#wiki-related-chatroom
1 messages · Page 32 of 1
ok great
not sure for edge cases like oppressor since if you hit the front the AOE may not reach the vulnerable parts
I assume gifs of the animations like this would be nice for the weapons, right?
Haven't uploaded gifs to Gamepedia yet, so not quite sure how to make it work without issues.
And I think that was slightly better quality before I uploaded it on Discord 🤔
Yeah would not work well with that level of compression
May be best to do it in a different format
Not sure if different formats can be uploaded at Gamepedia. Though I do know you can embed YT vids
valid file types on GP: png, gif, jpg, jpeg, webp, bmp, ico, mp3, ogg, pdf, sc2map, svg, flac, mkv, mov, mp4, oga, ogv, wav, webm.
try apng
you might have to cut out some frames to get the best quality possible
i think the limit was 5MB
8MB, according to the help Wiki
even better
And 25M pixels.
Compression should be better now, though still small, because I'm somewhat worried about the pixel limit. Same resolution as the gifs allready on the Wiki
Why go for apng and not webm if size and quality are what matter for the wiki?
yeah just go with webm and have it autoplay
🤔 And the note on the pixel limit doesn't seem to apply to .webm (or at least doesn't mention .webm)... So could probably up the resolution just fine too.
Rename "Skins" section to "gallery" and put the file there? Or somewhere else on the page?
Which page are you talking about?
Don’t rename the skin part, this one is still usefull even if it’s just a link.
I’ll check how it was done in other case, I think I know some other weapon with animations
Cryo 'nade for example. Which has a "usage and strategies", so probably the "about" section?
It was mostly in a Tips / or Usuge and strategies page yeah
In this case I think adding a gallery part just before the Trivia would be better
If the weapon got some kind of tip/advice section in the end you could put it there but in general theses files don’t go at the start of page.
For the title level use the same as the trivia so h2 (== Gallery ==)
🤔 And reverse-engineering from another Wiki didn't manage to make it loop. |class=autoloop doesn't seem to work on it. Just add without loop?
I’ll see if I can make it loop, add it without loop for now
Seems like it’s not possible to autoloop it using that, but it should be possible using the embed video tag.
Now I’m not sure how to use it with videos hosted on the wiki itself.
🤷♂️ Well, not vital that it's looped anyway, is it?
No, but it bugs me when I know it’s possible.
May need some admin stuff for the Wiki though. Seemed to work with the autoloop class on another Wiki, so maybe something needs to be included on the entire Wiki.
I don’t have access to the css so I can’t check if the class is present or not.
🤔 From a quick test it seems to me that you can still read that kind of thing. Though I'm not that experienced when it comes to that.
you can see the css used on a page, but I can’t check all the wiki css, so maybe the class exist but under another name.
You can still view the css even if you can't edit it
Could also try class="autoloop" instead of just class=autoloop, unless that's how the other wiki did it. Can you link to where you got it from?
I tried it as well and a few other way.
Tried with and without quotation marks.
https://dota2.gamepedia.com/A_Bit_of_Boat seems to work there.
it does add the class with or without the quotation marks, the problem is that the class isn’t defined on our wiki
Can get one of the admins or ooeyes to copy over the css
Well first test with your custom user css
Appearance -> Skin -> Custom Css
I should look into doing some custom js, as some bits I want to do are impossible without it

Thunderhead autocannon. https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon
while firing, bullets can be seen being loaded into the weapon from the box
Couldn't see that on my recording. Is that info wrong/obsolete, or something on my end?
(For reference, the file: https://gamepedia.cursecdn.com/deeprockgalactic_gamepedia_en/0/08/Thunderhead_Heavy_Autocannon_Animations.webm )
I assume it's an interpretation of the bullets visible in the magazine disappearing when at 0
They can actually be seen moving backwards towards the player though (at least at 0.5 speed) 🤔
I'd just remove that line, unless somebody disagrees.
The dev way of making them disappear
They can also be seen disappearing when reloading while at more than 0 ammo, as I just checked.
We are missing the new icon for elemental insulation.
Looking for one person for a quick test with sweet tooth.
still need help?
Yes I do
beta branch or release build?
release
I'll jump in once it downloads the release build
ok
Test done, with that all perks pages are now up to date.
Yey.
In-game it's Gyro Stabilisation (english), but armor (US-american). Hooray for consistency.
On a related note. The Wiki currently says the GK2 "suffers at range". At least compared to most other weapons that doesn't seem to be the case, right? Like, it's no M1000 Classic, but still decent, especially among the default weapons.
I think given it's an non-us dev it's meant to be English but with a few US words used due to the colour/color issue of web dev
GK2 was pretty bad at long range a long time ago, but since they buffed it isn’t the case anymore.
-.- Then why's the Wiki in US-american
Anyway, I'll edit that bit about range, if that's the case
It's in US American as there is ~5 US Americans that have Corrected it
I was thinking the wiki and game was in us american as well… it isn’t?
ah that explain it.
It's very inconsistent is what it is
As are most things if several people work on it, and nobody enforces a consistent style
Probably should ask the devs for what they intend
Ye.
Let's hope it's english, and then rewrite the entire Wiki to match that.
Would not be too hard to fix either way
Oh, and speaking of "armor".
The stat listed in the equipment terminal. Is that the total modifier, or a bonus? IIrc some weapons had something like 30% base, that shows up when upgrading with an AP mod, are they really that bad vs armour?
30% armor damage doesn’t mean you do less damage when you shoot a creature in it’s armor
You’ll still hit it the creature for x0.8 damage when it comes to health damage.
It does mean you are less likely to destroy it though, iIrc?
You’ll break the armor as if the shot was only x0.3 of the damage though.
So you’re less likely to break the armor part you shoot at.
So there really are weapons that bad at it, which means the GK2 is average at it. Had hoped for a 100% bonus on my favourite weapon 😦
15 armor damage which is base gk2 is around 45-55 % chance to break one light armor part from the tests I’ve done.
I checked crowdin a bit, from what I see here the game is in english US.
There is a few UK terms, but less than 10 % so it’s probably typos or mistakes.
Well I don’t know a lot of word that are differents in en-us and en-uk but so far I got about a hundred result for the one I searched so it should still be relevant.
Think it's just best to ask, going off an official thing is better than any of us guessing
We should ask In the #wiki-after-dark channel then?
Well Stuff from the Miner's Manual is uploaded, quite a few useful images in there
Well guess I’ll try to go for the creature pages next then.
There is also a lot of now clean cosmetics icons
Those are generated, not in the game files
Only thing close in the files is stuff for the promotions
😮
yeah we gonna need to mass screenshot crop
Current images we have work well
Kind of
the projectile does 10 base Kinetic damage
But the DoT starts the same frame
And that is Acid damage
so a (large) majority of the Acid Spitters damage is elemental?
I think the DoT adds up to 5 base damage so 33% elemental
🙏🏻 you wiki mains are a true blessing
Glad to be of help
This is the DoT info for the acid spitter, the damage is per tick:
Acid Spitter Acid Spit:
Damage: 2.5
Damage type: Poison
Interval: 0.5 - 1.0 s
Duration: 2 s
should the wording be clarified for cargo crates to make clear that the class of the player to first open the crate doesn't affect the cosmetic received, just that it selects randomly from the ones that player has not yet unlocked?
when i started playing a few weeks ago, after reading the article i was under the impression that if you opened the crate first, it would give out a cosmetic for your current class
and was very confused when this wasn't the case
Added a clarification just bellow.
Since the update hit today in a couple of hours I'm gonna push the Lost Pack page already
Is there any list which enemies have light/medium/heavy armour? Creatures page says Q'ronar Younglings are the only ones with medium (-50% damage) armour, is that right and any other "damage-reducing" armour is light (-20%)?
yes that’s right youngling are the only one with medium armor, other damage reducing are 20% only.
As for a list, I got one here on the first tab:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
But I believe I updated the wiki creature main page.
https://deeprockgalactic.gamepedia.com/Space_Rig
Trivia
According to the 2018-2019 Deep Rock Galactic Roadmap, the Space Rig is due a major overhaul in 2020.
Cant that be removed by now?
Yes I think we can remove it now
Any idea how many pickaxe customization parts are there rn?
