#wiki-related-chatroom
1 messages · Page 33 of 1
Where is the best place to put the voice line that plays after extraction countdown end?
In mission control quotes
is there a page that talks about how many disruptive type enemies (spitter/webspinner/mactera/trawler/shellback/bulk/etc) can spawn for each hazard level somewhere on the wiki?
I just realised the page for machine events does not list details on the individual machine events.
Like, cursite number of enemies, availalble time.
Wanted to look up gun tower time, nothing there
https://deeprockgalactic.gamepedia.com/Machine_Events
Introduced in Update 26: Endgame - Part 2, Machine Events are random events that can spawn inside normal Missions, providing a challenging interaction. It rewards players who own a Blank Matrix Core with an option of either a Weapon Overclock or a Matrix Core Cosmetic.
To acti...
@daring epoch afaik there isn’t a page for that also web/acid spitters don’t count as diruptives enemies.
I can search that info from the files, but not sure in what kind of page we could put it.
stuff like, each haz level and the number of disruptives that spawn, plus the list of enemies under that category etc, and trivia about why web and acid spitters are found in every biome
Anyone knows how to delete duplicate audio files from wiki?
You can add a mark for deletion with reason of duplicate, then I'll remove it
Ok, thanks for helping
Just add something like {{delete|duplicate}} to the page
Done
Preferably with a link to the page it's a duplicate of. Makes it easier to confirm
Thanks, will delete them now
Having the reasons makes it easier to ensure the right things are deleted
And I assumed since they uploaded them all they have a good idea of which are duplicated
By the way, is there a way to get old voice lines from the current version of the game?
Some may still be in the game files extracted via umodel etc.
But if they are not you can tell steam to download any previous version of the game
Oh, didn't know that you could do it on steam
A nice guide to it here: https://www.reddit.com/r/Steam/comments/611h5e/guide_how_to_download_older_versions_of_a_game_on/
Also, do we have a page for dwarf quotes?
I don't think that we do
Ok, then I'll make it after mission control
Oh, and what about sounds other than dwarfs and mission control? Should we make a page for them too?
I think that would be best
I’ll start redoing all individuals creatures page soon now that the main page is done, so if you want to add that kind of things now is a good time to think about what you want to add.
Anyone know if there's a page source of damage dealt from enemies? Like if I want to know how much a Glyphid slasher does to a Dwarf, for example.
Stuff like that we will have on individual creature pages soon™️ once the creature page is done
hello i was wondering what the beeping cylinder is. it has a white bubble over it and i acn put it in mully
it also appears to be giving off light
That would be a battery for the cargo crates
https://deeprockgalactic.gamepedia.com/Cargo_Crate
thank you
Updated the creatue armor page.
Can someone tell me if a part need some clarification or reword?
https://deeprockgalactic.gamepedia.com/Creature_Armor
Also should I add something about the tests I did for the light armor break chance? (the formula to estimate the break chance based on armor damage in particular)
P.S. That’s the last page I’m working on before the individual creature pages.
Seems to cover everything well, though details on armour breaking that you have gotten from your tests would be a good addition
are you guys aware that the accessory shop page is outdated
it still refers to the gilded MKII suits from the supporter edition but those dont exist anymore
The Accessory Shop is a Terminal where you can purchase various cosmetic items for your Dwarves, it's located in the Space Rig, close to the Mission Terminal.The prices for cosmetics vary, they can go from immensely cheap to expensive as equipment upgrades. Each dwarf already ...
also the subata automatic fire overclock has a downside of “1x base spread” which obviously wouldn’t do anything, I believe it should be 2x base spread
idk if I’m in the right channel or whatever but yeah
Hi guys. Thanks to whoever changed my rights to autopatrol on your english wiki. Appreciated.
someone knows how much damage discharge OC on stubby does and what is the radius?
wiki says 5 meter range, not sure if that means radius or diameter
why is it that the subata doesn't sport a recoil stat ingame? it has both a weapon mod that reduces recoil by half and an overclock that multiplies it by 2.5
again I'm probably not in the correct channel but trying to see the interactions between the different parts of an automatic fire build is extremely difficult
does anyone know how the half + x2.5 works?
I mean I can obviously guess that it does x1.25 but this game is super weird with how numbers work
why is it that the subata doesn't sport a recoil stat ingame? it has both a weapon mod that reduces recoil by half and an overclock that multiplies it by 2.5
@little gorge
Some weapons got hidden stats that are not displayed in game, it’s probably just because the devs don’t ask for that specific line to be displayed for that weapon because they don’ think it was relevent.
For the subata it got a hidden recoil and armor break value.
does anyone know how the half + x2.5 works?
In that case they are both multiplicative so it’s x1.25.
For your previous question about the accessory shop, it was the good place to post it and it was the good place to ask this kind of questions for the subata as well.
About fixing the accessory page, it’s probably the part of the game I know the less (and have the less interest in tbh) and I got my hand full for now with the creatures pages, not sure if someone else could try to look at it?
@coral mirage
As for the Turret EM discharge, I could find some info:
No damage to armor.
Friendy fire modifier: x0.25
Fear: 50%
40 Electric damage
Max damage radius: 2m
Damage Radius: 5 m
At max radius the damage is reduced by 50 %
damn it's even worse than i thought, thanks for the info
this is important information though, fear, damage radius and fall off
i have never edited a wiki before but i ll try now to register and add this on the stubby page
I added it just bellow the OC list on the stubby page.
ah great, how can you find the exact numbers?
This time it was thanks to some of the unpaked game’s files.
It’s not possible for everything, when I can’t do that I do in game tests and pixel counting mostly to calculate the damage done since I know all enemies health and resistances now.
But I can’t find radius easily that way.
sounds daunting, this info should be in game, i understand most players are having casual fun though
The fact that this kind of info is hard to access make it a lot longer to add info to the wiki, that’s for sure.
Does anybody know where to find some info for cut content?
I’m a huge unused content nerd
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 spoi...
Was just about to post that :P
thanks
ooo
i wasnt there for that but its stil la shame it was removed
i was reading that the old glyphids were ripepd from a game and had edited textures
does anybody have picturess of that?
@weary sonnet cheers
@dreamy trout You can actually get back to older builds but i don't quite recall how
hey does anyone know how flow rate effects the “rof” of the flamethrower
the cryo cannon says that 100% flow rate for it is 8 ticks/s
You can think of it as the rate of fire
there was not a similar stat on the flame
There is something similar on the flamehrower, the name is different.
It’s on one of the overclock, the face melter.
That’s not what I meant, the flame thrower only have fuel flow rate, wich is the equivalent of fire rate for it
let’s say I wanted to calculate the dps of the cryo cannon right
Just a different name for flamer, cryo and generic weapons since they don’t use the same type of ammo.
that would be the (flow rate / 100) * 8
and then you multiply that by damage correct?
Flow rate is already a percentage, so no need to divide it by 100.
110% flow rate would mean 8.8 hits per seconds if it’s what you mean.
150% = 1.5 that’s how percentages works, well in that case yes you need to multiply by 1.5 anyway.
the whole /100 thing is because I’m making it a function in js
Ah if you take directly the raw percentage number removing the % symbol then you’ll need that yes.
basically what I’m asking is how can I adapt this formula for the flamethrower
There is another point to take in consideration, when shooting at an enemy both the flamethrower and cryo canon waste 1-2 ammo at the beggining to extend their reach and do no damage until the flame / ice reach the target.
