#wiki-related-chatroom
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But I do enjoy this wiki page
Over analyze the inner game files in order to extract some semblance of lore
"The earlier icon of Aqurq looks similar to a star, perhaps it is use to guide ships jumping through space"
Definitely what the devs want
don't worry, I've talked to a few devs about it
@cerulean cypress someone copy pasted a thing you wrote a month ago lol
Is the voice lines for unlocking guns new?
I've never heard the mission control guys voice line on the cryo-cannon
"Just what a growing Dwarf needs"
they were added with the new guns
I think we have all mission control lines on his quotes page
I searched for cryo-cannon page and the voice lines, but the mission control "quotes" which I personally attribute to written words is what I was looking for
Just translated my numbers table for some guy on Reddit. It's similar to one which was linked there back in autumn. There's still lots of empty fields that was not tested or I just couldn't find numbers. https://drive.google.com/open?id=1fGOaCXvEI2hQIJufJDmFG7y16JHLimA6
Ok that looks super useful, will check when I am back
you should know there's no actual health increase, just damage resistance increase
ohh nvm I see what you did
I actually made a table like that during my tests, still don't have boss values for multiplayers, but the rest should be fine if you want to check it.
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
Anything in yellow is untested
I'm not completly sure for the boss values, I'd need to retest them, the sure thing is dreadnough shell and bet-C are not affected by crit modifier on weapons.
these lists are great
also you should know loot bugs also receive damage resistances
you can easily test it with driller's pickaxe
They used to, but not anymore it seems for lootbugs. Same damage taken in hazard 2, and 4 when I tested it if I remember correctly.
Tried hitting them with guns and not pickaxe since the pickaxe test need to be done at full health to be consistent with the berzerker bug.
Just verified, exactly the same life for lootbug in haz2 and haz4.
I can confirm - tested like 2 weeks ago. Not sure about haz2 and haz4, but it was the same on haz2 and haz3
Will have to check myself
yup I was wrong, it was 5 hits on every hazard
Can I get some info on how the health works in this game? I've looked through this chat really far up and didn't find anything I was looking for. How does hazard level affect health, and how much health do bugs gain per player?
Can't the devs just tell us? I don't think it'd be hard to find
Not too helpful, doesn't say anything about health and excludes any hazard 5 information
I don't even know wtf 'enemy resistance' is
Are you looking for a basic explanation of how the system works, or did you have a specific question?
@crude crane https://deeprockgalactic.gamepedia.com/Health
Health is a value determining the hit points of a dwarf, creature or amount restored/lost.
There's currently three hit point types:
Health - main hit points of a dwarf or creature, once this is depleted the dwarf will be incapacitated or the creature killed.
Shield - protect...
This??
Ah I see now
health values don't actually get touched of creatures, only damage resistances do
It effectively increases their health though. It's bit of a roundabout way of doing it and has the funny effect of making something like EPC better on higher difficulties since it ignores that resistance. I assume, not entirely sure and it might be the only one too.
yo is my homie Cenrus editing the wiki again???
I'm back alright
and I'm going to edit the wiki until there is nothing left to edit
Updated Deeptora Honeycomb health (seems to be a bit lower now (400 instead of 500).
Updated Dreadnought and BET-C health and crit info now that I was able to do some proper tests on them. For dread, I left the original value and marked the new health as as solo health until someone else can confirm it (or I got time to verify it in multiplayer).
Convoreal send me some of his fight against bet-c, it seems the resistance scaling for bosses is much higher than the scalling for any other enemies, especially in haz 4-5.
these are the exact damage resistances for bosses a dev sent when update 23 came out, based off a 4 player mission
Dreadnought: 0.8 / 1 / 1.1 / 1.6 / 1.8
That could work, the values look a bit weird for haz 3 (+57% effective health increase from H3P3 to H3P4) but it does match the data I have for H5P4 and it would explain the health values of 1000 shell, 4500 health (didn't expect the coefficient on solo to all be smaller than 1). I'll try to check those, if I can verify them, I'll update the wiki in consequence.
to-do list updated
Where's that
pinned messages
Okay ty
yo could someone make these grenade icons?
@gritty bear Like the icon itsel?
you can get the outline and everything from the game files, someone just needs to color them properly
I can get them later today, if someone else hasn't gotten them by then.
alright cool
thanks!
It doesn't seem to be an ad per se, but something it shows when you're not logged in. No idea if it can be removed or if it's part of the hosting site, but either creating an account might get rid of it, or using the "Block element" feature of uBlock Origin can definitely get rid of it.
i seriously have to use 3rd party software or to login before displaying the website correctly ?
๐
Take it up with gamepedia, we don't place ads
Looks like you already have some kind of adblock - that's why it isn't displaying correctly. Without adblock or Gamepedia PRO, there is an ad sidebar where that Pro ad would be. It would squish the page a bit, but it doesn't obstruct anything.
If you still want to take it up with Gamepedia, you can contact DRG's wiki manager. (https://deeprockgalactic.gamepedia.com/User:OOeyes).
yeah at first the users are doing it wrong.....
the tables are floating incorrectly
i dont understand why not downloading mediawikis software and hosting it on any cheap webspace
I have same ad blocking plugin and I see no ads lol
@trail gust i disabled it to show that its not the plugin who damages the layout
but on the screen above it's enabled and there's still ad
its not ?
well because the picture is no ad
but I don't see it
do you have 16:9 or 4:3 ?
yeah
yeah hex tried to make a simpler way of adding in creatures but it also messes up formatting for mobile view and ads
while adding creature entries is indeed easier I might revert it back someday
or me (or someone else) will fix the template before then
I've had issues with ads on the wiki to.
(I have no adblock)
I had issues with lower resolution monitors, ads just covered half the creature cells
I missed my yellow name
Could probably just do a table for the achievements page, I think a section header for each one is a little too much.
Also, I can grab the icons, unless somebody else was already working on that
Also, from the Gamepedia/Fandom discord:
feel free to do it, also would be nice if you'd include a little walkthrough area similarly to TF2's wiki
Sure. Maybe it could be put on a subpage?
doesn't have to be, but yeah that'd be fine
Finished setting up the Achievements page, but there are still some secret achievements missing their descriptions.
Should be filled in now.
Updated the boss resistances I was able to verify on the hazard page, since they seems to match as well, I let the one for 4p difficulty given by the dev from the release of 2.3 given by the devs, but marked them as untested.
Updated most of the new creatures health and weakpoints, still missing Naedocyte Hatchling health value and type and Q'ronar Youngling weakpoint damage for now.
Q'ronar Youngling info added, this is a weird one for the crit modifiers.
@trail gust Yes, for the new enemies, the Naedocyte Hatchlings are the only one for which I'm still missing some data.
The possibilities would be either 11 health with special type or 9 health with common type assuming the data I got from my single test on them are reliable (turret kill on H3P2).
Updated praetorian weakpoint info, still not affected by gear mod: 200% โ 150%.
Interesting
That makes shooting them in the face a bit more of an option, but that is a 33% buff to their least effective health
Yeah, at first I was thinking it was just a base health increased since I almost never aim for the head, but I did a complete test just in case.
Shooting them in the face is viable now for sure. Still risky since it's a smaller target though.
so about the pictures, is there a way to turn your hud invisible
or would it be fine if it was shown for now
By default a long press on the H key hide the HUD, the key can be changed in game.
would something like this work?
would be nice if you'd get ansel's green screen in there too
sorry I don't really have any knowledge on this stuff so I'm not too sure how to use that
if you're using a gtx video card you can access a handy picture mode with ALT + F2 in-game
Updated Naedocyte Hatchling health (this was the only one missing from the new enemies).
Added Naedocyte Roes in the creature and Hazard level page.
I added a special "Throwables" page with a full table
It'd be great if someone would add images for the throwables cuz idk how to set em up conventionally
Updated all bosses resistances on the hazard level page. Got some help yesterday for the remaning tests.
appreciate the work you guys do, very helpful.
@weary sonnet your breeder stats were spot-on with the dev's!