There is 15 files in the pickaxe skin folder
@untold summit 7 skins, 7 thumb skin whatever that means + the default one
ugh, does that include all parts and stuff?
no, it’s only textures from what I can see
uhg, just how many helmets am i gonna need for all these
but it’s a bit hard to tell from the files alone
they're almost impossible to find
I can confirm parts are stored somewhere else
you can check it yourself with ue viewer if you want
no need to exctract the files for that
looking at all subfolder, I’d say 7 skins per class per part (4 for the blade) including the default one, the thumb thing was only in the skin folder and nowhere else
I don’t know for that sorry
It's just the weapon skins and victory poses
22 poses per dwarf
that's 80 weapon skins
168 then?
tho you can't get all victory poses from crates
should be something like that, maybe less since some comes from other source I think
i checked it's 9 per class you can get from crates
so 116 crates to get all crate contents
my brain hurts counting all the pickaxe parts
there's 7 different slots
and then the dwarf paintjobs
are there like sets or smt?
160 parts if I didn’t forget anything
uhg
6 frontlades, 4 backblades, 6 handles, 6 heads, 6 matelials, 6 pommels, 6 chafts
all that for 4 dwarves
didn’t count the default for each
well that's not cetrtainly 160
(6x6+4)x4 = 160 did I mess up somewhere?
parts go for every dwarf
yes, hence the x4
no i mean one part open it for all dwarfs
Curious at which rate the armors spawn inside the caves.
Been running missions like hell today and managed to get one single armor part.
That's it.
Meanwhile I had 4 machine events and 8 crates.
Been trying to get 3 complexity 3 length missions . Guess that increases chances.
Anything official about that yet?
I feel like I've been holding up the Wiki Guardian spot for a while now, I'd like to pass on the torch if anyone is up to the task
i'll take it
lol no offense but I never saw you editing or maintain the wiki you have no claim
haha no
I have some best candidates in mind but would rather not put them on the spot
Can you even transfer the Wiki guardian role
I'd imagine I can ask OOeyes
Yeah guess that's true
I would be up for it, though feel like a Wiki guardian probably should write articles, while I mainly do templates, images, categories & adding numbers to pages, literally anything but writing articles
Pretty sure that's not a requirement. In-game knowledge is, I think.
On a different note.
Miner' Manual says armor breaking rounds "pass more damage through light armor". IIrc Elythnwaen claimed the opposite. Maybe it wa changed with the patch?
Also says the shot breaking it will deal full damage.
That's true (The wiki guardian stuff)
I think the Miner's Manual stuff is still wrong, did not see anything correcting it in the patch notes
I don't have much experience with the reliability of DRG's patchnotes, but my experience is that patchnotes don't allways list everything.
I think only a few things get forgotten from patchnotes
yeah don't worry about that, I didn't create many articles either
it says 483 creations on my profile but pretty sure 96% of those are media
For the armor spawn chance: no idea for now but according to jackob the crate got the priority.
For the guard spot: I have no idea what is the role of the guardian.
Wanted to put that in the other window, I failed.
I just checked again for the light armor: the shot breaking the armor still does reduced damage.
Need to poke the devs again to get that corrected
If creations is what matters, I’m not in a better place, only got 27, most of what I do is tests to try to understand the mechanisms of the game.
And edits the pages once I figure out the hidden thruth.
Still need to find the numbers for lost packs
didn’t really search for them on my side yet
Gamepedia help Wiki simply says "expected to be active editors". Uploading images, editing templates, etc. all count, I'd assume.
https://help.gamepedia.com/Gamepedia_Help_Wiki:Wiki_guardian
While in general, wiki administrators are no more than registered wiki users, who have been trusted with janitorial responsibilities, wiki guardians are also expected to be proactive in recruiting editors from within the game community, being active on forums, and/or social media. They are in general expected to take more of a leadership role while establishing the wiki than an administrator on a more mature wiki. They are also expected to be active editors, adding game content, and working with the community in establishing the wiki's "style".
A wiki guardian is a special user who has claimed a wiki that had no previous admin, or the previous admin is no longer with the wiki. A user with this role can be identified by having a special label on the profile page near the username. The role comes with the same permissi...
There is a curve in BP_LostPackStart but I was thinking it's more where to spawn stuff, but might be the spawn chance
See also, admin guide https://help.gamepedia.com/Administrators_guide
Public wikis successfully operate on a basically democratic level. This doesn't mean that every decision is voted on, but in general, decisions on a wiki should be made by reaching a consensus whenever this is reasonably possible. The following guidelines are provided to help ...
Proof for the shoot breaking light armor
Guess they would count
Well easier way to check would be to mod it I guess, I can try that once I’m done with my work
The point of the curve the others use would suggest 100% spawn rate, so I'm thinking it's not for the spawn rate
After seeing what a guardian is, I think Cyrob would be a good choice for that.
Access wiki analytics I would really want to see that one if you can share a screenshot; to know which pages are the most popular and would need rework/improve focus
Thanks Elythnwaen, nice to hear that
Analytics are not meant to be shared in certain ways
https://help.gamepedia.com/Analytics_Dashboard
Though probably would be fine to share in #wiki-after-dark
DO share statistics with other active editors on your wiki
Yes would be nice there since it's for active
Yeah it was more the DON'T share specific statistics in public forums, discords, or other spaces
So our private channel is perfect for it
btw if someone want to finish the patchnote page you welcome, I just made an early copypaste missing like half:
https://deeprockgalactic.gamepedia.com/Update_29:_The_End_of_the_Beginning
I can do that in ~2-3h, not sooner.
GD_TreasureSettings does not parse now so likely lost packs are controlled in there too
Look like they are, the word lost pack is present in the uasset file
Finding the numbers for that will be fun
It’ll take some time or guess work.
Should not be the worst to guess since it will be some 1 in X
Also since we don't have an icon for Lost pack may put this in
probably something between 1/5 and 1/20 so it shouldn’t be that bad yeah.
I bet it's same as cargo, it's based on the same system
I knoz there is a saying if it aint broken don’t fix it, but in that case, it was broken so I don’t think they’d reuse it without a change.
I mean the cargo spawn wasn’t affected by mission length as it was supposed to.
@weary sonnet When you test for shot impact numbers/values, are you isolating the specific armor break/pass value for each individual "shot" collision event...? Or each mod (applicable pierce/break mod) affect on the "light armor" as a section... (& is armor a separate "tile" on a unit? Or as part of an value-amalgamated hitbox region on a single enemy unit...? (then with the broken pieces of armor "coming off" as a QoL animation, not a "phyiscal object" in the gameplay...?)
We did chat yesterday, or before- am still trying to refine the question
For that test, the armor break chance isn’t known for light armor.
So all I needed was:
- a creature covered in light armor (grunt in this case)
- know how much damage I’m loosing when shooting in the armor (20%)
- sure that difference in damage will be significant enough to be visible with a single shot since I wanted to test if the hit breaking the armor will do normal or reduced damage (so a high damage kinetic weapon)
- be able to tell if the armor broke or not (the visual animation and the fact that a part is missing after that confirms it)
As for the hitbox in this game it’s equal to the creature visual model in pretty much all the cases.
Well, that seems like a good start, yet begs more questions... 1. We (players) don't know the raw value (numerical data) for light armor overall (specifically as a collision event, not how represented in-game as visual cues or animation secondary to value affect) 2. We don't know the base damage + break/pierce mod numerical value specific to each weapon... If the anecdotal answer is: "20% of *damage is lost to armor," Then 20% of what...? Overall damage? Weapon base damage? Then is that 20% *converted to focus on armor value? Or is it 20% just null by equal/opposite lost armor value? And to point back to the root question... Specifically: when there is a collision event between light armor (of any unit) and an individual shot (from any break/pierce mod buff)
... what is the consistent affect of the armor/mod interaction...?
This is a tough question to drill down on...
pierce just allows to hit more than one enemy unless it hit a wall / floor crystal / heavy / unbreakable armor
Light armor is a direct 20% damage reduction or x0.8 damage compared to what you’d do to a non armored target like let’s say a lootbug, breeder, nexus…
Also, we have to be careful to make a distinction between what we see as animation events, yet are not representative of how the various code packages are interacting at a numerical value level.
armor break just allows to remove armor pieces on enemies faster, under that armor the creature takes normal damage (ie x1 compared to the x0.8 for light armor or x0 for heavy)
Yes, we are sorting out how to most effeciently use mods for DPS/DoT here. Thanks for the play basics reminder. Again, those "pieces" may only be represented visually, w/o a direct effect on the value exchange from collision events.
Well they do affect the damage, I checked it.
Armor only affects direct damage, not AOE or DoT though.
On a different note.
Opinions on turning the gallery section of weapons into an actual gallery? Would allow for captions on .webm files, which might be nice for showing how certain overclocks/upgrades look/work
@proud cargo feel free to do that, any caption on what the video is about would be helpfull.
Yes, armor remains a *set value, no matter how visually communicate action to the players- Am not disputing any damage done... all I want to sort out is: how *total damage potential is distributed *when there is a mod specific to armor interaction.