The formula would work for flamethrower as well yes.
Except that the in game flow value are not always accurate for the flame thrower.
If you got only one modifier, the value is true, if you got more than one it isn’t.
is 100% flow rate equal to 8 rof as well?
6 for the flamethrower.
ah
And unlike the cryo cannon, all mods and OC for the flamethrower that modify flow rate are additive and not multiplicative.
The values on the wiki should still be good for them.
that problem requires even more context from my part
are you familiar with the loadout making tool named karl?
I am.
I am working on that right now
making it all up to date n stuff
to make it as user friendly as possible we calculated and displayed flow rate
the wiki shows rof changes
so I needed to convert all of those rof into flow rate %s
Yes I wrote it that way because the game lie to you for the flamethrower if you take a mod + an overclock it’ll display the wrong value.
so if I took the +1.8 rof and the face melter oc
the actual flow rate should be 160% correct?
what does the game show?
When I wrote the page it was counting them as if they were multiplicative not sure if it’s still the case.
ok so if I’ve just been adding 30% flow rate in the calculations and not multiplying by 130%
the (flow rate / 100) * 6 should hold true?
Yes that part will remain true no matter what for the flamethrower.
awesome
thanks a lot
how did you even figure this stuff out with the game lying to you and all lol
A few questions for the individual creatures pages:
for the variant should we go for one page per variant or all variant in the base creature page ?
If they are on the same page should we do a separate infobox per variant ? That’d allow to make a clearer separation since most of them got some different attack and/or resistances.
I’ll add a lot more question later about that, just laying out the bases for now.
Biome Variants probably should go together one page
Just different sections, since for they are the same for the most part
Variants like the oppressor ofc would be on their own separate page
Not repeting all parts, just putting the image and saying the differents bits then?
Probably will end up being that
Could maybe have a single infobox but with buttons for the variants
Ok, I’ll try to get something done on that base with preats guards.
How would you handle the buttons?
Something like a caroussel you mean?
Or I misunderstoud you?
Oh, more like tabs then.
Yeah that is a better word for it
That’d be great if there is a way to code it in the wiki.
The example I post just used the Tabber extension
| image = <tabber>
5e = [[File:Monster_Manual_5e_-_Death_Knight_-_p47.jpg|250px]]|-|
4e = [[File:Ecology_of_the_death_knight_-_4e_-_Dragon_360_-_Marc_Sasso.jpg|250px]]|-|
3e = [[Image:Death_Knight.jpg|250px|A death knight]]|-|
2e = [[File:Monstrous_Manual_2e_-_Death_Knight_-_p52.png|250px]]|-|
1e = [[File:Monster_Manual_1e_-_Death_knight_-_p23.jpg|250px]]|-|
</tabber>
...```
Ok, I’ll see what I can get with that, ty.
I've looked into it a bit myself it's an approved extension but not enabled by default, though I can request OOEyes to add it to our wiki
That kind of extension could be usefull for variants and maybe for cosmetics as well.
I'll put in a request now then
looks tight
Is there a wiki page for unions?
That is one of the ones we do want to add
Yes.
ty
okay so has anybody noticed that the PGL with less damage mods on makes less sound and makes bugs ragdoll less?
Ragdoll is based on the damage of the killing blow
Which is why bulldog & Mk1 shots can sometimes make corpses fly
I did not know that but could kind of see it in game. The BC is odd then as sometimes it will cause ragdoll and other times it will just disintegrate them. Any idea why this is?
the other thing i really want to know is if the damage falloff for the PGL is linear or if it is percentage based on the max AOE damage. Is there anyway to work out how much damage the pgl loses every 0.1m from the max damage radius?
oh thanks dude, this is a big help
im not sure how aoe range upgrades affect to what range things fall off, but it only starts falling off around the edge of the explosion and its linear
The info I currently have is that the max damage radius for the pgl is 60% of max AOE. Now I know the damage falls down to 20% I can work out how much damage is lost every 0.1 m
@carmine garnet
For the PGL I just looked in the files:
Max damage radius is 1.5 m
Damage radius is 2.5 m
Fall off damage at the max radius is 15 % and not 20% from what I can see.
Any mod that increase damage radius will increase only the damage radius and not the max damage radius.
Damage will scale linearly between the two.
Okay that is odd as a pgl with 5 AOE will more consistently oneshot grunts than a pgl with 4 AOE even when they have the same damage
Well I didn’t tests the fact that the increase radius damage only apply to the damage radius, that part was an info given by dagadegatto recently in the exp. channel.
For the other info I just checked them in the projectile file for the current build.
I was under the impression that the max damage radius went up with as the max radius increased, and the. Trying it in game seemed to support this
That was my guess as well, didn’t test it yet personally.
What I told earlier was how daga told we it it supposed to work.
[3:36 PM] Dagadegatto - Hot Potato: no, it increases teh falloff radius which also drags out the high damage radius```
I am basically trying to do the math on what gives more consistent oneshot kills 140 damage with 4.5 AOE or 130 damage with 5 AOE
Also my theory that the max damage radius is 60% of the max radius would hold up considering 1.5 is 60% of 2.5. And my testing does suggest that a 5 AOE shot has a max damage radius of 3
is the fire rate of bosco known?
Bosco doesn’t shoot continuously so it’s fire rate is irregular, it was made that way so the fire sound would not be too monotonous.
I don’t know what the average is, but the only way to check would be in game test I think.
do you guys by any chance know if the damage/tick or tick rate itself of persistent plasma field for epc is affected by any stat?
Pretty sure the dev said it is static.
Afaik the tick rate is fix as Emote Creator of the Month said.
thought so. Well then, since FN nerfs i been trying to find a new PP build and i think im just gonna go full ammo
Anyone considered adding Kursite infected enemies to the creatures page? I noticed the kursite Mactera spawn seem to take more damage than the regular ones.
I think elyth said he didn’t have any plans to but it would be easy
What is the formula for calculating damage when including built in weapon weakpoint bonus and say the 2x from regular weakpoints? Is the weakpoint damage added to the weakpoint 2x (so subata's 20% and 2x becomes 2.2x) which is then multiplied by the base damage? Or is it calculated differently?
20% bonus: x2 -> x2.4
For kursite enemies, I’ll add them if enough people ask for them.
For weakspot, it’s multiplicative like the vast majority of formulas in DRG as FourGreenFields said.
can someone link me to a page that explains what clean, balanced, and unstable mean when it comes to overclocks? i cant seem to find anything anywhere
Clean = only avantages
Balanced = small disavantages
Unstable = big disadvantages
https://deeprockgalactic.gamepedia.com/Weapon_Overclocks
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 pena...
thank you
it doesnt really specify that anywhere on the page so i was just trying to get an actual answer
Unstable have so many disavantages that you have to accept some of them cannot be worked around
With the mods
It does specify on the page
It's even on Discord's preview. (Or well, the beginning of it)
oh snap, my bad. my eyes mustve glazed right over it
Does anyone know when exactly the weekly stuff resets? I couldn't find anything when I searched for it.
I'm just wondering if it's on a timer or of its 7 days after you run a deep dive or do a weekly assignment.
