versed citrus
#

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.

versed dove
#

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.

shell frigate
shell frigate
versed citrus
shell frigate
#

Yeah I think that's fine

versed citrus
#

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.

shell frigate
#

Without background is better

versed citrus
#

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.

shell frigate
#

I'm sure we will do a pass at organizing and prettying it all up later

versed citrus
#

OK, pushing those, edits, then. Only weapons that don't have accurate images now are the Lark and Decker.

versed dove
shell frigate
versed dove
weak swift
#

Plus. It doesn't take into account the second ring of upgrades

weak swift
#

Thanks

#

I have no access to it though

shell frigate
#

It's in the games dedicated discord

sinful belfry
#

deepcore gk2 showcase video seems outdated, shows with 25 rounds per mag instead of 30

turbid wigeon
#

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?

uncut bluff
#

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

uncut bluff
weary sonnet
uncut bluff
#

You're welcome! Happy to help

old raptor
fallen pebble
#

Strange. I'll fix it.

old raptor
#

Ty

lime girder
#

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

sinful belfry
weary sonnet
# lime girder Q'ronar and other part of ground enemies are empty in Creatures page

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.

glacial topaz
#

How can I adjust what appears or not in the table of contents again ?

glacial topaz
#

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
shell frigate
#

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

glacial topaz
#

well, I was looking to not display specific, not that deep, section, likely hide those:

shell frigate
#

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

glacial topaz
#

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

uncut bluff
#

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

shell frigate
#

Seems good

uncut bluff
#

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

uncut bluff
#

Also, if it's not too much to ask, could someone hit me with the Wiki Contributer role?

shell frigate
#

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

uncut bluff
#

Okay thanks! I've done some edits in the past but I'll do some more and hopefully earn it soon

uncut bluff
#

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?

turbid crag
uncut bluff
#

Awesome, thanks! Will use that in the future

glacial topaz
limber agate
#

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

weary sonnet
limber agate
#

Its supposed to say "spread per shot spread per shot"?

weary sonnet
#

no, I missed it my bad.
I was looking for duplicate in the description and completely missed that one.

limber agate
#

Oh nvm u edited

weary sonnet
#

I will fix it now.

#

It should be fixed now, ty for reporting it.

uncut bluff
woeful jackal
uncut bluff
#

Thank you!

gaunt cipher
#

You can also use sandbox utilities(mod) or Universal Unreal Engine 4 Unlocker(not a mod) to get a freecam.

uncut bluff
#

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.

versed citrus
#

Would these be acceptable placeholders for the Corespawn enemies? Taken from the DRG X account.

woeful jackal
shell frigate
#

But anyone could make that red link page as a redirect (and you are clear to do so @uncut bluff )

uncut bluff
shell frigate
#

np

versed citrus
harsh quiver
#

why doesn't the resources page include kursite?

#

or i could just be ignorant

shell frigate
#

It certainly is an odd one out, not fitting in any of the existing categories of resources

harsh quiver
#

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)

shell frigate
#

If it has a resource icon it certainly would fit there

harsh quiver
#

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

bold plover
#

Kursite uses the Enor Pearl icon for itself, there is no unique official one.

harsh quiver
#

has this been updated for the latest season?

#

core stone spawn chances out of season

glacial topaz
#

you mean the lack of heavy extraction ?

uncut bluff
#

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

shell frigate
#

I have banned them

uncut bluff
#

Looks like that guy is back with a new account

shell frigate
#

Weird wonder why, we have not really had an issue with vandalism prior, especially given how easy it is to stop and undo

uncut bluff
#

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

shell frigate
#

Eh, it's simply what is expected of us (those with admin permissions)

fallen pebble
#

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?

gleaming birch
#

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

hexed needle
#

6th mission according to this patch

glacial topaz
#

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)

severe tapir
main maple
wicked cave
#

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?

azure hornet
#

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

eager dune
#

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

eager dune
#

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)
gloomy wagon
#

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

eager dune
#

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...

old raptor
#

@pliant ruin

pliant ruin
old raptor
#

One has to be right

knotty eagle
#

hello, here is to chat with rogue core translators?

knotty eagle
#

thanks

long sage
#

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. 🤔

shell frigate
#

They are having issues and are looking into it

long sage
#

Thanks!

noble violet
#

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

noble violet
#

I should make a Fandom Wiki for RC so we can just make stuff up like with the DRG one

noble violet
short cloud
#

Why do you want to give fandom money when it's a shithole of a website ?

noble violet
#

I run an ad blocker anyways Fandom sucks

#

Wiki.gg is better for basically anything

short cloud
#

that's why the wiki was moved over

noble violet
short cloud
#

sadly the old wikis can't be deleted

shell frigate
#

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

noble violet
#

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

shell frigate
noble violet
#

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

noble violet
#

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

leaden terrace
#

Oh, this reminds me. Would it be possible to add retcon to the sidebar?

noble violet
#

She's missing from the main page as well

shell frigate
#

Can do

native light
#

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)?

lavish stream
shell frigate
#

Added Retcon reclaimer to (RC) main & sidebar (and reordered to match game)

noble violet
#

so people just goofed on the fandom one so people don't use it and it was funny

noble violet
#

Would Expenite events fall under side objectives on the RC wiki ( I'll probably put it under resources for now)

languid phoenix
#

Can a wiki contributor please add that the tranq stun lasts for 6 seconds

glacial topaz
#

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

noble violet
#

does anyone know how long maintenance usually lasts for

#

it's been 2 days and I'm wondering

shell frigate
#

The host is having some big issues, they solve it just to find another issue, I expect it will be fine soon

weary sonnet
#

^ 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.

noble violet
#

I'll probably do some stuff locally and upload it later then

noble violet
#

It's alive

noble violet
#

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

turbid crag
#

(i also renamed the "XP Bucket no background .png" file to remove the space before the .png)

noble violet
#

Ramrod is a pretty long ship unlike the space rig

#

unless there's a model that's more vertical idk how it'll fit

noble violet
#

this just got uploaded so the bucket should probably get replaced

#

the bucket had a good run

long sage
#

The bucket should be kept around in display somewhere in the Ramrod, to thank it for its service.

noble violet
#

like Bet-C head

languid phoenix
#

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

glacial topaz
#

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)

languid phoenix
#

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

glacial topaz
#

Sconk didnt consider it was 2 effects, stun and slow
so indeed lacking

languid phoenix
#

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

ruby cedar
#

@noble violet Updated the Resources page

#

Need to add the missing images and event descriptions tho

noble violet
#

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

ruby cedar
#

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

noble violet
#

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

noble violet
# noble violet

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

ruby cedar
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

noble violet
#

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

ruby cedar
noble violet
#

not yet

#

I was planning to just update the image

ruby cedar
#

I'll add it

noble violet
#

thanks

#

I'm about to head to sleep for the night

#

I'll do some work on the guns and Missions tomorrow

noble violet
#

nevermind I'm too busy I'll just add some of the missing creatures

leaden terrace
#

It's missing flavour text and basic tables, but it's organized and some of the text is updated

noble violet
#

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

leaden terrace
#

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

noble violet
#

Bosses are too distinct anyways

#

even if some fell into the same categories as common enemies

ruby cedar
#

If you can manage to get the enemy models rendered correctly let me know how 🙏