I've done a few grenade demonstrations in a similar style to that one Hex gif, I believe they are a nice and quick way to showcase what the grenades can do, since the articles are tiny I think this would be a nice addition. If you wanna make your own try your best to follow the below requirements (PM me or post your submissions in this chat)
Requirements:
- Hide the HUD during recording, make sure no notifications appear
- First clip should demonstrate the grenade's abilities in a safe and lit environment
- Second clip should demonstrate the grenade against enemy creatures
- Third clip should demonstrate anything extra about the grenade, optional (example: mine wont trigger on small enemies)
- Try to keep the gif below 18 seconds if two clips, below 25 if three clips (8mb upload limit)
- Gif should take place in a Solo (no bosco) mission on Hazard 3 (recommended: mining expedition, point extraction)
^ If needed, multiple dwarves can appear - Keep the demonstration within the same biome
- Must have smooth transitions between clips (0.30s transition time)
- Gif should loop smoothly
- Upload the initial video to gfycat (true gif version will be downloaded for use in the wiki)
Demonstration Statuses:
Driller
โ Impact Axe
โ HE Grenade
โ Neurotoxin Grenade
Engineer
โ L.U.R.E.
โ Plasma Burster
โ Proximity Mine
Gunner
โ Sticky Grenade
โ Incendiary Grenade
โ Cluster Grenade
Scout
โ IFG
โ Cryo Grenade
โ Pheromone Grenade
Legend
โ - demo needed โ
- demo done โ - present on the article โ - needs to be redone/minor mistakes present
Gfycat Collection of Demonstrations
https://gfycat.com/@tommygun/collections/U0tAwWfm/drg-demonstrations
I just saw the modification about younglings based on dev's info.
Based on that, the armor covering the youngling's back is unique and reduces damage taken by 50% while it's intact. (unlike the standard light armor that reduces damage by 20%).
Did they said anything about that?
Well that's the only way I can think of for the math to add up.
Since I found a life of 100 if I hit the mouth (wich is not a weakpoint, so its' the real life) and 200 if I hit the shell.
That's why i was thinking at first mouth was a fake weakpoint like preatorian while eyes and tail were the real weakpoints and life was 200
(since armor was either full or 20% up until now)
Should I update anything on the wiki regarding the youngling armor yet?
yeah would be nice to at least mention it's actually armored
Unique type of damage-reducing armor has a chance to break when damaged (-50% damage).
Would this do? to differenciate it from the standard light armor?
yeah for now
I've actually mentioned that a couple times in #bug-discussion and how their explosive resistance is ridiculously high.
Last I heard, they are aware of it.
hey guys just reading through the wiki, and noticed that in the abyss bar jukebox section you have attributed greensleeves to mozart instead of unkown
I have little knowledge of classical music but that was the closest fit
For the improved motor on minigun row 1 it says it faster gyro stabilisation, does this mean it winds up faster? I presume so but has it been tested anywhere?
Ghost answeredl, ignore~~
Faster firerate will indeed wind up the gun faster. :p
Edit 2: You're comment wasn't exactly what I was looking for but it does raise some interesting question.
Does the firerate increase on minigun increase the speed of the accuracy increase?
Does the firerate increase on minigun decrease the time taken to fire bullets?
As for the orginal question: Before I thought windup reffered to the miniguns accuracy increasing, and not the delay of the gun actually firing, which Ghost cleared up for me.
Untested, but I'd say yes to the first and unlikely for the second. Improved Motor specifically states "faster gyro stabilization" but I haven't bothered to check exactly how much it speeds it up. (~13% based on firerate increase?)
That would be my assumption to, but of course we all know that classic saying about ssumptions.
I think all this weakspot and armor information belongs on separate creature pages
It's taking up lots of room
Did Flips' armour post information ever get moved to the wiki?
How armour actually works and stuff like that?
It doesn't look like it. Maybe it would be worth creating another page specifically for those values. Then you could also explain the armour mehanics.
Same thing about temperature systems and stuff like that. I'll try and find the information but I don't think we have any numbers for any of it.
44 votes and 15 comments so far on Reddit
"armor damage is also not directly linked to your weapons normal damage, its a separate value that we set
But in general we have set hard hitting weapons to break armor easier
As for if the breaking shots damaged gets reduced i am not sure. but i would guess that the damage isnt reduced
its correlated but i dont know exactly how yet, It seems to pick a value from a graph based on armorDamage / armorStrength
Here is what the graph looks like"
As for the temperature system: (part of this is speculation / not confirmed)
Some weapons have the ability to increase or decrease the temperature of an enemy.
Once an enemy reaches a max temp / min temp it will catch fire or freeze respectively.
Each enemy takes more temperature changes to catch fire or freeze. Each enemy also recovers from being frozen at different speeds.
(not sure about fire, I need to find out if the build up of fire gets reduced quicker and if the time of fire gets reduced or changed)
Enemies on glacial (not sure if it's just ice variants or all) also have resistance to being frozen more so than enemies elsewhere.
Weapons that "convert" damage into heat damage really just means that the damage will increase temperature of enemies. Although, Im not sure if this results in a damage loss when shooting the dreadnought that has fire resistance.
Hopefully you guys can use this information, although the temp system needs more testing.
For armor, the breaking shot does reduced damages on light armor at least. (not 100% sure, but almost)
You can check that with a M1000 on haz3 to 5 with a focused shot.
kinda insane he never actually posted this on the wiki
we also need a page on the status effects
yeah I meant to start doing that
Yeah, when I tested it the shot that breaks the armour was still reduced.
But this was a while ago.
The breaking shot still does reduced damage, I was able to confirm that on a game yesterday.
"Weakpoint (150% damage): Abdomen (not affected by gear mods)"
"Praetorian abdomen is designed to take 200% damage, but is intended to not register as a weakpoint for the purpose of weapon modifications (such as Hollow Point Bullets)"
In regards to praetorians, one is from the textbox one from the notes at the bottom.
I presume the bottom note is out of date?
I already fixed it, jeez...
That was quick lol
TEMPERATURE SYSTEM UPDATE
Fire/Frost weapons increase the temperature of an enemy.
Enemies take different amounts of temeprature changes to freeze / catch fire. E.g a praetorian takes far more freezing than a warrior.
Enemies also recover at different rates, with enemies like praetorians becoming unfrozen / cooling off much faster.
Weapons that convert damage into heat/fire damage (I will refer to this as fire damage) Fire damage acts like normal damage, except that when an enemy is shot by a weapon with fire damage, it's temp will increase by the amount of fire damage.
For example: The Boomstick with Double Sized Buckshot does 7x15= 105 damage. If you take fire shells, the fire damage will be 105/2 = 52.5. So the enemy will still take 105 upfront damage, but will also have it's temp raised by 52.5.
Something notes:
Enemies in glacial strata do not seem to catch fire easier.
Burning damage is rougly 15hp/s
Hazard level does not seem to affect how easily enemies catch fire or freeze.
A praetorian takes "55-60 heat" to catch fire, for a reference point.
Shooting weakspots with a fire damage weapon, like the boomstick, will not result in an increase in temperature. it seem to have no effect relative to shooting a normal spot. The damage will still increase however.
When it comes to allies:
Fire weapons will free frozen and increase the temperture of allies. You can shoot an ally with a fire boomstick to free them for example.
For some reason PGL only took 285 damage to set fire to an ally, but the boomstick took 6 165 damage shells to set fire to an ally.
Hazard level does not affect how easily it is to set an ally on fire.
Loveable and driller's fire resistance affect how hard it is to set fire to an ally. Normally it took 6 shells to set fire to an ally, with loveable it was 10 with driller we couldn't get him to burn
.
When it comes to weapons:
I have not a fucking clue what's the deal with heat radiance. It just seems to ignite enemies insanely quickly, despite listing a value of 10.
I need to do more testing on the flamethrower / cyrocannon. I presume their damage is pure frost/fire damage but that's speculation.
Im not 100% sure if the damage resistance of certain enemies like dreads applies to fire damage. E.g shooting a dread with a fire boomstick second stage will result in less damage relative to a normal boomstick. I think it does, but it was a very rough/quick test.
PGL spiky damage is also converted into heat damage.
Drills hit 8x every second. Drills are not affected by beserker. Drills are affected by vampire.
Weapons that convert damage into fire damage do suffer a damage loss when shooting enemies that are resistant to fire.
E.g shooting an unarmoured dreadnought with a fire boomstick reduces damage by roughly 25%
Wonder if this results in an increase of damage against enemies that are weak to fire damage.
Weird, fire damage doesn't do increase damage or set glacial enemies on fire faster.
I don't know if they were supposed to take more damage or catch fire easier.
I do remember one of the devs saying they were supposed to be weak to fire.
flamethrower deals more damage to glacial hostiles as i remember
Maybe it is just flamethrower damage then.