Every thursday, at 12:00 GMT (might be off by one or two time zone, not sure)
thank you so much!
Would this be ok to avoid having too much dupplicates info between the infobox and main page for creatures ?
** Creatures Individual Pages **
Infobox
Creature Name / Variant Hull Name
Icon
Variants short name (as a tab selector)
Variant full name
Species
Base Health
Attack List
Resistances if any
Fire
Frost
Electric
Explosive
Melee
Poison
Radiation
Armor type (short version)
Weakness if any
Fire
Frost
Electric
Explosive
Melee
Poison
Radiation
Immunities
On Fire
Freeze
Electrocution
Stun
Pheromone Aggro
L.U.R.E. Aggro
Weakpoint Location (Value)
Region
Main Page
Creature Name
Introduction
Health Scaling
Armor (With precision to tell which parats are armored or not)
Attack Pattern / Description
Attack Damage / AOE / DoT / Duration…
Temperature Data (Laterᵀᴹ)
Variant 2:
Anything that is different than variant 1 (unless it’s in the infobox, then just a short text to say that it has different resistances and that it can be seen in the infobox).
Scrapped
Temperament (hostile, neuutral)
Let me know if you have some suggestions / stats to add or display in another place.
I would say all information on the creature page about a creature should be duplicated on the creatures own page
You would not want to look up a creature but then have to go to the main creature page to get all the info
I mean to avoid dupplicate between the infobox and the individual creature page.
Not the main creature page.*
Ah that makes more sense
Sorry I wasn’t clear.
Nah, I could have gotten what you meant by reading it all
But yeah that seems like a good infobox
Ok, I’ll do something based on that then.
Assuming I don’t got tons of work because of that virus again.
Yeah, but don't worry there is not a big rush on this, Quite a lot of attack numbers and such still need to be gathered anyway, they are not the easiest to find in the files (other than projectiles)
I know, I’ll have to test most of them.
Side question:
Should we sort the creature nav differently now that more creatures have been added?
(by species maybe, or scaling ?)
https://deeprockgalactic.gamepedia.com/Template:Creatures_nav
I was actually looking at that, firstly since it should be on the main creature page but held off since it needs redoing
Asking that since all pages related to it are now sorted in another way.
My first though was sorting it like how the page is, mainly by name Glyphid / Mactera / etc.
But that would look a little uneven
Well possibilities would be species, health scaling, positioning (the actual one) or spawn mechanism/category (disruptives, common, specials, spawn at map creation…)
Theses are the possible sort order that came to my mind.
Well since this is navigation we should go for whatever makes it easier to have players find what they are looking for
I may play around and see If I can make something that is easily navigable
Probably a mix of species and enemy rarity / size then.
Either Rarity or name
Both with some size element too
Even if we don't use certain things to sort them if we can categories them by something we can add such categories to the thier pages e.g. Disruptive, Large health scaling etc.
Depends on the category, some may fit well in the infobox such as disruptive but some should probably be in trivia
I think that’s all the categories:
CommonEnemies
SpecialEnemies
DisruptiveEnemies
StationaryEnemies
CommonCritters
RareCritters
SpecialEncounters
The last 3 would be a bit weird in an infobox.
Yeah, may have to try a few things to see what works
But all of those should be good for the infobox (with more readable names)
I’ll see what I can come up with.
Best thing would be something like https://ark.gamepedia.com/Template:Nav_creatures
But that is very fancy to make
And not really needed since DRG does not have a metric ton of different creatures
Did a new ordering, to get a more even spread of creatures in each category, but definitely not set on it, just wanted something before adding the missing creatures in
I think you forgot the opressor in the tanks category...
just wanted something before adding the missing creatures in
He will get added, but currently got distracted with using images
Now Glyphids are complete, unless I'm blind and missed one
You got them all.
I'll add all the other creatures with images and see how the order looks
But even if I'm happy with it I'm open to it being redone, since my ordering is a bit odd
Well it should be done now, everything on the creature page is on it (and now it is also on the creature page)
Also have now upgraded all the creature redirect pages to use the anchors so should take you to the right place in the table (if they don't have their own page already)
Looking good
I’ll include it in each individual page as I do them.
Also just realised i typed move instead of more precise redirect for the changelog, well that typo has just been duplicated a few times but at least it's limited to the backend stuff of the wiki
Guess the new update 30 article should be named 1.0 Launch
Why some creatures do not have pages for them anymore ? clicking their names takes me to the "all creatures" page, instead of a page exclusive to them, like before.
The creatures pages are curently being updated.
and when can I expect to be able to see them again ?
When the guy, curently working alone on them, is done, which can take a bit of time due to life, work and quarantine being mixed up. Give him time, he'll make them even better than before.
I don't think all creatures had pages before
About 2/3 of them had a page.
found a way around it anyway, sadly won't have the more recent additions, but now I know what happened
If you want some info in particular ask for it here, I should be able to answer.
Any trivia, creature behavior, spawn rules, numbers, random facts
Most of that info was on the old creature page,the reason I didn’t put it directly on the creatures pages directly was so I could double check all of it first since a huge part of it was outdated so I though it’d be better to reread everything and sort it out before deceide wether or not to add it again to the new creatures page.
I got some info about spawns and armors though.
For rare encounters:
15% chance on map creation to find a golden lootbug
15% for Hoarder as well
6% for BET-C
3% for Crassus.
All of which are independent of each other so you can have any combo of them they are all rolled independently
that seems super low
expected it to be 100% at least once depending on the map or mission type
Well the chance to find them is low individually, but you got a descent chance to get one them at least.
Machine events are 1/4 chance
Lost pack are 1/6 chance
Helmet are 1/6 chance
Bittergem are 1/21 chance
Error cube are 1/26 chance
bulk vs crassus detonator differences ? I imagine the one I saw was the bulk one, probably.
Crassus got 50% more HP, don’t think there is another difference other than the gold and spawn mechanism.
No difference in elemental resistance or temperature resistance
Can the crassus spawn as soon as the Game start?
That is when they spawn
I think we landed on top of one last week and it exoloded
They actually can’t spawn afterward.
Ah so that was that
Did by chance drill into a lost pack room before the helmet was found so can confirm they generate at the start(but don't show on the map until you activate the helmet or stumble upon them)
@shell frigate and could you claim it?
Yeah, it acts as if the helmet was activated even shows on the map once your in it
Nice
Did not check the helmet after (never even found it)
So can't say if it then stops you using it
what is the best union or does that matter
I like mining & the colour blue so I picked mighty miners, there is no in-game difference between unions
Can somebody check if they changed the chance of a machine event?
I had A LOT this day
Nothing in the patchlog obviously
Looks to be still 1 in 4
Any reason why dread's dont mention that they have a resist to fire and/or heat?
Last time I tested they didn’t have any resistance to fire, did a quick test, still no resistanc for shell, but it may have changed for health.
I’ll retest it properly later today.
As for temperature (heat/cold), it ins’t displayed for any creature yet, I started to gather some data, but I don’t have anything for dread yet, htis part is pretty hard to test.
Want to add Trivia to the Lootbug wiki? 😄
Jacob just answered me on stream the sound samples for lootbugs are the sound-guys babies
That is some nice trivia
Retested the Dread with fire boomstick and TCF, still no fire resistance.