Armor only affects direct damage, not AOE or DoT though.
@weary sonnet ... Wait, are you saying armor ignores AoE & DoT...?
isn't it obvious?
For DoT it is obvious, for AoE it ought to work or even be more effective, at least vs explosions.
explosions destroy armor, but even wall can't stop AoE damage
DoT and AOE are not affected by armor, since they don’t hit a part of the creature in particular.
AOE damage scale by how far a creature is from the center of the AOE, that’s all.
I've never understood why some feel need to mock others for seeking information *from conversation w/ subject matter specialists.
Ok, so is fire (*does fire collision cause) any DoT, or AoE...? Only asked since you had said no earlier here, yet wikki page says yes, which you curate. update dropped today, must chill & just go play
Fire by itself is neither, just another damage type.
You can have fire AOE (like TCF) or fire projectiles (like the charged attack from the EPC) or a fire DoT (the on fire DoT resulting from reaching the burn temperature)
Ok. Seems like I cant distill what I'm asking to get a focused answer here, so gonna head out. Appreciate your time as always, @weary sonnet
Update 29 page is done.
Do you wiki gods know if todays update for the temperature changes on oppressors/bombers means that snowball no longer will freeze them?
first game i joined had an oppressor in it, it cant anymore 😭
Cryo 'nade doesn't seem to freeze Opressors in one hit either. Not too happy, considering that's the main reason I used it before.
No unfortunately we don’t have access to the temperature value for creatures, and theses are pretty hard to test accurately, especially for values higher than -100 like it must be the case for oppressor.
I asked the devs 2 days ago but no answers for now, guess the question scared them.
Tried to check the new hoverboot burn effect, most of the info is lacking when I serialize the file, it’ll need testing as well it seems.
For duration and interval at least.
sorry if the question was already posted but how i can notice a helmet part the new random skin if armor paintjob/pickaxe around the map ?
from what i gather is just a little helmet stick on the ground but there is a little light or particular sound that help me notice it ?
Yes, light and sound.
ok thank you
anyone got some of the missing icons or any other Lost Pack armor skins?
Just a screen shot of the Wardrobe with icon will help I will do the crop
I don’t have any of the skins you need sorry.
Tried looking for any of the possible fractions in the GD_TreasureSettings
Only values I found where 1/10, 1/6 and 1/3
One of each so the one that were used previously by the cargo crates.
Wonder if it somehow uses the same curve
And just then does something like a 50/50 chance for it if spawns a crate or pack
Does anybody know what the damage bonus on the gun platform's defender system mean? It seems weird to write in a "damage bonus" instead of just increasing the base damage... does it grant the turret extra weakpoint damage? I checked the wiki, but it doesn't clarify...
@simple mesa Sent you an armor skin for the the Driller via dm
https://steamuserimages-a.akamaihd.net/ugc/1023947112096426904/FD38C06767B5C97C5CE8519183DE6390D67CFFC6/ This skin is called Top Dog
is there a way to play the tutorial again anymore? or was that taken out? i kinda wanna see the difference between then and now
Escape Menu > Miner's Manual > "Getting Started" > "Launch Tutorial" button upper right.
Convoluted as hell compared to before, but it's there.
thx mate
@rustic trout I'd assume it just doubles damage. Which is going to add different damage on twin turrets and MkII ones.
Though iIrc other weapons do simply list the damage change, so still a little weird.
@rigid turtle & @midnight tinsel thanks, added!
I've made a bunch of Redirects for some of the more popular Search terms, though some don't really have a page, Mainly Union (Or Miner's Union) & Quotes
So making either of those pages after the U29 Stuff is done may be a good idea
Btw, some stuff auto-generates edit comments. Redirects among them.
If you leave it blank it'll automatically say "Redirected page to ..." with a link.
Don't think I've ever left one blank to find out
Good. Not leaving comments should be a BLAMmable offense
Lost Pack skin collection slowly growth, thanks for helping the collect, you can PM me or post here 😉
I think it might be 5 per classes so 20 skins
From the skin names we had to translate, there is potentially 8 skins per class (if they added them to the game, of course)
Warthog page could use the info for the rebalanced OCs. Only OC I have for it wasn't changed.
https://deeprockgalactic.gamepedia.com/"Warthog"_Auto_210
Subtle Shadow for Scout (bottom right)
Chalkbuster down left
Already got: https://deeprockgalactic.gamepedia.com/Armor_Skins
It's a Mastery one
I just looked the post above
Here the list of the missing Armor Paintjob icons:
- Splattered (Driller)
Do you know about the phero if a phero enemi can attract an other phero enemi ? because it look like it can't and the phero enemi target you, the non phero target the phero glyphid and they run to you not killing each other
I don’t think they can, phero enemies will only attack non phero enemy, but I’m not 100% sure.
I think that if a phero enemi could be attract by another phero enemi the phero wouldn't be so " bad " with the nerf
btw idk if it's been mentioned but cargo crates cannot occur at the same time as lost packs - it's either or
Hello there ! On the cosmetics page, you forgot to add exquisite handlebar, which is an matrix cosmetic 🙂
o mighty wiki gods, does epc single shot deal the 3x damage to frozen or is it considered aoe?
I don't see why not
Normal shot, Charged Shot's direct hit deal triple damage, pretty sure
People even take Heavy Hitter for that manner
i remember a lot of chatter about epc having a bunch of weird damage types together
and IIRC not all damage types get multiplied damage vs frozen
I heard that cargo crate and helmet cannot spawn together, is that true?
Because FYI, I had that happen to me yesterday
Hotfix.
Thank you!
For EPC vs frozen, SplitSentro was rigth:
Normal shot and charged shot direct damage x3, rest is x1.
For crates and helmet, they can now spawn together, the spawn rate seems to be 1/6 for each according to the tests done so far.
Am I right to asume that the "Glyphid tank.png" file hould be moved to "Glyphid praetorian.png" (or "Glyphid Praetorian.png" if we want to keep the capitalisation consistent between files and pages)?
yes you are
So far creatures names are capitalized.
But for other images like perks icon, only the first word is capitalized.
So I’m not sure which rule we should use in this wiki.
I know the perk template doesn’t work if you capitalize every word.
Well, allmost all pages are, so it'd be weird if the files were different...
So I'll move it to Glyphid Praetorian.png.
If we do it for all image from now on, I’ll have to change the templates, not saying it’s a bad thing, we just need to choose one option or the other and stick to it.
It should also work with redirects, no? I.e. moving the files with the wrong name, and the template just uses the redirect
So capitalazing all words from now on?
Seems like it.
Though a style guide (linking the general Gamepdia one) wouldn't hurt, for stuff like that.
Also specifying whether words like "and" or "or" or "of" should be capitalised in titles.
Also, about Praetorians.
The 12 damage per hit is for both the melee and the acid spit attack, right?
Then the creatures page is wrong on that
Praetorian Acid Cloud:
Damage: 3
Damage type: Poison
Interval: 1.0 - 1.5 s
Duration: 10 s
Preatorian Acid Spit:
Damage: 5
Damage type: Poison
Interval: 0.5 - 1.0 s
here it is
Should the death cloud be put under "attacks"?
Also, is the melee damage 12 at all then?
A style guide would be good to decide on and put together
And the numbers on the wiki are a mix of base and actual damage
I should be able to get most of the good number or tests them.
I expect to finish the perks today and try doing a template for creatures.
Think may be best to only have damage numbers only on creatures individual pages, where a breakdown of how it is on different haz levels can be done
But like both of you said a style guide may be more important atm.
And should the variants (radioactive + frost in this case) be on different pages? Currently not the case for exploders nor grunts.
I was thinking of adding them in the same creature page for individual page since there isn’t much change.
I think having the same page for them is fine, since they will not be the longest pages even when merged
If the page was to increase in size a lot then that's when to think about splitting them
Gallery section for praet page it is then
What should we keep on the main creature pages?
Picture, base health, weakpoint location + value, armor type, variants and resistances?
So that’d leave scalling health and attack pattern and damage to add for the individual creature page.
Probably also 1-2 notes on basic tactics to fight them. Just not in-depth or complex/advanced tactics
I'm not set on anything yet, was thinking it could be used as an index page with a small table of all creatures, allowing people to go to the full page for whatever creature quickly
But that could just be something at the start then a breakdown like that for each after that
Table structure for now then?
Is there some icons I could use for the elements so I don’t need to writte their name?
Also what about status immunity? Individual page as well?
Well we can’t make a table with too much data or it’ll be a nightmare to use for mobile users.
Unlike the current cell type display.