I know they are harder to freeze afaik
Or maybe the actual burn damage is increased.
I think they set it for flamer and forgot to set bonus for other mods
but no one dug that hard to sort out it's bugged
See that's what I don't know
If the flamethrower does fire damage that's the same type of fire damage shared by the mods.
it should be so
For example, I know certain enemies are weaker to the flamethrower, but is that due to all fire damage or just for the flamethrower specifically.
it should be fire damage for all weapons and mods
equal bonus
and as you discovered 49% fire resistance is actually 25% for shotgun cause 50% converted fire damage divided by 2 is 25%
it's expected
That's what was expected yeah. What wasn't expected was why do glacial enemies not catch fire easier or take increased damage from fire damage.
If the damage resistance of the fire for dreads worked for the mods.
it's expected for them to take 25% more direct fire damage
They don't however/
I remember they were affected in some previous patches
Yeah Im going to look at the glacial path notes right now.
I don't play with flamer consistently though to check that
"And watch out for the Frost Praetorian - itโs a stone cold killer. On the upside, they all seem quite susceptible to heat of any kindโฆ"
Perfect, that clears everything up. VIOLENTLYFLIPSDESK
sadly it's only praets and grunts who's affected
yeah they used to take 20% more damage from the flame thrower, this was before the new weapons were added tho so it could be exclusive to it
So, on a region on the mission map like Radioactive Exclusion Zone, shows the missions available and then what appears to be a spaceship usually with the number 0, what does that mean?
that theres no player in a mission in that region, or that you cant connect properly to the servers
Gotcha! thank you
Updated info about preatorian weakpoint.
Should I remove the trivia about them since it's no longer relevant or write it was an old mechanism that is no longer used?
yes
Do we know who "Karl" is?
https://deeprockgalactic.gamepedia.com/Karl @rigid quartz
short answer: no
From Wiki:
As of Update 23, it costs 304 Perk PointsPerk Points to unlock everything, and 355 Perk PointsPerk Points are available from Milestones (taking into account that the 3rd weapon license isn't achievable), leaving 51 unused.
I've got 31 extra, not 51
Hello, guys, in my memory, a few months ago we coould check MOB health per difficulty, now i only see the health for one difficulty. The page with all stats for all difficulty has been delete or i just dont find it. Thx ๐
https://deeprockgalactic.gamepedia.com/Hazard_Level This? @hardy flare
nah i remember of page where i could see HP scale like (Pretorian 1000/2000/3000/4000) on HAZ 1/2/3/4
But maybe im dreaming ;p
https://deeprockgalactic.gamepedia.com/Health This? @hardy flare
Health is a value determining the hit points of a dwarf, creature or amount restored/lost.
There's currently three hit point types:
Health - main hit points of a dwarf or creature, once this is depleted the dwarf will be incapacitated or the creature killed.
Shield - protect...
resistance can also be translated to more hp
if you have 100 hp and 0.7 resistance, that means the damage you can take is 70
If you want the equivalent HP for monster, you could use this spreadsheet the check them.
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
As far as I know the complete table was never on the wikia directly, only the individual base HP and resistance per hazard level that has been liked already.
That should be added to the wiki one day
@weary sonnet Thx! thats exactly that, it was on wiki before nah?
I don't think so, but I may be mistaken
@hardy flare I think @cerulean cypress has a sheet with damage and update changes. That might be it?
Ah, I see.
they are gonna go on the wiki when we'll be doing separate articles for each creature
the health tables would look something like this for each article
I'd be fine with doing separate pages right now but I really don't wanna do every one of them on my own
Depending on the info you want to put on the individual creature page, I may be able to do them all at once or almost by doing a mult line edition based on the data of my spreadsheet, so this would save a lot of time.
I imagine them having the expanded information of the Creatures page, describing their appearances, abilities, weaknesses, etc. in greater detail
and maybe even tips on defeating them
if you're gonna go for it I will make the infobox template and everything
dreadnought is already semi-done since its abilities are described very well on the Elimination page
I don't think I know them well enough to add all their abilities and damage done, but adding health, armor, weakspot, genreโฆ should be pretty fast to do if I got one template.
don't forget to mention that it starts digging reachable dwarfs at some point, he even digs lure nade for whatever reason
it dug a supply pod someone was resupplying from once and it killed them
https://deeprockgalactic.gamepedia.com/Heads-up_display tell me if I forgot any HUD stuff
The Heads-up display or HUD provides the player with various information of their character's status and surroundings. There's two different variants of the HUD, a minimal variant which is used in the Space Rig and the normal one used while in a mission. The HUD can be toggle...
I will make a creature article as a template later
Always nice to see HUD stuff, hopefully we'll be able to make more custom HUDs later on
Should Mixer Integration notifications be mentioned as well? Theyre mostly all located top center like where Mission Control messages are.
oh yeah I forgot that one
@weary sonnet here's what the articles may look like, I feel like it still needs improvements
Glyphid Grunt is a common creature found on Hoxxes. It has six small legs for movement and two large ones allowing it to dig into or out of the ground, they can also serve as a deadly weapon. The Grunt's back and legs are covered in thick armor which can be easily broken, thi...
wait, how can you simultaneously be a retired regular and a regular?
ask Jacob
@gritty bear it look pretty nice, I'd add some info about the armor and values for the weakness and claw swings damage (I guess those are not known though).
Is the scaling known for the damage done by enemies?
Go to the creatures page and click scaling.
It might even be at the top of the creatures page.
As for armour, I would recommend making another page for it and then making a few classifications to use for each creature page.
Light armour: Has a chance to break, absorbs 20% damage
Heavy armour: Has a set amount of health, blocks the full damage, healthj of armour scales.
Hey, I just got my first promotion and I thought I read something about doing deep dives after the first promotion. I can't find a wiki page or anything on it, was I mistaken?
Think your thinking of the road map post
"The next update is a big one. The smart ones among you have probably already guessed it; Update 25 is all about the Endgame in Deep Rock Galactic.
What does all that mean? Well, first and foremost, the endgame will be focused on content that is primarily available once you have enough missions under your belt to promote your first dwarf. We are aware that once you get your dwarf past the first promotion, there are other and better-paying mining gigs out there, so we are setting you up for some special assignments for you to do once you reach the appropriate rank."
I'm still furious I didn't think to make that gif first...
There's some weird linking on the wiki here:
Clicking hazard bonus takes you to the missions page, looking at the link to the hazard bonus page.
Why not just link the actual hazard bonus page?
Missions are the main form of gameplay in Deep Rock Galactic. Missions must be selected from the Mission Select terminal, located in front of the green hologram of Hoxxes IV on the first floor of the Space Rig. When selecting a mission, the host must first select a Planetary ...
Rather than hazard bonus, hazard bonus electric boogaloo, and then the page you want ๐
you could've fixed it yourself tho
He right
I don't have easy acces to my gamepedia account rn.
I need to reset my password and stuff. Aka Im just lazy. Also wanted to check if there was any particular reason why it did that before I made any changes, since I haven't kept up with the wiki for a while now.
You arenโt paid by the hour @elfin salmon
you're paid by the edit ๐
Look, I don't tell people "you could've tested that yourself tho" because I understand that I could just save people the effort since I already know the answer to whatever the question, or can more easily find out. Different people have different knowledge in different areas.
I'm not familiar with the wiki so it would have taken me a bit longer to get used to the editing tools and whatnot to link it, where as you guys know how to do it already. Hence why I posted here. Not to mention, most of my previous work on the wiki was scrapped, because I'm bad at it lol.
As mentioned above, I also feel uncomftable making changes to the wiki, as I haven't kept up with it, unlike others. I posted here as a check to make sure I wasn't missing anything important.
don't get me wrong I appreciate the heads up, just that a link fix is one of the simplest wiki things in my eyes
you can never be as bad as a dude who literally just posted his achievement ideas on the wiki as a new article...
I don't know, you would blink and all the references to Hoxxes 4 would be replaced with Hoxxes 6 ๐
can't wait for the Hoxxes 9 DLC
Hey I can talk here too!
Hmm we better fix that
People keep joking about Mission Control being an orc
But somewhere in the game, maybe on a PSA board not sure, there's a line that goes "DRG has long relied on the hardy race of dwarves..."
implying that DRG may not even be a dwarven company
Mission Control never says anything dwarven, he's a human you guys!
t h e o r y
yeah it's unknown weather he's a dwarf or not, but he does say "rock and stone" when you promote your character
He is voiced by a human.
same for the dwarves lol
allegedly
I gotta know something, this seems like the right channel to ask
Did the fan community come up with the nickname Molly, or did the devs add it in first?