He had some at some point since the fire res stat is present in his file but the value is probably set to zero.
All his temperatures variable are non default, I can tell that much, but I can’t see the exact value.
so electric DOT should be 48 right? after a lot of testing it seems that the stubby is not applying 48dmg worth of electric DOT
The electrocution effect should in total deal 48 damage
I tested it in U28 and U29, it was still 48 damage in total, affected by electric resistance.
Full info are on the wiki and should be up to date for that and the creature’s resistances.
https://deeprockgalactic.gamepedia.com/Status_Effects#Electrocution
I assume they are mixing up electrocution and electric damage
I did a test with the electric DOT and it lasts 3 instead of 4 seconds now. Damage per second seems to be the same like before.
Ok, ty for the info, I’ll recheck that, it should be fast.
The files are the same but they only set the damage (3) and the speed reduction
Isn’t there a pointer for the duration in the files? I was thinking there was one but we just couldn’t parse it.
I think there was at some point but not anymore
Ok
Both files are parseable
FSD\Content\WeaponsNTools\SMG\STE_ElectricSMG & FSD\Content\WeaponsNTools\BoltActionRifle\STE_M1000_Electrocution
Just quite empty```Json
[{
"export_type": "BlueprintGeneratedClass"
}, {
"export_type": "DotStatusEffectItem",
"DamageAmount": {
"Min": 3.0,
"Max": 3.0
}
}, {
"export_type": "StatChangeStatusEffectItem",
"Stat": ["PST_MovementSpeed", "/Game/GameElements/PawnStats/PST_MovementSpeed"],
"StatChange": 0.2,
"AffectedByResistances": true
}
]
I’ve been using HxD to check manually for pointers a lot.
This way I’ve been able to use inheritance to fill in about a third of the temperature values for creatures.
Well in some case the pointer is there but it can be set to 0.
Like there is still a pointer for electric resistance for guards, but they don’t have that resistance anymore.
For electrocution, the number 4 is still in the file, so the duration is still probably the same (as there is only 2 number 3, that would match the min and max damage).
yeah the electric DOT seems to have been stealth nerfed
@tranquil hazel @carmine garnet just tested with electrifying reload, the electrocution DoT is still the same as before.
test with the stubby, it is not the same on the stubby
I checked the file history i got instead of directly testing it.
The value was indeed stealthly nerfed for the SMG.
There is 3 number 3 instead of 2 and a 4 (so damage 3-3 and duration 4 became damage 3-3, duration 3).
The change happeneng between U28P8 and U29P1.
@carmine garnet ^
I knew it! nobody would believe me
Doesn’t seem to affect other sources of electricution though and it was never mentionned in patch notes so not sure if it was intentionnal or not.
i tried to get the devs attention on it but got no
response from it
I’l do a proper in game test and report it as well if needed, I got some beer bugs to report as well.
cool thanks, how much damage is it missing then? should be doing 48 but feels like it is doing under 40
Should be 36 dmg instead of 48, so missing 12 dmg
i noticed because normally i just 1 tap web spitters but they were not dying after 1 bullet
with elec
uch thats shit
took so long for it to be viable just for it to get nerfed bruh
and its stealth as well
if they dont have the balls to tell us then dont do it
chill man, it looks like it was not intentional
eh idk
Does anyone know if crassus detonators spawn more often in gold bugs?
I've only half tested this, but how much heat the PGL does is independent to how much damage you have on the PGL; if anyone wants to further test this
Not sure I understand the question, you asking if damage has an effect on heat for the pgl?
If so then yeah it does have a pretty big effect
no, im saying damage does not affect heat on the pgl, from when i tested it couple patches ago
Well it definitely does now. For example 110 dmg base will not create enough heat to burn a guard but 120 will. The more damage you do the longer the burn time and the more likely you are to burn the target. Hence why a fat boy shot with it will burn a target for a long ass time
do the radius mods on the EPC affect TCF? I was under the impression they don't, but recently people have been saying otherwise
wiki gods say they dont
I think this changed recently, might need to be tested again
@tranquil hazel Crassus got a fix spawn rate of 3%, not affected by mutators or anomalies.
@grand flame @carmine garnet damage does affect how much heat the PGL does, but some creature got a cap on how much heat they can received that is equal to their burn temperature (preats in particular), while other don’t (breeders).
@tranquil hazel @north quiver Look like it has changed, now the radius mod does affect TCF radius.
@north quiver it affects it in a good way, the base radius is the same as before.
Would these be ok for the categories of enemy:
Common Enemy (all grunts + preats)
Special Enemy (web/acid spitter, mactera spawn, exploders)
Disruptive Enemy (Bomber, Q’ronar, Grabber, Bulk, Menace, Warden)
Stationary Enemy (Leech, Spitball, Nexus, Breeder)
Neutral Critter (Maggots, Lootbugs, Harvester…)
Rare Neutral Critter (golden lootbug, hoarder)
Dangerous Encounter (for bet-c, crassus)
Boss Enemy (for dread)
Not sure where the oppressor belong here. He should be with the preats, according to the files, but he sure doesn’t seem like a common enemy.
I’d move swarmers and spawn into common as well maybe?
Or do you have a better idea for the categories? This one is based on GD_EncouterSettings. except fort he dread.
Oppressors by the game files they are the same since they have a Haz level dependent chance to replace them on spawn
But that does not feel right so for our categories we don't have to stick with game file definitions where it does not seem right
Categories other than common and special feels ok to me.
Such as Stationary for breeder outside of talk on how it spawn
Ah, forgot the breeder on stationary yes.
Before it was stuck in a room, now he can move anywhere.
Stationnary are generated on map creation right? We could maybe change the name to reflect that instead.
But so are critters
I'm not sure about the Dangerous Encounter category but everything else seems good
I was trying to convey how they were rare yet deadly.
That's true
Guess it's just a rename of Special Encounter
Maybe something like Rare Boss
Mostly, if you got a better idea feel free to use it.
I won’t do their page soon, still busy on the infobox template for now.
I think it's just the word Encounter does not quite fit with all the other categories
Switching to rare boss for now then.
But on the other hand it does describe them well
Can't think of a great alternative for now though
Let me know if you got a better idea, I’ll come back to you when I got a working template, probably on preats.
Hope I can think of one
This is what I got without the variant for now
I think I should display the temperature differently or keep it to the main page.
We could do a bar marking them them all to be concise but that would be quite a bit for work
Think that works well
what do you mean by 'we could do a bar making them all'?
E.g. something like this
If done as an image yes
It would be a lot of work but would be possible to have it generate from the numbers
If we can do it with code it’d work.
But that’d require to have all the numbers, in most case I only have some of them.
At least for now.
It would be a nice future thing to do, not something for right now
I'll look into trying to make something generate it though
Got something more readable now.
Yeah that looks good
Ok, staying on that base I’ll add tabber, variants and icons next.
damage does affect how much heat the PGL does, but some creature got a cap on how much heat they can received that is equal to their burn temperature (preats in particular), while other don’t (breeders).
yeah this makes sense, i was only testing it on praes
Preats for sure have a cap of how much heat they can have, as for other creatures I couldn’t figure out the rule so far.