We could just make a nicer cell display
The table I was thinking of at the start would just be icon and name of each
To make a cell display work better than the current and use a different display depending on screen width we would need to lock the cells height I think.
Found all the icons used in the Miner's Manual
But pretty sure that does not cover all damage types
Don’t need all of them since they don’t have all resistances
Fire, Frost, Electricity, Explosive, Radiation and Melee sholud be enough.
If one is missing I’ll make an icon if needed.
If we want to use them for damage done by creatures’ attack, we will need poison/acid as well.
There are some resistance icons
E.g.
I could made similar icons for all the resistances
Well, Praetorians now have a proper page. Best to check if everything is right.
https://deeprockgalactic.gamepedia.com/Glyphid_Praetorian
Glyphid Praetorians are large Glyphid enemies. Smaller than Glyphid Oppressors, but significantly larger than Glyphid Grunts. Much of their body is covered in heavy armor that blocks all direct damage, but can be destroyed with sufficient firepower. Upon approaching a dwarf th...
Well tried to test hoverboot, not what I expected, interval will be hard to check, this thing only do heat damage, not fire…
For the preat page, no mistakes from what I can see.
attack also scales iirc
Yes they do, we can add the scaling part when we do a template for creature attacks including damage type and interval for dot types attacks.
Quick Job but page needs something recent looking
Doing the Resistance Icons now, What would be represent melee?
On my spreadsheet I went with a simple pickaxe icon.
This?
That would work
Or this
The most easily recognisable when at icon size.
I’d say more the first one since it’s the basic pickaxe appearance.
Yeah, looks nicer too
Should the Resistance icons be colour coded or just all white
Melee can stay white, we could add some color for the other element, would make it easier to recognize at first glance.
This is the kind of icon I used on my sheet:
Background on the wiki is much lighter so we can’t use the same but if we don’t keep one line per element / resistance on the wiki, a simple color code should help.
Ah not such a clear cut at a small size.
It may be too detailed for used at a small size.
True
So changing my mind and going with 1.
Using the official colours Explosion/Fire & Electricity/Frost will be similar
Full Colour Variants
I think the white border is better, for the explosion I’d say the alt variant as well.
Just finished the tests on hoverboot, 20 heat damage, tick rate is 0.25 no direct fire damage.
For the updated template, should I put the update 28 to old version now?
Yeah guess that it is old now
Uploaded the icons
Checking and updating all perks first, then I’ll move to the creatures.
Only perk changed was hover boots right?
Other was sound or particle effects only iirc.
According to the patch notes at least
Yeah I hope there wasn’t too much hidden changes, I still need to recheck all guards resistances
Look like they removed at lest the electric res and not only the electrocution immunity.
That's a nice change
It is, but we don’t even know if it was intended or not.
And I still need to test it properly I only tested it through and OC (electrifying reload) for now and since OC they tend to ignore the rules, I’ll try to verify it.
Just a 3/3 complexe/length map with ME, Cargo and Pack; nice
Wonder what the chance of getting everything in one map would be
Well for all of them it's 0.7%
damn I should had get a lottery ticket
Getting both Bittergem & Error Cube is 0.18%
So all of those is 0.00126%
Or 1 in 80K
you may as well add a crassus, hoarder and golden lootbug while you’re at it
ME, Cargo and Pack is ~1 in 142
Everything has a 0.00000567% Chance
Yeah guess I had a rounding issue
Everything has a 1 in 17.6 Million chance of spawning
Can we remove the need for cleanup on the perk page? Or there is still something we need to do first?
https://deeprockgalactic.gamepedia.com/Perks
All individual perks pages updates, proofreading the main page.
Yeah, it's definitely been cleaned up since it was added
I rewrote almost half the page since then.
Feel free to remove it
I'm going to edit the Updated Template to also auto add categories to pages based on how updated they are
Ok, let me know how to use it when it’s done
I think the only thing to give it would be maybe it's only little box
An Maybe moving all the strings to a different template
So, I thought about giving the Creature Armor page a gallery.
Categories for it? Creature images?
Fits, you can always make a sub category
Also if you want to be fancy, you can use NVidia Ansel to greenscreen the background out
Categories are done, should make it easier to manage what pages need updating
could make like this as well, or gold, or whatever
just white/same color would be too bland
Perks main page and sub pages fully checked and up to date.
As for the icons they do look pretty good with a gradient.
Once they are in use we can try between alt versions and see what works best, that version could be it
Did a rough first draw for the table (didn’t modify anything yet).
Adding a tip section take a lot of space if we use a table.
Another point is we can’t see well enough the difference between positive and negative resistances.
(Don’t take the tips seriously, just wanted to add some text to see the place it’d take.)
"A good steeve"
Who's a good bug? Who's a good bug? Yes you are!
Layout seems fine to me (then again, I'm not a heretic using mobile). Though needs moar links.
And needs a note at the top explaining base health at least. Though I suspect there'll be people who won't read that.
Well I can try to fit the current health template into that table, or to adapt it.
Name could go under the icon to make that column look cleaner
Also, the current health tables don't work in tables, so you should probably just adapt them
Steeve needs to be written with capital letter!!!
how could you
he's doing sooo much for any class..
The health template can be used, but it look way too weird in this kind of cell.
btw I retested electricity resistance on guard, they don’t have any resistance to it anymore, even variants
Probably needs thicker lines or something to separate the subvariants and the stuff about the next type
Something similar to that?
Ye
1px v 4px
I’ll do the template for that tomorrow if I can find enough time.
efficient is spelled wrong
Do we have any data on em discharge? I just tested it on a lootbug and it seems to do 45 dmg (at the centre of the turret, dropping off to about 50% at 5m). I'm not too sure how accurate those numbers are though.
seems about right
with that number DPS goes up to 243
when I tried it first time it did 1k damage in a bit less than 4 seconds
I can't tell what exactly dps it has, anyways I'm pretty sure it'll be lowered down
Yeah, with the elect chance buff they really need to take a look at that oc.
there is a 45 in the stubby weapon file, but not sure it’s for the em discharge or not.
Am I right to assume the <nowiki> </nowiki> that just got added to the EPC page does nothing to actual formatting? Got added to something the anon was supposedly not even editing.
If my asumption is right, I blame visual editor. It should be burned in holy fire. 
If so, I'll fix the header on the TCF (one = too much on each side), and fix that too.
I assume it's the Visual editor at work
Yeah definitely VE being silly again
"Again", as if it ever stops being silly.
Allright, editing then.
huh the electric icon seems too dark to first notice its shape like a thunder
If it’s just the icon, we can see to replace them later if needed, I was more talking about content/order of column.
If some stuff should be added or removed for the main creature page.
the creature page is really hard to rework, I been trying too before and never found a good way
I know, that’s why I am trying to use a table with reduced info and icons to gain some space while still being clear.
yes good step
what about attack damage?
Attack damage will be on individual creature page
Some creature got several attack and some attack got too many factors for it to be on the main page.
Honestly at first I was thinking like the Equipement page I have reworked back there; it was like delete all infos and just put the equipement icons/name and make it a portal to all other pages; we making doublon
Well we could put a short list here if we remove the tips part.
But we won’t be able to fit all details for sure.
imo you could probably just do health, variants, and mabey region if it's just a shortlist.
Maybe center the name if there are no variants?
sure, easy to add.
Two main things I would like to add, but they are not major visual changes
Just going to work out how to do them first
Do you want me to validate the page so you can access it?
Not a template for now since it’s just a test page.
But still in the good location to make a template.
Well for one of the things it would be best for me to make my own template first
I’ll send you the code then.
That one would be hover-over text
Since we don't have the health scaling table, maybe be best to put an * and give an explanation of it on mouseover
But Mouse-over text may be a handy feature to have for other things so will just make a template for it
another way to do it woul be to make the health scale to a choosen difficulty, but that would require javascript so not sure if it’d be possible on the wiki
The Wiki does have javascript
Only I can edit the Wiki-wide one
But in settings you can make your own custom one to test these things out
https://deeprockgalactic.gamepedia.com/Special:Preferences -> Appearance -> Custom JS
New template made: https://deeprockgalactic.gamepedia.com/Template:Hoverover
Oooooooh, fancy.
Do you know what is the monospace font we must use?
I may need that depending on how I display the health inside it.
No rush I won’t do anything else today, my brain already started to shut down.
Css has it set to font-family: 'Open Sans', sans-serif;
The other thing I'd want to add to the table is anchors so that we can link to each entry if needed
Which can be done with either
<div id="CreatureName"/>
<span id="CreatureName"/>
Isn't that the same as the existing Template:Tooltip? (Regarding Template:Hoverover)
It is, never knew that one existed
Moved all the table templates and table template categories into a new Formatting templates sub-category: Table insertion templates
(If I missed any just add them in)
is there a list of all the pickaxe options yet?