Devs
Arenโt dwarves humans,too!
no
They are a fantasy race that usually is described to be hundreds of years older
or have i just been baited
Also
@wary cove
Thank you!
mildly disappointing but still an integral and nice addition to the game
I love the name molly for animals
neeeeeeeeeerd
Is the Q`ronar Youngling a boy or girl?
real questions
Making dwarves sexy is one thing, but glypids?
i called him rolly boy and some said i cant call him boy because i dont konw
if these bugs are anything like earth's animals, then either sex's outside appearance would be mostly the same anyway
They act like clownfish
Maybe they're like floran
glyphids > dwarves
gamepedia staff guy did that
gamepedia staff? in our little wiki?
ya the OOeyes guy again
also, how is that merge with wikia going
that's probably for the best
Nah the merge happened a while ago
You can see fandom stuff at the bottom of every wiki now
They're still working on other changes
Also every gamepedia wiki has a manager or some other staff assigned to it, they usually do some stuff every now and then
oh damn never noticed it
How do you create a new page in the wiki when there is already a redirection for in place?
I tried to do that to create the individual creatures pages, but I couldn't find how to do it since most of them already redirected to the main creature page.
To view a page that is set to redirect (And thus edit it to not be a redirect) you can add &redirect=no to the end of the URL
But you can also just click the link in the small text saying (redirected form {PAGE NAME]) and it will take you there
That text appears just under the title of the page when you have been redirected
Thanks, that's just what I needed
No problem, hope the page creation goes smoothly from here on out
Well I'll try to do the individual creatures pages based on the model done by TommyGun (https://deeprockgalactic.gamepedia.com/Glyphid_Grunt)
Having a template certainly will help out
We have a fandom equivalent now https://deep-rock-galactic.fandom.com/wiki/Hoxxes
Featuring Carl, Driller and mission control guy
Couldn't even spell it right smh
Letโs give some credit. Someone liked the game enough to put in some work.
Yeah, I was thinking the same thing. I mean, they even put in the effort to create a whole new wiki
You can tell they must love the game
But credible?
true, but then again, aren't half of those articles copy/pasted text from somewhere?
the hoxxes one sounds very familiar...
wait a second...
that wiki was made on march 21st 2017
ours was made on march 30th 2017
It is the original scriptures! The ones thought to be lost!
Deepest lore
They say Mission Control is human...
plot twist: mission control is an elf
Well there has to be a reason why we have to recolt so much
and 
So they make space pizza!
Certified Realistic Sprayer of Pyrotechnic Ramifications
clustered regularly interspaced short palindromic repeats
Charred Roasted Singed Parched Reignited
crispy rispy spy py rispy
Lmao
All common enemies now have their own page in the wiki.
Individual description and attack pattern is still missing, but the template is there.
All of them are properly linked to the creature page.
I'll do specials and boss creatures when I got some time.
Is the control center character a dwarf or an orc? I've been saying Dwarf, but my friend is convinced he's an orc.
Wiki doesn't seem to say.
there's no information as to what he is, but as orcs haven't even been confirmed for existing, it doesn't seem likely
imo he's either a dwarf or a human
but I feel like there's a higher chance that he's human, most dwarves get sent down into the mines anyway, right?
I dunno, to me he looks more like a dwarf though unless he is just looking such way since he is a human who gain some good amount of extra weight. Hard to tell from one portrait.
Maybe he's an android?
A well spoken dwarf
Bishop
Is the damage multiplier listed on the wiki the same as the health multiplier for Haz levels?
https://deeprockgalactic.gamepedia.com/Difficulty_Scaling
updated the difficulty scaling page. Most info on it was outdated and flat out wrong (as many other pages aswell)
normal / small / extra large enemy names have been removed for now as we believe the old listing is outdated. will fill that in later today probably.
will go trough a bunch of other pages on the wiki today
Working on a new page about mission names (and showing all possible name pieces)
Looking in the games for info and turns out some name parts are duplicated
New page is up but will probably need a little work making it a bit better
Mission names are randomly generated using two tables of words, A first name table for the first half and a last name table for the second half.
There tables have been sorted alphabetically and duplicates of names have been removed.
Note the words that are duplicated are: Br...
Does anyone else have trouble accessing the wiki? I get a "server at capacity" error...
There was a server issue
@sly grove where do you get the updated values for the Haz5 3-4 players from? I remember testing them and it wasn't that long ago, it was still for the current update.
Same for the list of creature belonging to each categories, this one is even more recent, it was retested under update 24 patch 7, so it should still be relevant there was no need to delete it.
@weary sonnet directly read out from the difficulty datatable itself. most of the values and information listed in the page were wrong.
Having also read the files I can vouch for iHaku, the new values on the page are as in the game files, the previous ones were wrong
I saw that with him in private message, trying to learn how to read the files miself, but got no success so far
yeah we lost our code reader long ago, I can completely understand if they were dated
Well first you have to unpak the pak file
Which a tool in the Unreal engine files can do for you
Then you just need a tool that can merge the Uasset & uexp files
I can send them to you
really? That would be great!
๐
yo who is Ireuno
no idea. i saw some linking popups?
me
https://deeprockgalactic.gamepedia.com/Difficulty_Scaling fixed some small number errors and formatting; added some mob names to their category but not all of them
thanks for fixing the formatting, i havent used gamepedia before so i was kinda lost on why it did random linebreaks without me putting any in
I'm not sure if we really need seperate pages for each perk, but I went and updated them all to use [[Template:Icon perk]] instead of those duplicate images Ireuno/Spirit uploaded.
I also marked all the duplicate images for deletion, since they're of a lower resolution than the ones we have currently anyway.
I also went and extracted and uploaded all the current Promotion borders, which can be found here:
https://deeprockgalactic.gamepedia.com/Category:Promotion_icons
thats great, dont know much about gamepedia either
@gritty bear i dont get the tag? 
you'll need at least 1000 gamer wiki points for the role atm
what is that supposed to be
Those are global, it combines all your other wikis contributions too
DRG Wiki specific points can be found here: https://deeprockgalactic.gamepedia.com/Special:WikiPoints
Aye
yeah I refer to the drg specific one
oh.. i guess i cant talk about things i find here anymore then
since people put stuff i found and talked about in other chats on the wiki before i could
ยฏ_(ใ)_/ยฏ
are you kidding me
Why do perks each need their own page
You get points from making edits in general, not just adding new content/pages.
Why not just one page with a list or table
We already have one
common practice for wikis to make a separate article of each thing
I'm still not convinced we have enough information per-perk to warrant it though
I mean that's true
It's one of those things that seems like something someone would do to pad their contributions
Like hey look at all these pages I made
But the pages have almost nothing to them
It's not like that's the only thing Ireuno has done.
He's also made a fair number of minor edits too.
The number one rule of wiki editing is to be bold. Go ahead - make changes. Other people can correct any mistakes you make, so have confidence, and give it a try! There are all kinds of editing conventions, rules, and philosophies for the editing of wiki pages, but the be bold rule is the most important of these!
From the MediaWiki Wiki.
I'm just glad someone's edited a lot, even if it's not mega important stuff on the to-do list
There is still a few more creatures to add to the Damage resistances list, I'm going through them now
Also turns out creatures spawned by Mixer integration have more health
And for some reason Praetorian's spawned by Mixer are counted as small enemies for damage resistance proposes
oh that's weird
They also get less health than normal too
Guess it's as they spawn 3
No, wait, mixed files, It's mixed spawned dreadnoughts that get -10% health
Mixer spawned Praetorians get +60% Health
Not sure who filled out the enemies, but hope it was not on guess work
As the Glyphid Bulk Detonator is not classed a Extra Large enemy but just a large one
i couldnt find "EnemyHealthScaling":"EEnemyHealthScaling::LargeEnemy"
and only saw "CreatureSize":"ECreatureSize::Huge" for dread and bulk
was it the ENE file that shows it?
ENE_Spider_ExploderTank
For the category filling, it was mostly me who did it, based on pixel counting from video analysis when damaging them with a known damage waepon at differents difficulties.