But if they don’t have a cap, more heat will make them burn longer.
i believe dreads were the same as praes, in terms of that cap
I know dreads inherit spider tank properties, which is the base model for praets as well, but they have all of their temperature value modified afterward.
dreads are capped at like ~1/2 the icon meter for heat buildup, ive never seen it come close to ignition
Would it be possible to highlight a bit more the infoboxdetails class, it’s the one used to separate the different subcategories in the infobox (Creature details, Combat, Temperature)
Could probably add an opaque fill/background
I could do it on the creature page only, but it’d clash too much with the other pages then.
Meant just on the infoboxdetails class you mentioned, the dividing bar
or do other infoboxes use that differently?
Most infobox use only one infoboxdetails as a kind of subtitle for the infobox from what I can see.
So it’s not as much of a problem if it doesn’t stand out.
I see
Most of them just put it under the icon like that.
I can try out a couple things on my personal css thing if you want
But with how much info there will be for the creature infobox I wanted to make it appear a bit better.
I’ll update the preat infobox so you can see how it look.
I can just go to the template page since it has the example there
Ah yeah, I forgot I just did the documentation here before doing tabber.
Just tried a random light green, might stand out too much?
Best color I found were green, a bit darker than that one or a dark blue, I think it was 000020.
That green is a bit too light I think.
Yeah.
But if we change that it’d be better to apply it to all infobox once we got the colors right, pretty sure cyrob have access to that.
Yeah, should just need to change that one class in hydradark.css
this looks pretty nice?
That one is pretty nice.
Works a lot better than what I found so far with the rest of the site’s theme.
I think so, but it doesn’t clash too much.
I’d make the main one a bit darker, but it look pretty nice.
Hum from the look of it, it’d be a lot easier (and cleaner) to use tabber in the creature page itself and call the template 2-3 times rather than incorporate tabber in the infobox itself since most of the infox is different for each variant.
I’ll still dig a bit more in case I find a good way to use it inside the infobox.
Was afk for a bit, how's this?
So was I, I think this one is fine, good job with the colors.
Sweet
Just two simple changes to the css for that, add background-color: #072b16; to .infoboxtable th.infoboxname and change background: transparent to background-color: #063b1b; in .infoboxtable th.infoboxdetails
MediaWiki:Hydradark.css is not protected so you can go ahead with it
Just broke the template for a tabber test, i’ll fix it soon.
I would need special perms to edit it Cyrob, I think only wiki guardians and above can
Huh, my mistake, all other protected pages have mentioned it, guess this is hardcoded to be
Yeah, np
Template fixed again, still couldn’t make tabber work for the whole infobox at once.
Replacing one image is easy, but I can’t seem to make it replace a whole section.
Not without making it look really weird.
Tried to access the css, can’t access it either.
Yeah have been looking at protection and nothing is set
About tabber I think it’d be good to still use it but on the whole page instead of the infobox, unless you have some argument against that or another better idea (or a way to make it work)?
Yeah for editing sitewide css you need the user right/perm editinterface (or editsitecss), which comes with wiki guardian/bureaucrat and above
Hmm, I thought just on the infobox would be better
I can't find any examples that replace more than an image though...
Unfortunately I can't give any roles, only AutoPatrol
I tried to use it to replace more than a cell.
Best I could do was to put an infobox inside an infobox.
Or to call the whole infobox template with the tabber.
Yeah np, no need to give me any roles
Did calling the whole template with tabber work well?
It works very well, the problem is that the tab icon are on the left of the page.
weird
and there is a white border (that could be removed).
Could try aligning the tabber call to the right
Probably with a table (without any lines)
Depending on how we do it, I’ll update the variables names and doc.
I’ll try more tomorrow on that, already had too much wiki today.
on the creatures table, negative 100 for a status means immunity or weakness ?
Negative means weakness (takes more dmg of that), positive means resistant (takes less dmg of that)
weird, since the super big exploder (that isn't crasus) is displayed as "negative 100" , and while I was trying to freeze it my friend said it was no use since he tried to freeze it before with no luck, even the dreadnought I was able to freeze it without much trouble, and at least that one doesn't have any freeze resistance or weakness informed
Huh, maybe that was entered wrong? I also thought dreadnoughts had freeze resistance
as in resistance or immunity ? when I say without much trouble I didn't mean that I froze it as fast as I freeze other weak mobs, the dreadnoughts does break out of it much earlier than the others though
just resistance, takes longer to freeze them (I thought?) and they break out faster
can't say I know much about freeze mechanics, but maybe it is based on multiple values and not a single number
Yeah
also while trying to freeze it had a symbol with a snowflake over it, maybe that was telling it was immune to it, not sure if other foes had it while I was freezing it
всем привет
what a battle 😄
Dreadnough got some resistance to cold (temperature) but not to ice (damage type that affects health, shell directly).
Ice damage is still meant to reduce temperature just at half effectiveness
Is it really? Didn’t try to mod it yet but for heat / fire the element and temperature are completly separated.
Yeah FSD\Content\Game\GameData\GD_DamageSettings
"TemperatureChangePerColdDamagePoint": -1.0,
"TemperatureChangePerIceDamagePoint": -0.5,
"TemperatureChangePerHeatDamagePoint": 1.0,
"TemperatureChangePerFireDamagePoint": 1.0,
Ah well that explain the presence of burn and frost in the game’s files to make it separet when they want to I guess.
'Enter a mission…'
'Don’t even remember what I was trying to test this time…"
Need to make a sticky note of stuff to test
Quite the backlog
Have something similar with pages & stuff I want to make for the wiki
Still got 3 beers to test, but so far all of them apply twice.
What Buff beers are having twice the effect they are meant too?
Backbreaker:
— 15% move speed expected
— 30%+ move speed bonus tested.
Morkite:
— 20% expected
— 44% tested (in deep dive)
Pots O’ Gold
— x2 expected
— x4 tested
Red Rock Blaster:
— 30% Expected
— 69% tested
Skull Crusher:
— +10 base melee damage expected
— +20 tested (so we reach the grunt breakpoint with it)
Slayer Stout:
– Half Cooldown for power attack expect
– Cooldown divided by 4 tested
Rocky Mountain:
– -1 hit to destroy terrain expected
– -2 hit to destrey terrain tested
Still need to check rocky mountain and tunnel rat.
That is quite the difference, and quite clear that it's added twice being multiplicatively
Rocky mountain bugged as well.
How has that stacked?
Huh it's always been like that
It’s supposed to be -1 hit for each terrain not 1 hit for everything.
At least that’s how it’s codded.
1 hit for everything is far more fun but yeah do remember thinking that was odd when it first came out
I mean some beers are fine with the bugged values.
Just assumed it was mixed up instead of reducing it by a hit just making it 1 hit
The Devs must know about this since they changed rocky mountain to work on dirt too and must have come across the 1 hit in testing
Health go from 148.5 to 250.7 with red rock blaster
It wasn’t the case in U28 for sure, idk for U29.
I think Rocky mountain has always been 1 hit mining
Slayer stout wasn’t bugged at first, I remember testing it and it was only halved CD at first
Could be Rocky Mountain is buggy in it's own way first
I’ll try to check tunnel rat and then report it, not to change the current beer value, but it should make it easier for the devs to implement other beer later if they are aware of it.