Very handy to have all those templates all in one place
I was looking for new Space rig images, but only cut-out picture is the icon from the miners manual, would works but want peoples thoughts on it
I though they said they’d add new picture of the space rig for the miner manual? Or am I mistaken?
I have not seen it, but may just be blind
This one is fine otherwise, still clearer than the loading picture or what we can see from glitching outside.
It's possible to get very far outside the space rig just it's not possible to get a clean cut-out (In this image the is quite a bit of green on the edges
Do you still have the source image from ansel?
I’ll try just on a small part to see if I can improve it.
Still some green left, some parts are too thin to remove it all, would need to recolor it.
Looking at it and the loading screens it's more and more obvious that they put the rig above the current blocks were the dwarves are in
The tiny part on the bottom of Cyrod isn't visible anywhere else and it's even blocking the drop pod chute
New attempt
Unless messing with the brightness there isn't much you can see on that, unfortunately.
Yeah Discord emphasizes the green edges
My original super green one only have 1-2 pixels of dark green
Not sure how much the devs care about that kind of thing here, maybe it's possible to ask them if they have something better in the files?
We could ask for a render
Discord really make it a lot worse, even zoomed in I can barely see any green.
even with a black or white background behind it, i can't see any green border on photoshop
It's a thing that can happen from compression
They are using a dumb algorithm for it
second one i sent was without any compression
Discords compression
It scans the the image to guess what is important and it thinks the green outline is
Mainly just as it's brighter than most the image
i can tell something weirds happen yeah, when opening in a browser it's green af
Since its surrounded by transparent pixels it's see as free, so to visualize it clearer it uses some of them to emphasise the border
not possible to just extract the model + texture from the game?
I moved the strings from the Updated template to their own, so it can be translated for other wiki version, but just though of something that should cut it down some more
If it works it will only need to be updated for each named update
I'm at work right now. Would it be possible to go over that tomorrow morning (GMT) ? (that would be in 18 hours)
Yeah, there is no rush on translating it, I just wanting to make it easier before it is translated
It's more to see how it works. I the concept is sound, I'll try to expand it for other pages as well.
Well for this template I'm doing this as the Original template will be constantly updated every Hotfix
Though if you look at it and see someway to use it for other things that will be good
Is there a way to add the updated template to all pages by default?
At least it’d say that the pages haven’t been updated since U27 or something.
(I was thinking maybe you can with your new rights.)
I think there is ways to have it included in new pages but not sure about mass applying it
Well all pages inherit some base settings and are transcluded in a kind of mother template, so maybe just editing that base template could work?
If it’s too much of a hassle to do don’t bother we will just focus on adding it from now on.
I would give it a try but I do not know of any base page template
There may be extensions that allow a mass edit
Right now just working on the UpdatedStrings template
Works perfectly except a random space is appearing in the middle of it
any line break will be considered as a space, could that be it?
If that was the case there would be a few more
If was the new line
Just hid itself well since is was making more just spaces were meant to be there
But the actual spaces I put there were being ignored
Well it's live now, Template can handle Hotfixes for any version
Will do something similar with the main template actually
Ok, managed to get the template working for the creature table, just need to define the variables now.
Creature table template is ready for use.
Here are the parameters
{{{Creature Table
start = 1 (required for the header of the table)
variant = 1 / 2 / 3 (required, it’ll split the resistance and variant parts)
end = 1 (required for the last line of the table only)
name = creature’s name
icon = name of the image for the creature without the extension
health = creature’s base health
armor = creature’s light/heavy/unbreakable armor (Light Armor)
weakpoint = creature’s weakpoint location and value (Head: x2)
v1name = variant 1 name – Default Common
v2name = variant 2 name – Default Glacial Strata Variant
v3name = variant 3 name – Default Radioactive Exclusion Zone Variant
tip = strategie or info about that creature
fireRes = Creature’s resistance in percent
frostRes = Creature’s resistance in percent
electricityRes = Creature’s resistance in percent
explosiveRes = Creature’s resistance in percent
radiationRes = Creature’s resistance in percent
meleeRes = Creature’s resistance in percent
}}}```
Didn’t include hoverover for now.
Is it ok if I call later this evening so you can explain to me how to use it? I'm still at work :(
Sure
around 22h30, that ok ?
It should be.
cya later then
👋
https://deeprockgalactic.gamepedia.com/Creatures#Glyphid
Used the template for the first few glyphis, didn’t remove any of the existants cells yet so there is doublons for now.
Proposition for the template:
Removing the tips column.
For the no variant: splitting the cell into creatureName | None
Do you have any idea how to display a "No resistances" when all 5 res are equal to 0?
Well, there's some "if" thingy, but it's written a bit... different, compared to what I'm used to from programming.
Most of these if thingy either don’t allow variables or only allow one from what I can see.
I can make it work, but it’s kind of a dirty and roundabout way I’d rather not use.
I'll try see if I can make a No Resistances thing cleanly, have an idea for it but may not work
This should be able to do it
| [Normal Display]
| [No Resistances]
}}```
Can also swap it around like this if wanted
| [No Resistances]
| [Normal Display]
}}```
Finished categorizing all the uncategorized files
Also added the small lava geysers to the Magma Core page, not sure if there's a better word for them
lava jets maybe
is Fragile (cryo shatter) supposed to work on praets? because it really seems like it doesnt
The scout's page would need someoe with a good knowledge of the game to do a quick check on the "tips and strategy" part, I believe some of these are erronous, but can't confirm them myself (I don't know the game that well).
Well, GK2 and boomstick seem accurate tips (if a bit short).
Though for the pistols... I don't think the damage per shot matters vs armour (though I'd prefer if it would)
@daring epoch just asked if this is correct
"Some creatures grow thin carapaces around them. Hitting this carpace will not hurt them as muchas a direct flesh hit would. The shell can be broken revealing vulnerable parts underneath. Ammunition with armor breaking capabilities will excel at shattering light armor, additionally, the shot breaking the shell will deal full damage."
I remember Ami stating that's how it is supposed to work, but one of you guys was not so sure it actually applied like that.
IIrc, @weary sonnet tested it and proved it did not work as intended.
Ye. He posted a vid of it too.
Shot breaking the armour still deals reduced damage
I retested it recently (on march the 27th) as FourGreenFields said, still not working.
I still got the vid if needed.
For damage vs frozen targets, the status page contain up to date information.
https://deeprockgalactic.gamepedia.com/Status_Effects#Frozen
Thanks Cyrob that should do it.
The slowing effect of the IFG will not work on Dreadnaughts, but the weakening strength of it still does.
Is that correct (apart from typo on Dreadnought, allready fixing that)? Didn't use the IFG much on Dreads.
Slow works on dreadnought.
It’s just less effective on health phase than shell phase because of the 60% electricity resistance.
Then I'll remove that line. Too in-depth for a general scout guide, but should be on the IFG page imo
Edited.
Would be nice if someone could proof-read. https://deeprockgalactic.gamepedia.com/Scout#Basic_Tips_and_Strategy
yeah looks good
i dont see anything obvious
there are some general fluidity changes i would make to some sentences but nothing important
Maybe swap resistances and armour/weakpoints. Would make it a tad easier to see that the resistance lists are for each variant.
Also, links to health and to creature armour pages on the headers. Yes/no?
Swap resistance and armor/weakpoint seems like a good idea.
Adding the links as well.
Both pages are stubs for now though, especially the health page.
Armor should be easy to check, but before linking to health page we should wait until we proofread it.
The other links that could be added is biomes mentioned in variants
Table updated
While the biome links can be useful, I think their main benefit is it increases readability of the Variants
where the roles at?
Roles?
@tranquil hazel #welcome-and-rules Basically in the first channel you are normally presented with also this is the wiki related room channel so try to keep it only wiki related
Ah, Discord Roles
Well they did have the Xbox Role
Tipless version for comparison:
Does look quite nice and clean
I prefer that one.
Go with it then
2 things I’d like to change for the final version: add the mousehover for the health
make positive and negative resistance values differents to see at a glance weakness vs resistances (either text color or differents icons not sure which one would be better).
Do you see any other improvement we could do?
I'd honestly prefer removing the health, rather than the tips. Tips apply to all difficulties, health scales.
Only other thing I'd add is not visual
It's anchors
So we can do https://deeprockgalactic.gamepedia.com/Creatures#CreautreName and it work
Alternative layout if we want to keep the tips but still display well on narrow screen/mobile:
I believe the last one (with tips) is too heavy/dense to read easily, especially if on mobile. As for the health, I had forgotten it is not a static value, maybe it would be best to remove it as well... After all, this table is supposed to be a global indicator, with the complete description on the creature's specific page...