Tried to check the file you mentioned but couldn't serialize it, only got error messages and it failed for that one
You should be able to view the file in a text editor even in .uasset format
It's not the easiest to read but a few details can still be made out
As long as they are strings and not numbers
I can see the large enemy in the file now, not the easiest to read as you said, but it's there
Still doesn't add up with the tests I did about 3-4 month ago and I don't recall it being changed in the recent patch (didn't tested it at all recently).
I first asumed it to scale like the dreadnough because of it's size so I remember being surprised when I found out it was not the case after testing it.
You mentioned the damage resistance list needed to be updated earlier, in what file are these stored btw? didn't saw these yet.
It's up to date now, but it's in FSD\Content\GameElements\Difficulty\DFC_Haz_X...
E.g. DFC_Haz_05_Lethal.json
Ah, I mean the elemental resistance, my bad
For the creatures fire/coldโฆ resistance/weakness
That's all done on a creature by creature basis
As you mentioned resistance I had a look in the files and saw a few things there were out of place
Turns out the Autocannon upgrade "Resistance At Full Rate Of Fire"'s actual effect is incoming damage is reduced by 30% when at maximum fire rate
Instead of what they clam in-game "+20% Damage resistance when at maximum fire rate"
They told about it in hotfix 7 patch notes. And you can find the actual number in HexZyle's DRG Mod Analysis.
@gritty bear i did the perks, assignments and equip on the how to play page
niiice finally!
also, why is this article marked as stub ๐
yeah it shouldn't be a stub anymore
How do you guys go about getting the exact numbers for stuff
Mainly extracting the details from game code / files
But you can sometimes get it from testing
How'd you get it from the code
By decompiling the exe
Is it common practice to give like gameplay advice on the wiki?
Just seems like it could cause issues since the wiki is supposed to be 100% factual.
And gameplay advice can easily be subjective.
For example:
"Upgrades to clip size and damage are the best options, as these let the Scout keep pumping out damage without pause." - Scout page M1000
Exactly, I don't think that should be on the wiki page.
Some wikis have a page dedicated to Tips & Tricks or stuff like that
There's a difference between saying:
You can use the axes to cancel fall damage
This is what build you should us
Sure, you can list the breakpoints of builds (although that could be information bloat) you shouldn't be saying one build is best unless it's literally better in every regard.
that was the gk2 though
yeah when i looked over this page, that section was questionable
"Choose upgrades which buff Focus Mode to turn the gun into a long-range sniper rifle, or upgrades which increase stability and clip size for a potent mid-range rifle with surprising mobility."
"It can seriously damage Praetorians in just two shots" (about the boomstick)
"Use it in conjunction with the M1000 Classic in order to make up for the M1000's lackluster close range effectiveness."
that part was originally something like "can kill a praetorian in 2 shots"
It's nowhere close now, in the current update.
But this entire page for scout at the bottom here is presenting itself as fact.
^That's really not right to have on the wiki page
When in reality it's completely subjective.
As it's gone from option stuff to incorrect facts
yeah should be changed
I just think there should be very little room for telling someone in flat terms:
This is how you play or this is the build you use when it's subjective. Unless it's literally bullet proof advice.
Sticking to this is what you can do, or this is the breakpoints you can meet is far better. The wording is pretty important to.
There is also the issue of what load outs are good varies heavily on hazard level (& sometimes Mutators)
So there is not really a good way to package that kind of info for a wiki, more suited to a steam guide
I think most of the tips /tricks stuff is fine on the wiki.
There's a few qutoes that are problematic however.
As I said telling people what breakpoints, or quirks about the weapon they can exploit isn't a bad idea. Anyway ranting over gonna play vidya
Added details for swarmers bite attack
But realized it was going to be super tedious doing the damage scaling for it
It's a 4*5 table of numbers for every. single. attack.
So made a template that somehow actually works and only needs the base damage number
Also means if damage scaling numbers ever change all attacks that have been added using it can be updated instantly by just changing the template
This is done with only {{Creature Attack |name=Bite Attack |damageAmount=2 }}
I've done a similar thing with health scaling and even implemented it on the main creature page
(Don't worry they start collapsed)
I edited the Creature Cell template, it now needs health to be just a number, and has two new things hazSize = (Normal, Large or Extra Large) for using the right Health Scaling table and Shield just for the Dreadnaught
I think we could probably consolidate all those into a single Template:Creature_health_table instead of seven separate health table templates.
scout was the mostly problematic one
again, ya'll could've easily fixed it while complaining about hints 
Can consolidate them into one template, the main issue for doing such was that it is a hard thing to test so may make pages using it look a massive mess till it's perfected
Also one issue this may cause is that the template may become a challenge for anyone to edit as the only way to combine 7 different outputs will not look pretty in the source
Looks like due to the special characters using in making tables it breaks parser functions
So in short it's impossible to have all the templates be moved into one
Oh yea, I remember running into that issue before.
But it's possible to make a single template that can then use all of the others
So only one needs to be called by an editor
New template, https://deeprockgalactic.gamepedia.com/Template:Creature_Health, now this is the only one that ever needs to be called (It calls the relevant one for you)
Also added Usage guide in discussion page
{{Creature Health
|health=[Base Health Number]
|hazSize=(Normal/Large/Extra Large)*Normal by default, See [[Difficulty Scaling]] for what this should be
|mini=(True)*False by default
|shield=[Base Shield Health Number]*Only for Dreadnoughts
}}
E.g. {{Creature Health |health=1000 |hazSize=Extra Large |mini=True }}```
You can add documentation to the template itself
I should do it that way then
Once the relevant doc page is created, you can insert {{doc}} into the main template, after a <noinclude> tag obviously.
I have a couple of ideas to make a true single template work, not really urgent, but I'll tinker around with it more later.
Have added the documentation
Feel free to try tinker with it to try make one, hopefully there is a way
I was just about to ask whether there was a spreadsheet somewhere showing Glyphid damage profiles across hazard levels. Many thanks to everyone contributing to this.
Are these values found out through trial and error, or is there source code for the game that can be perused?
e.g. I'm interested in seeing what the damage is on the Plasma Charger's Unstable Containment Field, but that info isn't in-game (or on the wiki yet)
The attack base is just 2 for swarmers
Different player numbers and hazard level change damage in a set way
Aye, got that; these are good tables
Do you know if these are found out through trial and error, or if there's a repository of source code for the game somewhere?
i added the unique mod damage numbers for https://deeprockgalactic.gamepedia.com/Experimental_Plasma_Charger
Many thanks!
Might I ask how you found the damage numbers? (I'm probably going to be looking around a lot, and if there's a repository of source code I could look through... could just start looking through that and perhaps putting it on the wiki)
theres no source code available, you can either do trial and error or dig through the games files
Ah, the game files are dig-through-able; good to know!
Time to do some spelunking and figure out where there's readable code.
...Hmm. Might I ask how e.g. the health tables were found?
Recursively grepping for 'containment' and other keywords in steamapps/common/Deep Rock Galactic/* isn't getting me much; I'm guessing that either there's a decompiler I need to run or I'm looking in the wrong area... hm.
well I got most of the base health values from a developer and just ran it through the damage resistance multipliers we already have
Gotcha. Do you recall where we got the damage resistance multipliers?
Base health is in ENE_enemyCodeName.uasset/.uexp files
But they are packed up in the big .pak file
Damage resistance scaling came from the difficulty files also in the .pak file
Unless you mean weak points etc.
Which are in the enemy files
I see. [looking around for the .pak file]
I've found a few like devtools_resources but I'm not sure that's the one.
Ah, found FSD-WindowsNoEditor.pak at 1GB; looks promising.
That's the one
Also the exe can be decompiled but it's not an easy thing to do and the results are not too readable
That's as it's a special unreal engine file
can be extracted using a tool from unreal engine files or third party ones
Gotcha; looking around for an extractor. (Many thanks!)
Not sure if the tool from unreal engine files is included here somewhere, but Google's getting a few extractors.
Well you can just get Unreal engine, it's free
It looks like I'm on the right track. Again, many thanks!
https://deeprockgalactic.gamepedia.com/index.php?title=Creatures&action=edit some of the creature images are missing
https://deeprockgalactic.gamepedia.com/Spitball_Infector the health for spitball seems to be wrong also, what was it before
yeah it has up to 1200 hp
The health values seemed to be duplicates of the section before, changed them to original values
- added health for nexus eyes
Uploaded images of Naedocyte Breeder, Naedocyte Roe, Naedocyte Hatchling & Q'ronar Youngling
Now only missing Huuli Hoarder image on creatures page
Finally got a Huuli Hoarder, so now no more missing images
this is probably a better icon for the accessories page on the homepage
fits it better. If someone could extract it from the pak, I'd appreciate it
Combine it with the beard one maybe
he looks annoyed.