Yeah, we can make a note of it on the wiki page though
This is the kind of things I can get if I calll the whole template with tabber, We would need to change the tabs color and hide the small white rectangle to make it look good probably.
(Dont mind the lack of info, it was a small test template.)
Can do that
<tabber>
Common=
{{Template 1}}
|-|
Frost=
{{Template 2}}
</tabber>
</div>
The code would look like that.
The width:40% is to make sure the tabs are above the infobox and not just in a random place.
Ok, I’ll try to make it all into one template then.
I'll work on making the CSS match
Looks good now If I say so myself
There is not a great difference between the active and inactive tab so would be open for changing that
For some reason it doesn’t let me use variable as tab name.
Odd
Worse case you could just have the tabber stuff be done on the page swapping between infoboxes
And CSS changes should be live now
Indeed it’s working on live
Strugling a bit to hide varing 2-3 when they are rnot needed, couldn’t do it with if, or no include so far.
It works when put in an pre parsed form{{#tag:tabber| {{{v1TabName|Test1}}}={{{1|}}} {{!}}-{{!}} {{{v2TabName|Test2}}}={{{2|}}} }}
But that's not so fun to work with
Added all variants info to the example in the doc for tests.
been doing some early prestige assignment info on wiki, if you remember the missions of the first one (chasm born), I forgot to write it down
Didn’t do the first assignment yet, so if I know what you need, I can add it.
Nice thanks
Just the missions type?
yes
Ok
The only way I see to use the pre parsed tabber form is to use another template to call the first one.
You're free to do so
I’ll simplify the first one a bit them and update the doc, got some idea on how to name the two templates?
The second using tabber could be creature infobox since it’ll ultimatly replace the old one.
Yeah that would fit best, since it could also be called for when there is no variants
Tab or Tabber Creature Infobox for the first one perhaps
Creature TabBox?
It works
Anyone know if L.U.R.E. works on the following enemies?
(for non aggressives creatures, if it affect their pathing in any way)
Dread
Trawler
Youngling
Shellback
BET-C
Grabber
Breeder
Lootbug
Hoarder
I've seen grabbers pickup Lures
Afaik, Hoarder is not attracted to lure, and can be startled by throwing one nearby
I get confused on how you guys struggle with testing in the sense that wouldn't using the scripts already tell the answer ?
What scripts?
the ones that tell the game what to do / run , such as enemy HP , modifiers, variables, etc
We have no access to code, only partial json files which you can think of as the database
oh lol, I am used with 95% , maybe ask the devs for info / numbers , or maybe you guys already asked
I was able to reconstruct a lost of the code before, albeit in a not easily readable form
The Devs response to that was removing the .pdb needed to do so (and making crash reports useless in doing so)
We have asked many things, We do sometimes get responses but it's not common
Devs are busy making the game after all
I did ask for some of the temperature values, the answer was that it was a mess.
Template is now working for variants as well, could you look at it and see if you can remove the tabs for a no variant setting?
Just missing that and the doc for the infobox now.
can't say they are against the wiki considering roles and channels, but I hope a better situation can happen in the near feature
I sure would love to have access to creatures and weapons files, that’d save me a lot of time to update the wiki
Yeah ofc they are not against the wiki
atm it’s more or less 70% testing 30% working on the wiki.
if all the info you need is in that file maybe even with it being messy it would be possible to understand it, unless by messy they meant something that it would be impossible to understand
Each file is split in a pair encoded in hexadecimal.
When the files are big it’s pretty hard to make sense of it.
It uses the standard UE4 Format which a lot of much bigger games use e.g. Fortnight etc. and yet no one has been able to fully understand the file format
by file I expected that they would provide something like "HP =2000 ; FireRes = 50 ; Damage = 10;
it’s more like one file with hp, fireRes, dmg and the other file with all numbers scrambled within the file sometimes in different formats.
pain
Feel free to have a look if you like, it's all in "C:\Program Files (x86)\Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Paks\FSD-WindowsNoEditor.pak" (default install dir)
Still didn’t find a good way to make the template remove the tab for no variant creature.
Stopping for now.
Did try my hand at it too but can't see a good way either
What I tried was to add some include only / noinclude around the tabber part when there was no value defined for v1TabName.
Finished testing all beers, here are the theorical vs current bugged values:
Backbreaker Stout: +15% move speed (32.25% move speed)
Dark Morkite: x1.2 morkite mined (x1.44 morkite mined)
Pots O’ Gold: x2 gold mined (x4 gold mined)
Red Rock Blaster: x1.3 health (x1.69 health, 250.7 HP tested)
Rocky Mountain: 1 (Destroy everything in -2 hits, 1 hit minimum)
Skull CrusherAle: 10 (+20 base melee dmg)
Slayer Stout: Halve power attack cooldown (Divide by 4 power attack cooldown)
Tunnel Rat: -30% fall damage (-60% fall damage)
Tunnel rat is additive with other source of fall damage, not multiplicative.
@weary sonnet Wait. Beers are bugged. Pots of gold is actually x4 ?!
Pretty much, did the tests with him, most of the buffs are not working as announced by the devs.
I can confirm, did a bit more than hafl of the tests with azerty.
on another note someone earlier said they froze a crassus detonator (some days ago I mentioned the bulk detonator freezing investigation and I thought it was impossible)
you can freez crassus and bulk, when they die frozen they do a non-lethal explosion that push you away like oppressor. They have a weakness to freezing damage that's what is on the wiki
Resistances on the main creatures pages are for the damage types affecting health only, not the temperature for now.
Temperatures are handled differently, for freeze each creature get a freeze temperature, unfreeze temperature and warming rate for example.
On haz 5 you get revived at 0.10 max revive regen and health. Is it less for haz5.5? No right?
It's the same as haz 5
Is it possible to work out how much the pgl loses in damage falloff every 0.1m away from the max damage zone? At the furthest point from the blast the damage falls all the way down to 15% so it should be possible to calculate how much damage is being lost every 0.1m
would there be something making it hard to check that out ?
Just seems like some fairly complex maths to work it out tbh
tbh I don't even know what it is about, but by taking notes and making a lot of comparisons a pattern will probably appear
doing some research it is about how much damage enemies take from the radiation effect of the PGL overclock ? not sure how you would make the enemy stay in place and measure the distances and other variables
simplest way to think about this is, count the damage per tick, count the time, factor in resistance, and then do the math
and how to deal with positions / distances ?
it should be equal no matter where you are in the radiation field
at least, I didn't notice any difference by standing in one myself
would it be possible that dwarves always receive the same damage and the formula changes for enemies ? based on the message by that other user I thought it made a difference
it's possible, don't know if we've bothered to test that though
it's pretty easy to test, I can run a test tomorrow* if someone hasn't already, but I don't think distance factors into radiation
where is the cheat mode where you can spawn any enemy and lock them in place and other testing tools xD
Mostly under your keyboard, you'll have to make them yourself ;)
So i've made some huge tracker on google sheets to keep an eye on which cargo crate / lost pack / matrix cosmetic do you have + the overclocks, and tater told me to post it there in case you somehow need or use it, so here i go: https://docs.google.com/spreadsheets/d/1dZBN2u474wW0o0Ss5eFVzppAXh-qR_rs97RSn12ygkc/edit?usp=sharing
accessory page should be much faster to load, almost -90% page size
How did you do it ?