Added a color code for the resistance column.
For the health, I personnaly think we should keep it.
Couldn’t get anything usefull with tooltips / hoverover for displaying full health value, but I think using the creature health template, either directly or by modifying it a bit could work.
There probably is a way to do it, it just will be hard to make look nice
Should I start to replace the creature page using the new template or do you think we should modify it more first?
Think we should decide what is happening with the Health
Oh boy, the How to Play guide could use some updates, it seems.
While the other dwarves are equipped with a standard Frag Grenade, the Scout has a special Inhibitor-Field Generator grenade which slows down enemies and causes them to take more damage.
Only 10 updates out of date
Well, parts of it. It did get some updates for other stuff.
The formatting of it is so terrible. Using main template, and on other bits links in the headers... and sometimes a space, sometimes no space around the title of sections (==Title== vs == Title ==).
Speaking of that. Main template, or links in the subheaders? Gamepedia Manual of Style says main template, because links in subheaders messes something up, but I've never seen that happen myself, so not sure if that's correct/up-to-date.
I'm posting it here as well, the subata pistol on its latest upgrade it has the ability to do extra damage on burning targets. That means the targets must be on fire or just tickle them a little bit with the flamethrower?
@mossy niche That means the target must be on fire for the T5 bonus to apply.
👍🏾
IFG page needs work too. Such grammar, many wow.
And is it correct that the IFG increases damage against affected enemies, even without any other special effects?
increases damage against afflicted and slows them
counts as electrical for stubby/zhukov +dmg to electrified targets mod
Well, submitted the changes. Would be nice if someone could proofread it.
https://deeprockgalactic.gamepedia.com/How_to_Play_Guide_for_Deep_Rock_Galactic
i changed it a bit
overall seems good
thats for IFG's about page
some of it sounded a bit off so i just tried to reword it to flow better
i didnt read everything on the How to Play Guide, but what I read looked good, but unsure if you meant to link that or link the IFG page
Well, I submitted changes to the how to play guide, so proofreading for that.
Not that changing IFG page hurts.
okay, went back and re-read the parts i just skimmed over, it all looks clean; made a few changes under anomalies and tried to make the assignments section a bit better, the phrase "On the one hand" didnt really work well there under that context so I did my best to remove it and restructure that section of the text
everything else 👍🏻
How does randomised damage interact with punchthrough/AoE (specifically the 40mm PGL upgrade)? Is it per shot (all targets in AoE take e.g. x0.87 damage) or per hit?
does cooling things down after they have been frozen further delay unfreezing?
or is lowest temp equal to freezing temp
is the small purple thing described anywhere on the wiki? you know the one that gives you a skin
small purple thing that gives you a skin?
I don't remember what it's called in game. First you find a thingamabob that you activate, and it adds a small purple marker on your scanner. You usually need to dig to the marker as it is placed in a fully enclosed cavern. When you get there you activate another thingamabob that is lying there and you get an armour paint.
Is this a better description?
awesome, thank you, @gritty bear
I'm compiling a list of "other content" that is what else you can do during a mission, which is not fulfilling your mission goals. So far I have Lost Pack, Cargo Crate and Machine events. Did I miss anything?
BET-C
Yep, thank you!
When you put "Blank Matrix Core" in the search bar, you get redirected here https://deeprockgalactic.gamepedia.com/Machine_Events#Reward which does not tell you how to get a Blank Matrix Core, only what it is used for.
Also it says "Empty Matrix Core" in one sentence and "Blank Matrix Core" in the other, but clearly means the same thing
Does gold rush affect the chance to spawn compressed gold chunks?
No, only increases veins by 300%
Allright. Just luck on my end then.
Does anyone know how blowthrough rounds interacts with the minigun's bullet hell oc?
lewd silaise
that was mildlypenis
you hold the minigun at the hip
Looks like the French Wiki is getting set up
Indeed.

(First thing once it's up, translate the templates used on the already french pages, I'll probably come to you guys a lot for advice on these since I don't know a single thing on coding them. Also, @shell frigate Didn't you say a couple days ago you had a potential auto translatable template ?)
Feel free to ask questions and yeah may make some changes to that template, but designed it to only need updating once per named update
Forgot to say thanks for trusting me with autopatrol @shell frigate, I'll probably continue being sporadic :P
That's fine, the role is for those that are know to do good edits
What is that ?
It’s a wiki role to get a notification anytime a page you edited is modified.
Auto patrol, Patrols all edits you make automatically, on page history or recent changes I see all edits that are not patrolled and can patrol them, its a way to fight spam
Ok thx, I think I get it.
@shell frigate do you know where are stored armor break multipliers (inate, not from mods) and damage data for hitscan weapons?
I can't remember anything off the top of my head
But would have though it would be in wpn_ files
That was my guess as well, but it seems to mostly just link all the other files together.
Couldn’t find the values inside it.
Huh, there is not really any other file that I though would fit for it
Ah, it may contain a few values as well, just not in the form I expected.
Ok it was in the weapon file, but not linked to any text in the uasset file.
No wonder the parser can’t open that one.
Hi what are these circle vault looking things in the grounds of the mule missions?
I believe you found a machine event. They are random encounters (not tied to a mission type) that can be activated by promoted dwarves only. Check the wiki for more info (on phone so no access to the link)
you can do that with the bullet hell blowthrough
@manic scarab
Does this drawing work the same for magic bullets and blowthrough?
Are there any particular images in the wiki that could be improved upon?
Normaly yes it does just test it if you want to be sure
@graceful crag ok, so there is a " problem" with that since the bulldog stats is 3 for blowthrough you can pierce 3 target, and the bullet didn't ricochet after my shot on 2 enemis
case 1) so the ricochet happen after the 3 enemis pierceing case1
case 2) the ricochet happen after the first enemi is hit and the bullet ricochet on the ground/wall
case 3) you hit the ground and the bullet ricochet and pierce the enemis
Thank you very much. This really clears it up.
I suggest adding this interaction to the wiki
I noticed some images have custom usernames in them.
E.g. https://deeprockgalactic.gamepedia.com/File:Player_Badge.png
Reupload with a neutral name like Karl, or Miner perhaps?
I would suggest putting "username" to avoid confusion with the player titles.
Karl isn't a title, but allright
I assume https://deeprockgalactic.gamepedia.com/File:Character_Badge.png and https://deeprockgalactic.gamepedia.com/File:Player_Status_HUD.png are outdated?
Yep
I'm about 95% sure the Space Rig page needs an undo.
https://deeprockgalactic.gamepedia.com/Space_Rig
La plate-forme spatiale est une des 87 stations servant de base d'opération orbitale et de déploiement de capsules appartenant à l'entreprise Deep Rock Galactic.
On y trouve pour le moment le terminal de mission, la capsule d'extraction, le bar abyssal et quatre "baies" dans l...
yeah the main one should be french what happened
I'm looking into it
Looks like Azerty while editing the French one a few times one of the edits applied to the main wiki
Happened in the middle of their editing of the Fr page, checked it did not have any extra stuff that would be lost then reverted the sudden French change on the main wiki
Yeah somehow one of the edits on the FR was actually on the main wiki https://deeprockgalactic.gamepedia.com/index.php?title=Space_Rig&curid=637&oldid=13524
All reverted now those so it's all fine
Could one of you explain to me the purpose of these that are found at the end of a page :
{{mechanics nav}}
It put a menu at the end of the page.
thx, I'll have to translate it as well... (so much work with all the links to fix 😢)
Where Wiki & translation combine just means the work to be done is multiplied
Hello, is the t5 mod for the lmg turret not called hawkeye system or something now? On the wiki it still says target prioritization
And does not include the range increase
Saw an interesting image (no idea if it was edited but probably not), is this a translation error or just some shenanigans?
https://i.imgur.com/5VQrLXH.png
https://i.imgur.com/FR2DJ7N.png
The poster said that anyone who played Driller became that different class name.
Could make a mod to replace a string, but could be a bug with translations
Probably a mod, sonce a translation bug would be applied to all of the players (as in : global community)
Does flow rate = faster fire rate at the expense of ammo count or simply increase the damage by a % without affecting ammo count
its the equivalent of rate of fire
hey is the faction board in xbox or do i have to reach a certain rank?
Only done via Discord for now, so not on Xbox
that sucks well glad I figured it out bow tha k you
Np
Clarification on converting damage to fire damage, Boomstick white phosphorous shells, does it imply that half the damage is applied as fire, or does it add +50% fire damage off the base damage? The PGL's version of this is different "50% damage converted to heat. This will reduce direct Damage, but will set enemies on fire," implying it reduces the damage, does it actually reduce damage or add +50% fire?