Hey folks. I'm looking to replace some of the dwarf portraits with frogs, for... science. I found how to unpack the .pak file with DRG resources but i cant understand how to open uasset files in the Unreal Editor
I also dont know which ones I should be looking for
I don't really know how to mod the game, I think it has something to do with re-packing the game with replaced files? idk
wait wait.. are you the same guy?
... Deep Frog Galactic?
Deep Frog Galactic!
Frog and Ponds, brother!
@swift echo yes I am frog
I figure I'll need to repack, the main issue isn't handling the .pak but the .uassets files inside :/
@frozen edge well technically I do plan on making management a toad
You seem Kermitted to the task.
I will hop above any hurdle on the way
Well, that's what I tell myself but I've spent several hours trying to figure out why assets dont show up and trying to open the project despite plugins not building
I should probably stop breaking DRG, but, FROGS
This will be my scout
I know @versed aurora has done it.
Extract whole .pak file so extracted files are properly placed in game folder. Use UE 4.21, create new project "FSD", recreate folder structure for files you want to replace, add modded non .uasset,.uexp files into project, cook files without packaging, replace original .uasset .uexp with new ones. Textures and images may have extra .ubulk file but it will work fine
I know this is not clear instruction
use Unreal Asset Viewer to see and extract what you want to modify
@versed aurora thanks! Is Unreal Asset Viewer part of the Unreal Engine download through Epic Store?
The #1 problem I have is I dont understand where to find and open / edit / create assets in this bloody app
Right, so i have to make my own assets and replace them, thanks
Should be something like this
Gotcha, I got some help just now in my DMs
so i'm very very happy to announce that this happened: https://steamuserimages-a.akamaihd.net/ugc/788615407622682290/836B179EA13D17DC710EBA13E3682B4B155C3F11/
๐
How would you open it to just be able to read the stats of stuff
Ok, how about moving from wiki related chat room to somewhere else?
Yeh, I'll stop spamming this channel. Sorry for the noise and thanks for your help Vooker!
np

lit
Noice
It looks like the wiki page for resources is missing the scarce bismor for the crystalline caverns
fixed
fixed magnite and umanite errors also https://deeprockgalactic.gamepedia.com/Resources
Question, on the wiki i see "huuli hoarder", but i'm looking at in games files where it's named "hooli hoarder", Is there a typo in the string i'm looking at, or is the wiki wrong ?
in-game it's called Huuli Hoarder, either typo or old name
thanks tommy
Also Tommy, i saw old strings about a monorail, do you have anything on that ? Seems interesting.
monorail? I'll have to look into that
Only a few strings about it.
There's also mentions of some sort of barricade/construction, a shield wall (but iirc you talked about in one of your vid already), an old mission type where you add to strap rockets to stacks of minerals, building up a droppod by adding rockets to it
hmm
yeah I know what the shield wall is, you probably saw it in the article
the mission type could've been a very early design of salvage perhaps?
2 different missions i think. First one being something close to morkite mission, the other might be an early draft of salvage
I'm curious about how those rockets looked
the ones to send minerals up, and the ones to strap on the dropod
you found these on the latest version of the game?
you can sort by length and ignore all the basic game files
yeah, it's new mode they're working on
Those strings were translated in french a year ago
Right before U24 they added plenty of not used strings too
there's always a possibility we may be seeing any of these things in the future, for example the devs have been talking about doing abandoned structures for a while, also there is a folder named "AbandonedMine" in the game files and hey... we are finally getting the closest things to them in update 26!
with the machine events ?
ya
I thought it was just a totem in the middle of any cave
they called them "abandoned machinery" in the roadmap anyway
yep, but i didn't see any architecture around it.
But i hope we will it in the future
who is 85.197.40.236
Not sure, that IP range is for Cologne if that helps in any way
german hackers ๐
Luckily nothing that bad
Looks like it's just that their additions were not fully up to standards
if you're not logged in you will appear as an IP address in recent changes
i know, was asking incase it was someone here
The current accessories icon on the main page feels a little blurry
(not surprising given it's only 96^2 pixels)
Tried my hand at making a higher rez version, but it's not perfect
looks perfect to me at least
the curve on the side of the mustache ?
Yeah that's the main bit that's off
good enough frankly
Can upload it to the wiki, but what licensing/copyright would it come under?
While I did make the file, it's a bit too close to stuff from the game for me to set as that (at least I assume that's the case)
It's the game's official wiki, I doubt that would be an issue.
The licensing is the one that says "this is from the game or official website" or {{Copyright game}}
Usually not an issue yeah, but it's good practice to do that
Yeah, I kept the licencing as is when I uploaded it on Monday
Guess someone posting and deleting the message here restarted the conversation
Payout details (XP & Gold) for primary and secondary objectives should be fully up to date everywhere in the wiki now
uhh where did you exactly get those primary payout values?
Game files and end game stats screen
that's really bad then, they are completely out of sync with the mission terminal
should be reported to the devs
The Mining Expedition's are a little off as it's rounded from a 10 digit decimal number
But all the other missions are 100% spot on
Also should be noted these values are before hazard bonus is applied
the payout shown on mission terminal are supposed to be before hazard bonus
I'll have a look at them now try work out how the mission terminal is getting vlaues
Look like it's adding the Hazard bonus from Mission length and Cave Complexity (+0% - +40%)
ohh that makes sense
๐
because it's impossible to avoid those bonuses, maybe the wiki should treat them the same way?
We could do that but then anyone wanting to work out how much it pays out at a certain hazard would need to first reverse that
but otherwise mission payouts end up with a lot of the same values on the table, the no hazard bonus rewards should still be mentioned but separately
also morkite scaling could be a leftover from the older versions or it's just that the mining missions have so much variation just the regular hazard bonus doesn't cut it
Still not sure if it's intentional
Either that it has that scaling or that none of the others do
i added bet-c spawnchances to https://deeprockgalactic.gamepedia.com/BET-C
its 3% for haz1 and 6% for the rest

Seeing great changes on wiki, awesome work guys, keep it up! 
Lore of mule?
l o r e t e r m i n a l
New achievements are up on the wiki
good
please don't make any additions from experimental branch, only do it when the update is live on the public branch
Ah, alright
the achievements kinda don't count since they are visible to everyone, don't worry about that
Added new Mutator icons and replaced existing ones (128x128 -> 256x256)
Also moved mention of new mutators to discussion page of missions
Also added 16 new icons for drinks that showed up in the files
They can be found in https://deeprockgalactic.gamepedia.com/Old_and_Unused#Misc_Gallery if anyone is interested
There's been many left over and taken out features throughout the iterations of Deep Rock Galactic, this article is dedicated to documenting them. Keep in mind that the game is still in early access, meaning anything listed below could be part of a future update, take the spo...
I actually deliberately downscaled all the mutator icons when I originally uploaded them, but I can't remember why anymore.
I think it was before I realised Gamepedia auto-generates resized versions of images, so filesize isn't much of a concern.
Do we want to add the unused drink labels to Category:Drink_label_icons? Or should we keep them separate until they're actually used in-game.
Hahaha the icons still leaked out
I put them in Old and unused simply as that's where the other unused Drink icons were, but makes sense for them all to be in Drink label icons too
Could put them in both
Ended up doing that
@gritty bear Realise now from your edits that the payout numbers that you added that the mission terminal gives are completely wrong other than for 3/3 missions
I have realized that as well
Maths I used to check: a 2/3 Point extract supposedly gives 585 which to adjust to Haz two should give 810 ((585/1.3)*1.8) but it does not, it gives 1170 which is in line with the base value I gave (650 * 1.8)
Really have no idea what the mission terminal is doing to get it's numbers
But definitely a bug
it might be the case like with mining expedition, the base value changes as the objective gets bigger?