@analog rock I have moved out the whole huge gallery of victory move; added preview image with redirect to them instead
Wouldn't have though they were so heavy... Makes sense though
it's the amount mined, using it or not has no influence on the exp gained
you're welcome
Is there already a place in the wiki where I could explain in detail how area damage works (stuff like the question Grom Hammerloch asked before) or there is no such page for now?
After a few tests I now know how it works.
I don't think they is
Should I add a page just for that in mechanics nav (or in another place) or put it in a subcategory elsewere?
I’ll probably write it tomorrow or the day after.
Yeah would be good to have
Ok, if we find a better place later, we can always move it.
That we can
is there a plan to include bosco rate of fire ?
Should Drakoniid's overclock/cosmetic sheet go on the wiki somewhere?
It's pinned in #drg-chat
Can do but should get Drakoniid's (the creator) permision
Yeah that's not my sheet man
And he wants it to be shared and used, so it should be fine
Oh whoops, my bad
putting it on the new player guide and a main page link would probably be good
in case it was missed, Health page is missing some creatures in the table, such as crassus
I asked him to confirm if he is ok for a wiki upload (I think he would be, but better be sure).
I would glad to see it on the wiki as i made this sheet to help people. If you have modifications to do on it, feel free to do these on a copy, but i just demand to have credits on it somewhere :)
For beers, should I replace the buff with the current value applied in game since it apply twice for all of them?
Or do it in another way since it’s probably not intendes?
Did you do a bug report on them already ?
Did it 2 days ago I think, maybe a bit less
Maybe ping a game dev to ask if they intend to change the values or not, if not, publish them, else, maybe wait until they adresse it ?
For that kind of thing, that’d be johan I think?
Maybe more a game designer, since the question is 'should they fix it' not 'can they fix it'
Ok, fran then.
Could do something like this in the meantime| {{Hoverover|<s>x2</s> x4 {{Icon resource|Gold}}[[Gold]] Mined|Beer Buffs are currently applied twice|underline=yes}}
On it.
Wouldn't it make more sense to put a note above or below the table instead?
Some are additive, other multiplicative so they don’t react the same way.
Can also do that but as well but as Elythnwaen said, +30% twice is +69% etc.
For health 30% twice is +69% since it’s multiplicative.
For tunnel rat it’s additive, so it’s -60% fall damage.
All done for the beers.
I updated the Hp, Shield, Perk points, Xp, Rank, and Level icon insertion templates to link to their relevant pages, to match the behaviour of other icon templates.
Are there any planned changes to the Overclock or weapon Modification tables?
I'd like to align the price column contents nicer.
Added the 4 missing mission type to the prestige assignement page.
Probably, they need to be updated, but I won’t touch them until I’m done with the creatures pages.
I updated the How To Play. I removed the warning about the game being in early access and added a couple of sentences about the tutorial since it started with “Upon completing the tutorial.” I thought about adding a “warning about the game getting continuing updates so information may change, but didn’t”
The change I’d make to the overclock table are mostly to add some info about mechanism and numbers for hidden values so you have ample time to adjust price price and such.
Plus I’ll need a lot of time to redo all creatures page probably.
@hollow jasper unless I’m mistaken, for the perks the words active and passives are always in bold, so we could include that in the template as well to simplify it’s use.
Updated the template to auto-include bold, and removed redundant bolding from the Perks page.
The individual active perk pages still have it for the moment, but it doesn't break anything.
Done for individual perk pages.
Area damage page is up
Looking good, it's a good page to have since it's a common question
Maths extension for the formulas to not have the white box?
I used the pre tag, maybe there is another one that’d be better for that?
May not need a specific math extension since it’s only simple formulas.
Atm the <pre> tag is used a lot for template documentation as well.
top one, but maybe add "( )" ?
Second as it is.
First if the central alignment is the same for all, it bug me otherwise.
(Would require a hidden column, not sure it’s worth the trouble.)
It bugged me too, which is why I tried the second one out.
I do like the second too
I would say 2nd too as it's lock the icons position with consistency, also our actual default is icon/number.
Also maybe the names don't need to be bold
Name for bet-c attacks? [Shoot / Throwing Boms / Shield and Bomb] for now
Also do L.U.R.E. work on her?
Shoot could be more descriptive, rapid fire, machine gun etc. but rest is good
Can’t recall well her attack pattern, unless I see her with how my memory works.
That's fair, I have my own memory quirks
Their spawn chance is set in FSD\Content\Game\GameData\GD_EncounterSettings if you wanted to mod it to be every time
I'd go with the second one for the price column
IIrc, the bet-c phases are shoot/throw bombs, and are independent from shielded or not (I believe the bet-c shot me a couple times from the cover of her shield.
I think she always throws bombs around the shield when it first goes up
Pretty sure she start by shooting a set number of bomb when shieded, then she do anything.
I can't remember her shooting me from it but not say it does not happen, the fight it just normally over by then
Does bet-c still get reduced spawn chance in haz1? can’t see anything in the difficulty file about that.
Not anymore flat chance at all haz levels
Ok, ty
hi all
is there API in this game or mods ?
can be offtop, but I can't find such info
Mods are not supported for the moment. It is possible to mod the game the hard way, but it is a topic the devs asked not to chat about on the discord.
fine, thank you
Found a way to display a single creature infobox without tab, but i’m not completly happy with it, the alignment is off by 6px and it leaves a line (that can be hidden easily) where the base of the tab is supposed to be.
Thought on using that vs a default 'No variants' tab?
There is another problem with tabber, the infobox don’t allow text next to it if it has several tabs, it works just fine without tabs. So it must be one of the rule brought in by tabber.
Wouldn't mind a default tab that much
Well that’d make it much simpler to manage, now that leave the problem with the text that isn’t handled properly next to the infobox, I’ll probably need to play a bit with the css to fix that.
how much damage does igniting the neurotoxin grenade does? as it is not stated on its page
also the list of weapons that can ignite the gas is much longer now, including bosco and EPC charge shots
do engys get a bigger benefit with the platform dmg reduction than other classes?
I don’t know how much damage the gas ignition does, it’d need to be tested in game.
The Creature infobox template is now fully operationnal.
Requested addition to the css file:
.tabber .tabbertab {
padding: 0px;
}
ul.tabbernav {
border-bottom: none;
}
.tabberlive > .tabbertab:not(.tabbertabhide) {
border: none;
}```
@gusty canopy No it’s the same reduction for all dwarves.
thank you mate
Took me while to make it how I wanted to.
Thats CSS for you
Added a few CSS lines on the template as well for the cases where it’d not be a good thing to apply them globably.
You can move that to the CSS
The new div would be class="infoboxtable NewThingForTheCustomCSS"
Then in the CSS you can put it under NewThingForTheCustomCSS
got some of the default temperature values indirectly from daga, so I may be able to make a temperature page at some point.
That would be a nice addition
This is what is in the new div atm
<div class="infoboxtable" style="float:right; background-color: #00000000; border: none; padding: 0px; width:300px>
With the info i got on temperature, test would still be needed, but maybe 10 time less tests than before.