For the boomstick half of the damage remain as it is (kinetic for the bullets, explosive for the blast wave) and the other half is converted to do
both fire and heat damage..
So unlike the PGL you don’t loose damage unless the enemi is resistant to fire.
Oppressor resistances were changed without any mention in the patch note (reduced res to frost, electricity), here are the new one:
66% fire, 50% frost, 25% electricity, 66% explosion, -50% melee
Good catch
You can't
really
Would gifs of some weapon models be too much for the wiki?
Personally I'd like a weapon model viewer, but idk how they'd do it
Something like:
Now just need to do that for every combo
But yeah that looks good, wonder if it's possible to greenscreen
I have a better way than the above, just had to figure it out.
I should use a macro for mouse speed for the rotation, lol.
Yeah, that was without any editing.
Because it could potentially be a huge pain to edit all of the videos on top of the like 900 combos.
And the setup is a huge pain.
There probably is a way to auto edit it all but I would not know it
Yeah I had a weird set up to do the existing images
Involved making my PC think 2 monitors was just one ultra wide and then using the Nvidia greenscreen filter
Your current screenshots are really good.
Thanks, once I did the setup they were quick quick to capture
I need to get a somewhat normal view of this without the angle. I'll look into how the model viewer things on websites work and see if I can make one that is compatible.
Love the Shine / Lens flair
imported in another software?
Nope.
@bold plover I'm telling you. Use a controller.
You could export the models to blender and just automate the camera movement. But idk how to get the textures in.
hey quick question for the wiki gods, if a base revolver with the weakspot mod (50 damage, 65% weakspot damage) hits warden orb, a weakspot that is 300% damage, how is that calculated
50 x 365% for 182.5 damage on that shot? "> _>
Anyone here know if Veteran depositors secondary effect of 30% damage reduction also counts on elemental damage? From enemies like macteras and spitters?
Pretty sure it does.
Yeah I tried it out on the EDD and it seemed to be working like that.
Veteran depositor does work on elemental damage.
Last time I tested it it was only 20% reduction istead of 30% for the last tier though (U28P8).
@north quiver 50 x 3 x 1.65 so 247.5 dmg
Creature weakspot and weapon weakspot damage are multiplicative with each other.
I was checking how to display the health for the main creature page:
Tooltips/Hoverhover doesn’t seems to be a solution, only one line of text can be used and you can’t force it to go to the next line.
That leaves:
Base health
Base health + scaling type (normal, large, boss, neutral)
Base health + expand button (if we can make it fit)
It should work if we move the expand button
Not health at all
Shall we make a straw poll to deceide which one we use or do you see another solution or eventually a better way to handle it?
Could display the Base heath but also have it be the expand button
Plus maybe a hoverover with underline to explain that
That’d probably be the best option as long as we write it somewhere on the page or put some underline on it to show there is more.
Should be possible to use what's set up on Accessory Shop in template form
Also has a benefit of being able to make a button on the page that toggles all of them
That should be a good solution.
So it’s not too clustered by default, but you still have some additional info just there if you want to without going to the individual page.
You both just want to make me translate the whole page all over again, right ?
Since it would an edit to the template no translation on that part would be needed
But the main page has not even transitioned over to the template fully yet
Well I was waiting for us to know the know parameters needed so I don’t have to restart everything.
Adding scaling type should be enough.
Ah and I tried to check how to make anchors like you wanted to Cyrob, some other wiki got a template for that, it doesn’t exist on our it seems.
I though just something like one of these should work
<span id="CreatureName"/>```
Well I can try that when I implement the other changes, easy enough to do and check.
Okay thanks Ely, so it's (weapon damage x enemy weak spot modifier x weapons weak spot bonus)
Exactly, if the enemy has any elemental resistance/weakness, it’s multiplicative as well.
Creature template and Creature hp template updated, I’ll updated their doc and finish the table later.
Anchors added to the new template as well.
Very nice to have
You were right, a span with an id was enough to add them.
Documentation for the creature table created, but it could use some proofread/clarification from someone who don’t know the code of the template, I spent so much time on this template that I know all variables too much, so I feel like I’m biaised and they don’t need to be explained.
https://deeprockgalactic.gamepedia.com/Template:Creature_Table/doc
I’ll call it a day, I’ll try to update the creature page tomorrow.
I'll have a look over it
Looks pretty good only things are:
VxNames; does it generate a link for the biome or does it need to be inputted as one
The Resistance numbers are not fully explain do you put 50% 0.5, but the example covers that so it's fine
vxName generate a link with the default value only, for non default value we still need to add the square braquets.
For the resistances I added a clarification on the doc.
Shellback and exploder seem to have copy-and-paste errors in their variants.
Ok, I’ll check that.
I think it's just they have a variant but the name for it is not set so it's used the default
Yes you’re right I messed up for them.
No worries, seems like it will be an easy fix
Just need to add a line to define it.
Fixed.
I just forgot 2 lines in the code so they used the default value instead.
Thanks for spotting it.
Just finished editing the whole creature page to use the new template.
Looks good
I’ll check the texts on the page another day then we can probably remove the cleanup tag for that page.
And after that I’ll start bothering you again with question about the individual creature page probably.
Can one of you give me a hand for the upgrade icon template? I'm in the reg pod 1
hey I'm looking to help out for the wiki, and have no clue where to start
What kind of thing to you want to do to help out?
Anything really. This game is really one of my favorite games and i just want to help. but ive never done stuff like this so idk what's needed
Well there is lots of different stuff so it's whatever takes your fancy, I do a bit of everything myself
Would divide it into;
Writing pages (or extending existing ones with more text)
Checking pages (For both inaccuracies or just poor phrasing/spelling etc.)
Writing Templates (Prefab stuff that allows to make server version of complicated stuff more simply)
& Uploading Images (Mainly pictures of stuff that the wiki does not have, such as some Weapon Mesh images)
I just compared a couple of health loss images I made with stunner vs. stunned and non-stunned target, it turned out to be 30% bonus just like conductive rounds. Thought you guys might like to know.
Will the listed base money reward for a mission match it's exp gain?
aka higher is higher and lower is lower
is there any case of a mission having a higher money reward than another but less exp gain?
It correlates for missions but the bonus objectives work like that, they either give more Credits or more Exp
bonus objectives work like how?
Well some give you more Credits but less XP for completing them or the other way around
i thought bonus objectives were always exactly half the main objective
oh nevermind, i see
thank you!
No problem
@shell frigate For all pickaxe skin in the wiki , you need again screenshot for complet the archive or where you started to create the page ?
I think we are missing pictures of some of them, Feel free to upload some
nice work on the creature page, is there any way to indicate that praetorians can be shot in the mouth without indicating its a weakpoint?
Yeah there is not really a good place for that, since it's no a weak point for them
I’d like some though on the final changes on the creature pagse.
Info about sumary and scaling and hazard on the creature pages are respectively outdated and wrong.
For the sumary I was thinking about adding something like Naedocytes are a specy of jellyfish like creatures, but there is also some creatures in Hoxes that doesn’t belong to any specy in particular like the Spitball Infector or Xynarch Charge-Sucker.
For the hazard level, I don’t think a small table here is needed at all, just a sentence to explain that the creature health will scale with hazard and for some with number of playes while their damage scale with both hazard and number of players.
Then adding a link to the main hazard level article saying that you can expand the health on each creature on this page to see the scaling but you’ll need to go on the creature individual page to see their damage.
Does that seem fine or would you do it another way?
Yeah that seems good to me
A bit late, but Spitballers are plants internally (ShootingPlant) but maybe not for the purposes of health types and scaling.
Here is a revised version of your line. I fixed some stuff for you as someone who is a grammar nut to some degree.
Naedocytes are a specie of jellyfish like creatures, but there are also some creatures on Hoxxes IV that do not belong to any specie in particular, such as the Spitball Infector or Xynarch Charge-Sucker.
It’s not too late, didn’t edit the page yet, I’ll probably do it tomorrow.
For scaling spitballers count as large creatures internally (ie same scaling than breeders, oppressors, preats…) and their internal name is ShootingPlant.
I should take a closer look at the grammar that you all need to fix, look like I’m making a lot more mistakes that I though…
Thank for fixing it.