Does not seem so as I originally checked the values were right using mission completion screens
I screenshot every one I get so had plenty of each mission variation to look back on
All the stat changes for weapons are on my patch history spreadsheet
It's a bit more accurate than the patch notes as those commonly have incorrect info and don't give numbers
Though the wording that I use on mine is a bit different (being shorthand) and occaisionally has concealed stats
https://deeprockgalactic.gamepedia.com/Update_25:_Endgame_-_Part_1 this person just copy pasta
Well it's ugly, but it's a start
Well, there were some mistakes even in your spreadsheet, HexZyle
I was literally comparing what's in patch-notes, what's in your spreadsheet and what's in the experimental build
And only then writing actual patch notes
Hey, i wanted to ask, is there a list of the overclocks on the wiki or something?
Introduced in Update 25: Endgame - Part 1 Weapon Overclocks are special mods that can be equipped to further increase the capabilities of class weapons. There are three types of Overclocks: Clean, gives a small boost with no penalty; Balanced, a decent boost with a decent pen...
Introduced in Update 25: Endgame - Part 1 Cosmetic Overclocks are infused matrix cores that can be crafted at the Forge to unlock special cosmetics. There are weapon skins, head-wear, beard, moustache, and side burn cosmetics. Cosmetic Overclocks can be unlocked from weekly D...
ty โค
I got a quick question. what I'm getting by that conversation below post about unused drink images is that those are unused beacuse they aren't yet implemented and are leaks of new content. am I right?
I just found them in the files so uploaded them, not 100% sure if they will get added but it does seem likely
As there is references to unlocking beer recipes in the current overclock system
so endgame beer.
nice
Extra sugar on the rim!
I know why they are there, dont know if I can reveal tho
Shall I do a shitty riddle?
yeah why not
when i'm not bogged with doing a wiki merger for BFH i'll see if i can give some wiki stuff here a spitshine
Added Parasites, with images
They are quite odd in using the Extra large enemy health scaling
little typo here
Thanks for pointing it out
, have fixed it
@grand flame I made your Template:Icon_Upgrade_Overclock lowercased for consistency with the other icon templates.
New page up; https://deeprockgalactic.gamepedia.com/Cargo_Crates
thanks ya'll for working on the wiki, I believe I truly am semi-retired wiki editor these days
Happy to help, It's nice to use my hobby of breaking apart games for some good in filling a wiki
btw I changed the bit that said Dedicated Servers are coming in an update at some point - it's not off the table, it's just not something that's actually decided we'd do.
improve the P2P lag then
git gud at internet tommeh
@jaunty cradle Tommeh needs to git gud internet
I mean, your both not wrong.
ah yes you need 100mb/s internet to play DRG properly I forgot
2gb/s or go play minesweeper
feck, I only have 400mbit
As it always should have been
We're old wiki editors now
We have to press the keys on our keyboards with walking sticks. This is why we're so unproductive
what is that?
@golden bone battery for a crate nearby to where you found it
Do not lick the battery
@wary cove ah ok thank you and can that crate be burried because i dont find it
it might be under the goo
it can also be behind a wall
goo hides stuff from time to time
it's a 30m radius
cant find it, there is soo much goo
Would be cool if you could burn or freeze the goo to make it disappear, a bit like ice will melt under any fire effect
the u25 stat changes should now be up to date for gear at least; clip size should be renamed to magazine size but thats a lot of editing
You could get a bot to do that if anyone knows how to set that up
Or ask on the gamepedia/fandom discord?
Gamepedia is built on media wiki
And there is an Extension that can do mass find and replacement of text
Replace Text is an extension to MediaWiki that provides a special page, as well as a command-line script, to allow administrators to do a global string find-and-replace on both the text and titles of the wiki's content pages.
Looked into it a bit more, most uses of it stemmed from a single temple so just changed that
Note due to it coming from a template the search function will still believe many pages contain "clip size" for a while when in fact they don't
Darn, I forgot to save the deep dive descriptions for each region
The one for sandblasted is something like "Sandstorms are a nessecary evil, they can shred a dwarf to their bones but also shape precious enor pearls"
"Sand storms are a necessary evil. They can peel a dwarf to his bones, but also shape precious Enor Pearls."
Had a look in the files for all the quotes
Here are all the ones from that section of strings (so may be some lines from other things)
"Ah, go boil yer heads, both of yeh."
"And I heard a voice in the midst of the four beasts. And I looked, and behold a pale horse. And his name that sat on him was death, and hell followed with him."
"Beardcicles."
"Bringing extra explosives on a Magma Core run seemed like a good idea at the time."
"Damn allergies."
"Even in the coldest depths of Hoxxes IV, life finds a way."
"Everything the radiation doesn't kill, it makes stronger."
"Give it time and the Fungus grows on you."
"Greenbeards passing through the Magma tunnels, leave behind their scruples and a decent amount of skin."
"I've never had a bad experience digging straight down."
"If diamonds are a dwarf's best friend, this is like a family reunion for very distant cousins."
"In this cold wastland, the frost is not the only thing biteing you."
"Is it just me, or are the glyphids bigger here?"
"It burns! It buuurns!"
"It was a paradise for fungus, but a green hell for Dwarves!"
"More dwarves have gone to the bogs to never be seen again than anyone would like to admit."
"Sand storms are a necessary evil. They can peel a dwarf to his bones, but also shape precious Enor Pearls."
"Shh! You hear that?"
"Shouldn't we be wearing protective suits?"
"So... thirsty..."
"Some cool quote goes here, because that's cool."
"The coral shaped terrain was a perfect place for adventure and death by fall!"
"The greatest danger is not the cold, it's the slipping!"
"The heat should make it impossible for anything to live here... and yet there are monsters everywhere."
"The sand is said to hide more than aggressive wildlife."
"The sticky ground caused many failed expeditions."
"The walls have eyes...!"
"There's plants here I didn't even know I'd hate."
"These wonderous crystals is a sight to behold, but any stories of their value is naught but a tall tale."
"Watch out for the sharp edges!"
"Where chandeliers go to die."
"While I love the feeling of sand between my toes... the boots stay on because I also love having toes."
"Urgh, the sand gets in everything."
I hate sand. It's coarse and rough
Whoever designed those beer logos did a really good job
its coarse and rough and it gets everywhere
@gritty bear I'm gonna submit a new view on the Equipment page, the actually is so huge (+18s of scrolling to get an overview).
This page is a portail you should have quick access and view to all equipment, then click on them if you want details.
Sounds a nice change
I'd like to see the outcome
It's up
Quite compact but don't like the space of the 4th column on all but first rows
But that can be fixed
Well there is only 3 grenade, if you split you will have a 2-2-3-3 instead of 4-3-3
Can't make the 3rd-rows-type more equals?
Will give it a try before pushing anything
That was just a quick making sure it's possible
The idea was really to make it compact, the previous was overwhelming of information, if you want details just click on one. Here a new player can in a eye see the whole equipment or get detailed information faster with a click
This look good?
Yup that's the one
Alright will edit the other tables and push the edit
but if you look at the flamer it's not equal to the other
Huh, will fix that
Gamepedia really wants one of the boxs to be off, either the Flamethrower of the Satchel Charge
if you look closer it's the flamer and experimental
problem is that if we pick the satchel it's look too weird for the grenades
keep like that and push when you can I will take a look too ๐
Okay, by being selective with setting widths it seems to be fine
Just looks a little odd in the source but that's fine
well maybe it would look better into a 2-2-3-3 ๐ค a bit less compact but will look better
Can give it a try
So we just need to wait new weapons and it will be a perfect 3-3-3-3 ๐
yes, just tweak the table width and it would be nice good
whats the setting there?
we could even 40 imo
Experimental Plasma is one of the larger name it still fit
yes good to me
Btw there was a height table setting to make the cellule more confortable, with that 2-2-3-3 it might be useless since offset
Yeah, only way to do it really
Just checked on mobile: soooo much nicer. Well done. 
Glad it works well on mobile
DRG Twitter gave you a shout-out tommy
great job with the new equipment table!
After the Equipment clean up, Thought about doing something with the creatures page
For now it's just making all the cells align
until each have their own full articles I don't think much should be done, besides like you said - alignment
Other are free to weight in but personally I think it's a big improvement from
Do plan to make a page for each
Just need to get data for some creatures still for that
Mostly missing damage from their attacks and elemental resistances if any I think.
Most of the info we got on resistances are pretty old and may not be true anymore or donโt match what we can see in the gamefiles like for the qโronars.
I don't mind testing enemy attack damage, which ones do you need?