@bold plover and @ ely slightly, tho ur off to bed (im assuming) so i wont ping;
it should be "species"
specie refers to money in the form of coins, species is the word for the animal group
also it was a bit difficult for me to asses how that excerpt should be formatted since it would be added to the summary section in its entirety, because of this i decided to do a lookover of the section and edit it.
i would change it like so (and added the excerpt to the section)
Most notable is a species known as Glyphids. They are similar to arachnids in appearance, have a variety of subspecies, and are extremely hostile. Glyphids can be encountered in small groups while roaming the caves, and periodically build up to attack in concentrated waves. When they decide to swarm the Dwarves, Mission Control will warn the players of the attack in advance.
Along with Glphyids there are various other species found on Hoxxes IV. Mactera are a winged species that primarily use ranged attacks while airborn. Naedocyte are a species similar to jellyfish, and serve as the airborn counterpart to Glphid Swarmers. There are also a variety of creatures on Hoxxess that do not belong to any of more commonly encountered species such as the Spitball Infector, Xynarch Charge-Sucker, Q'ronar Shellback, and Nayaka Trawler. Many of these creatures are hostile, however there are a few that remain passive around the Dwarves
Hostile creatures will only attack players, ignoring Bosco, M.U.L.E., BET-C, sentries, and the Minehead.```
its a bit messy since its 6am and probably could get skimmed a bit 😭
Summary updated on the creature page, I fixed the few 6 am typos I could find.
https://deeprockgalactic.gamepedia.com/Creatures#Summary
Scaling part will be updated next time I need a short break while working.
Scaling part updated as well.
The whole page should be up to date now.
Feel free to fix any mistake you notice and thanks for your help / suggestions 
I'll start translating it tomorrow then (so the fixes can be applied ;)
We may want to think about changing the main image of the page since it is now quite outdated
We could use some of the trailers image for that maybe.
Very true
https://deeprockgalactic.gamepedia.com/Credits
I think the credit payout for machine events are missing
Also, does anyone know when beers actually reroll / reset?
usualy it's like the mission every 30min disband team and you see new beer
^
pretty much what Silaise said yeah
Er, it looks like the new wardrobe ui is bound to the center of the screen. Any way to edit them out, or are victory poses going to be recorded with the ui present now?
I could record them without the UI.
You could just say how it's done
Nah.
boss
nice work on the creature page, is there any way to indicate that praetorians can be shot in the mouth without indicating its a weakpoint?
@daring epoch
Yeah I know its not elegant to add another column but it almost sounds like you "cant" shoot them in the mouth and the fact that the mouth is the weakpoint for most glyphids should mean the wiki should point out differences and methods to kill specific glyphids in such manners. Like pointing out that shield break AOE damage can kill naedocytes but not most swarmers on haz 4/5
The creature page is going to need an update anyway since the preat got a buff in hp...
Oppressor too.
The patch isn’t out yet is it?
Checked on the experimental, it was just x1.25 so it should be pretty easy to do.
On the topic of Praetorians heads, I think it just won't fit well on the page, lucky it does not have to, since the creatures pages is streamlined it does not included everything (like creature attacks) and so it will definitely be on the praetorians page
Checked on the experimental for that, it seems to act like the old fake weakpoint on abdomen.
And maybe it could come under the Armor & Weakpoints column in the creatures page, but just would need to not cause confusion by being there
We could add it there without changing anything in the template afaik.
Yeah it's possible to add it there, just don't want people thinking it's a weakpoint
since weak point bonuses don't apply to it
I think the solution would be to display the armorr and weakpoint in different color to make sure there is no possible mix up (if we add it in the armor section for the main page) if we want it in the creature page.
Or just put it in the individual page.
Pretty sure a hoveover won’t be enough.
I’m a bit of a lurker here but I wanted to ask. I made a short video guide that covers many of the aspects involving the new lost pack event. It has the sound for the helmet and talks a little bit about the debris spawned by the event among other things. Would this be an appropriate place to post the video? It’s not overly technical but just a general use video guide, covering most of the info found on the wiki in some way.
I don’t have the content creator role to post videos in the respective channel but figured it fit this channel more appropriately as it’s not so much about gameplay and more educational
thanks for letting me know, i will go ahead and post it there instead. I appreciate what yall do for the game. visited what feels like countless times for information about guns and overclocks while away from the game.
When you click on edit the page that only applies if someone verifies it after you save changes, right?
I want to add some more images to the resource page but don't want to screw anything up while I figure it out.
I think it apply as soon as you validate the change, no matter who edit it.
Yeah instantly in effect, though you can use the show preview before as much as you like
Only works for the edit source, but it’s pretty useful.
Alright, I'll be careful, just wanted to add various cropped images of resources such as:
Changes can always be reverted so nothing to worry about
Just need to see how the layout is so I don't screw that up, lol.
Do images with no backgrounds not work well on the wiki?
The top of the image doesn't seem to match the other due to some box underneath it (haven't figured out how to get rid of it)? I am also not sure if the white is normally visible or if that is just because it has no background and that is the default color it goes to before uploading.
Normally transparency is preserved, may just displayed on a white box
Could possibly shorten it to "light/heavy/unbreakable" + icon?
Sure, I’ll add that.
i do like the icon
We may need one more icon for medium and no armor depending on the choice.
Short text + icon
I'd probably just use the same icon for light and medium. They're both considered "light" in the MM, iIrc
For the purpose of breaking it, it seems to follow the light armor rule. For damage reduction it’s 50% for the younling instead of the regular 20%.
Could you send me the image for the light armor, I might have an idea to make the four types of armor more differentiable?
https://deeprockgalactic.gamepedia.com/File:Icon_ArmorType_Light.png
They all are on the wiki already, just replace Light by Heavy or Unbreakable for the other.
Cyrob added them.
Or just check the Miner's Manual Icons category. Contains all 3.
https://deeprockgalactic.gamepedia.com/Category:Miner's_Manual_Icons
@proud cargo ty, didn’t saw that category, could be useful.
Could make an icon similar to armour breaking for no armour
I was thinking more like a red shield with a diagonal bar, since a cracked shield could mean a damaged armor, but there is still some.
So that one could work for medium armor maybe?
Not the best for medium armor yeah.
As said, I'd just put the info on medium on the text, as the MM considers them the same iIrc.
I kind of want to just make a fancy icon for unbreakable then can just the Full for medium and old unbreakable for Full, it just then won't match the manual
I don’t see any mention of medium armor in the MM.
low effort mockup but for ur idea creating pleasure
I looked up the wiki but coulnd't really find it. I know there are 98 overclocks, and skins out of packs is also clearly shown.
Anyone knows (maybe I missed it) how many cosmetics come from matrix cores (per class)?
As far as I know you need 292 cores to unlock all cosmetics. (73 cores per class)
I had the idea to somehow either make a filter (get this cosmetic by: X Y Z)
or smth
Is it possible, that the statistics on the KPI for forged items don't count items crafted FOR that class, but items crafted AS that class?
(like if I craft a driller item while im playing scout, my scout statistic goes up instead of my driller?)
for the OC/cosmetics it’s the items crafted as a class for sure.
so uh wiki kinda has problemos right
problemos meaning the lack of workforce
I added a part about lines being able to pass through terrain on BC page
which is a thing that was known for quite some time 
how does the weakspot work?
because (11+20)x2+(11+20)x1.5 = 108.5 melee damage versus a x2 weakspot; allowing to kill a Glyphid Grunt in one hit
confuses me
thats bonus damage + normal dmg?
That looks like direct damage vs AoE?
i thought the 2x was the bonus
x2 is the bonus damage from weakspot
yeh
x1.5 is the AOE damage from the pickaxe attack
AOE damage don’t benefit from weakspot
So even if you hit the head, only the first part of the hit is amplified
Vs a matcera belly that’d be (11+20)x3+(11+20)x1.5
yeah sweet
In that case 20 is the bonus damage from the perk and 11 the base pickaxe damage.
You could add other bonuses like the beer buff the same way, don’t recall how much it was.
dunno why it didnt click the other numbers for the pickaxe hits shown
in the wiki here https://deeprockgalactic.gamepedia.com/LMG_Gun_Platform it says "Sentries cannot cause friendly fire, even if a teammate deliberately crosses their line of sight." which i have found not to be true, i have been hit by friendly engi's turrets by walking into their line of fire, i noticed because it was a no shield run and 1-2 of their bullets was enough to kill me
Are you sure that wasn't that explosive round from the Warthog mod?
even though i have about 500 hours i only noticed it in that one game and because of my disbelief i unwillingly let it happen about 3 times in a row in that game
I've seen it trigger ff voice lines, but never looked to see if it did ff
Can someone help with transcription of this voice line?
Hold on to your gizzards, ladies. Swarm incoming!
that's a new one
It's older, but I believe it's a rare line.
I literally have never heard that line wow
gizzards 😄
pretty sure this is an error
bismor
A little bit more bismor