I think most attack values are obtainable from the files, though would be nice to get them verified from In-Game testing
The hardest values to get are resistances
Tried to regroup info about resistances from what the devs posted in the other wiki channel (assuming no resistance when they mentionned a creature without saying anything by saying the resistance value for the next one) here is what I got:
Unlisted = Not mention on this creature by devs when it comes to weakness/resistances
Glyphid Grunt: None
Glyphid Grunt Guard: None
Glyphid Grunt Slasher: None
Glyphid Bulk Detonator: 50% explosive res
Glyphid Dreadnought (Shell): 50% explosive, fire and electrical res
Glyphid Dreadnought (Life): 50% explosive, fire and electrical res
Glyphid Warden: None
Q'ronar Shellback: -70% cold , -50% fire (weakness)
Q'ronar Youngling: -70% cold , -50% fire (weakness)
Xynarch Charge-Sucker (BET-C): 80% explosive res
Nayaka Trawler: -100 cold, -100% fire (weakness)
Huuli Hoarder: 80% electric res
Now that's a nice big list
Most of it may be outdated
Will have to try check if the values match the files
Easier to check if something is a value rather than find out what it is
and I belive some fire weaness (I though mactera were weak to fire, and maybe grunts, but didnโt find any mention of it) are missing at the very least, but that could be a starting point
Yeah
Have yet to see a plasma, melee, kinetic weakness, but these types may exist as well.
I noticed the wiki page makes no note of enemies that can't be frozen
Shooting range would help so much to tests these, esp on rare spawn creatures.
Sure would
im gonna test the resistances in that list
Resistance numbers from the files (When rolling):
Q'ronar Shellback: 1.0 cold , 0.8 fire, 1.0 Electric, 0.8 Explosion
Q'ronar Youngling: 1.0 cold , 0.8 fire, 0.75 Electric, 0.75 Explosion
Not sure how they translate
just tested dreadnaught electrical resistance and its 20%, unless solo has a different resistance value
Should be the same for health and shell and for any difficulty
Dreadnaughts have some level of Electric, Explosion & Fire Resistance
I forgot to take into account the 200% Weakpoint bonus of the dread; the elec resistance turns out to be 60%
explosive resistance turns out to be 40%
200% weakpoint only apply to the health, shell isnโt a weakpoint in case you tested it againt the shell as well
no i didnt test shield, but overkilling the shield will translate a rough maximum of 100 damage to actual health
Just tested with impact axe vs shell, no weakness or resistance.
So one more value that doesnโt match what we were told (well the info were quite old).
No weakness/resistance for melee either
Not surprised the values have changed
Is the first axe dmg melee or explosive type?
axe is 160 + 80 electric dmg from what I understand, but the first part seems to be reduced vs dreadnough health
It has three different damage components
{
"export_type": "DamageComponent",
"DamageComponentType": "EDamageComponentType::Secondary",
"Damage": 75.0,
"ArmorDamageMultiplier": 0.25,
"DamageClass": "DMG_Physical",
"WeakpointDamageMultiplier": 0.0,
"FriendlyFireModifier": 0.5,
"StaggerChance": 1.0,
"RadialDamage": 80.0,
"RadialDamageClass": "DMG_Explosive",
"MinDamagePct": 0.15,
"DamageRadius": 140.0,
"MaxDamageRadius": 80.0
}, {
"export_type": "DamageComponent",
"Damage": 110.0,
"ArmorDamageMultiplier": 0.25,
"DamageClass": "DMG_Physical",
"WeakpointDamageMultiplier": 0.0,
"FriendlyFireModifier": 0.5,
"StaggerChance": 1.0,
"UseAreaOfEffect": true,
"RadialDamage": 80.0,
"RadialDamageClass": "DMG_Explosive",
"MinDamagePct": 0.15,
"DamageRadius": 140.0,
"MaxDamageRadius": 80.0
}, {
"export_type": "DamageComponent",
"DamageComponentType": "EDamageComponentType::Secondary",
"Damage": 50.0,
"ArmorDamageMultiplier": 0.25,
"DamageClass": "DMG_Physical",
"WeakpointDamageMultiplier": 0.0,
"FriendlyFireModifier": 0.5,
"RadialDamage": 80.0,
"RadialDamageClass": "DMG_Explosive",
"MinDamagePct": 0.15,
"DamageRadius": 140.0,
"MaxDamageRadius": 80.0
}```
That explains why axe kills do not always generate vampirism
I suspect melee attacks fall prey to the same bug
a question: is it documented anywhere that a Dreadnought can spawn instead of a swarm during a normal mission?
People say it can and is just a rare occasion
yes it can, but I havent seen one in ages, there will be a unique mission control warning along of the line "Something big is coming"
Got a dreadnought spawn instead of a swarm for the elite deep dive 2. So it can still happen for sure.
It has a 1 in 76 chance of happening
Of any scripted waves being a dreadnought
Scripted waves are the ones with custom Mission control lines
Why tf did i never get random dreads before... Ahem.
Wait so how do I know which of the waves are scripted
What does this mean exactly
Well if mission control say something like, a pack of praetorians is coming your way
Then it's a scripted wave
๐ค
Okay thanks
1 in 76?
...
I saw one yesterday and my time was at the moment 76 hours

@wet gyro what did you use to test the electric resistance? Canโt get anything using the impact axe.
Got all other resistances on the dreadnought I think.
So far for the Dreadnought:
With shell on: no resistance/weakness for fire, cold, explosive, plasma or melee.
Without shell: 20% Fire res, no Cold res, 40% explosive res, 30% plasma res, no melee res.
I wasnโt able to test electric res properly.
i dont think impact axes have electric damage at all. I used stubby and modified it for high electric damage
Well their description say itโs electric dmg, but from what I see, itโs 110+50 melee dmg + 80 explosive dmg indeed.
must have been part of the old descriptions that were never updated
Didnโt want to use the stubby because of the low electric dmg and randomness of the proc that makes the test harder, well Iโll have to do with it I guess.
Thanks for answering.
As expected no electric res with shell and I was able to confirm Spirit value of 60% electric res without shell.
Shell: No resistances
Health:
Fire: 20%
Cold: 0%
Electric: 60%
Explosive: 40%
Plasma: 30%
Melee: 0%
whats plasma
So the BC/EPC and plasma buster have their own damage type?
Counted EPC as plasma, normal attack got a different modifier than the rest
And a part of the charged attack
Hence my deduction it was a new type that I called plasma
Charged attack is a mix of fire and plasma (area damage is fire, direct damage is plasma)
Didnโt tried BC or Engineer grenades at all.
So if it's a unique type to the EPC's direct hits call it "grape" for now :P
I started changed the logic of each weapon table because on a wiki you want fast fact and the actual logical reading line was tiring to read, example:
Before:
High Capacity Tanks | The good thing about clips, magazines, ammo drums, fuel tanks... You can always get bigger variants. | +25 Tank Size
Now:
High Capacity Tanks | +25 Tank Size | The good thing about clips, magazines, ammo drums, fuel tanks... You can always get bigger variants.
In https://deeprockgalactic.gamepedia.com/Assignments they stopped updating the weekly assignments back in July, is there still a point in keeping the list of the first 18 weekly assignments?
Assignments are short quests, consisting of a series of missions. You can have one active assignment at a time, and choose it at the Assignment Board in the Space Rig.
You are free to play any available mission even when an assignment is active, however the assignment only p...
No it could been cleaned with an example and say it's random each week, keeping record don't seem useful too
yeah I completely missed week 19 so I stopped
I thought of doing a separate page where we'd be keeping a history of weekly assignments but clearly it's too late now
fixed
Don't seem necessary, the stats collect do show mineral rewards are between 80/130 it's nice to have
yeah we should just keep the existing ones as an example, maybe collapse that table by default tho
wait why are table widths at 60%
keep them to 100%, consider the ones with tiny monitors please
it's looks good on 1080
cause this is what they will see
what is your resolution
this is on my 1080 screen
Yeah not the best look on a phone
I get it, it's just looks huge on computer
it does, but we should go for optimization
~30% of our visitors are on mobile/tablet
on my 1440p screen it's like 40 cm of eyes movement for the full information..
that's why I also changed the logic of the weapons mods table
yeah the new table logic will be good for larger monitors
I have dual 1080ps
of course it would be great to have something that detects screen size and automatically changes width somehow
Can set it to a pixel width
we could but I feel like it would have similar issues
True
at least a width px is locked and don't squeeze
Could do something like an em width, so it adjusted based on text size
em better than px?
To make a different width for mobile and desktop, it shoud be possible, do we have access to the css files or just to templates?