I've moved the style stuff over to the CSS under the name InvisibleAlignmentBox
ok
(do you know the current values for the total affected enemies, aggro cap per enemy, and total cap limit? i remember it being 8 total affected by phero with each affected enemy having an aggro cap of 2 enemies for a total of 24 potential aggro'd enemies, but ive been told its been changed)
No sorry, checked in the file and I can’t see anything that look like that either.
The only usefull info is a 0.9 move speed modifier
And a 12 attack cost modifier whatever that could mean.
hmm, alright, thanks for checking
think that is a typo, https://deeprockgalactic.gamepedia.com/Swarm "a chance to recouperate."
is there a plan to include freeze numbers on the creatures page too ? only one I found was the praetorian page, so I imagine it will get added for the other creatures when they get a page
Yeah the creature pages are being worked on
And those numbers are not the easiest to get
perfect
Temperature data have progressed a lot, still need to test a bunch of them though:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=139697836
That new anon-edit to the minigun page.
'Reloading' the Minigun does not function as a traditional reload, but instead cools down the barrel entirely. This cannot be used after the Minigun has overheated and is disabled.
Is that really the case? Doesn't seem to affect cooling to me.
Already heard that as well, but I was never able to verify it either so far.
At least it didn't cool it down entirely when I tried it. Didn't measure if it changes anything
i believe it is as psuedo-real as reloading the drills to decrease the heat faster
i dont think it affects heat at all even though i feel like i cool down faster by doing it
Just a good placebo effect then.
It's poppycock.
https://giant.gfycat.com/CalmHopefulBlowfish.webm
I feel like this vid belong in the wiki even just as a mythbuster.
gj Ghost mythbusted, it just make the cooldown less boring to wait when you spin the barrel I guess
Only other one I've got that might be helpful, and is still valid, is this one on the different shield generator mods:
https://giant.gfycat.com/SecondaryDesertedIsopod.mp4
Ghost is that only with those mods?
someone in drgchat the other day said boosted converter leads to faster full shield with overcharger on T2
otherwise with healthy improved generator is better
wait looking at this again it wouldnt matter 🤔 maybe i misread what he said or maybe he was wrong
With Overcharger for both, Boosted Converter would still likely get to full first. The only thing I'm not sure on is if Improved Generator/Healthy can get to 25 shield before Boosted Converter/Overcharger gets to 30 shield. Might be close.
boosted converter overcharger does beat out improved gen with healthy
but only slightly
You certainly came out of it with a good looking result
only took 3 hours to remember how to navigate vegas's ui 😂 ah well, does look pretty good and will be good to have on hand
Now do it with shield link regen buff (it is obvious what the result would be but someone would ask).
im tempted to stop running pockets now after making this, i started running overcharger on driller but seeing the base charge speed of overcharger is rough
and i thought I was imagining things about the extra shield not charging as well as the stat would detail
Alright, weapon upgrade tables, Bosco upgrade table, Overclock tables, and beer tables have all been updated to use https://deeprockgalactic.gamepedia.com/Template:Price_table.
They are certainly looking better now
And having the ability to be able to change the style in future for all of it at once is always nice to have
so i noticed many enemies don't have their own pages yet. any issues if i start making stubs and filling in the basic info?
You should see with @weary sonnet, he's the one working on them
ah good
they are working on them already, but I think they can tell if any monster need help
cheers 
Yey, the Helldivers-Wiki guy is here. 😄
Now to make you play From the Depths so I have one editor
Good to have another editor join the wiki
It sure would help to have another wiki editor.
As for the creature page, I’m still working on them, lots and lots of tests being done to try to get as much data as possible on them.
The stuff I’ll have the most trouble with would be the creatures introduction tips and the like, I’m a lot better when I just have to deal with numbers.
If you want to update the pages entierely, we would need to set some standard on one page first (I hope to finish one today or tomorrow), as for the data, I got pretty much everything except a couple attack and temperature values now.
@glacial valve ^
You could work of the pages partially, if you wanted to write a bit for some creatures etc. and leave the redirect on until it's finished
what is the process behind getting attack and temperature values ?
For temperature value, it’ll mostly be testing in game if a creature can be ignited or not using some modded pgl / frost grenade or something like that.
Attack values of projectiles (Mactera etc.) were quite easy to get from files
For the creatures attack either I can find the info in the game’s file or I directly search for the creature and look how much damage I take and then try to check the damage type.
It’s harder to find the value in the file for melee / stomp attack.
Or some dots / aura, you only got partial info in the files.
could the value change depending on position for stomps ?
We did have full info from the files at some point for Status effects, can't remember which Update the parse stopped fully working for it
Yes, usually there is 2 radius, kinda like for PGL or C4, on the center you take full damage, near the edge the damage is reduced a lot.
If I think I found the good value, I can try to find that specific number in the file to see if it’s present or not.
And mod it to something way different to check if it was the good one.
@weary sonnet that is definitely something i would be able to help out with, structuring the tips and getting the intro text and general descriptions up to par. count me in.
Have just pulled from U25 H7 and got this for STE_RadioactiveTank_RadiationJSON [{"export_type":"BlueprintGeneratedClass","export_id":0},{"export_type":"Default__BlueprintGeneratedClass","export_id":0,"PawnAffliction":"PAF_Radiated","StatusEffects":["BlueprintGeneratedClass"],"DamageClass":"DMG_Radiation","ApplyEffectsInterval":{"Min":0.5,"Max":1.0},"Duration":1.0},{"export_type":"DotStatusEffectItem","export_id":2,"DamageAmount":{"Min":6.0,"Max":6.0}}]
May be worth looking at older files to get numbers
I’ll send you a text file with the info that was removed from the old main creature page, so there may be some tips there.
btw, 1 second of freeze cannon (base) is 64 cold points , right ? also not sure if enemies get heated faster after being frozen or the opposite
Warming rate is fix for enemies.
I think it pauses for 1 or 2s (default 2s) when they take damage.
You can link to the old page revision https://deeprockgalactic.gamepedia.com/index.php?title=Creatures&oldid=13583 but I assume your note may be a bit neater
I was going to send what was on the other wiki channed.
Yeah that is quite a bit nicer
is there plans for more details on cave layouts / rooms / generation ?
that would be useful!
There is some basic cave gen info in missions as they have different parameters e.g. a 400 morkite mission is 5 caves linearly connected
also, info on "mining rate" / how much you can drill with drills and stuff
Base is 2/3 second to destroy a bloc.
Max mining rate is 1/3 second to destroy a bloc.
It may be different when drilling enemies.
is there even target preference AI for long range attacks ? like acid spitters
That is a good question
Hey dear wiki testers, I just did the numbers with the new handy excel sheet which lists ALL cosmetics.
I took ten minutes to fill it out with my cosmetics.
I played every weekly (DD EDD and Corehunt / Assignment) since the release last year, and will come out next week with every cosmetic in the game unlocked and either 0 or 1 matrix core left but nothing to infuse it with.
Did some of you in experimental unlock all content on the cheatterminal and knows if the 'Drop empty core' still applies and works then?
I'm not sure what will happen but I did seen an icon in the files for the infuser to make mineral cores
Somebodywho did, or can still check with their modding etc? 🙂
Can’t help you with that fakiyo, I barely got half of the cosmetic I think.
Someone know if there is a way to load a specific animation in ueviewer?
Trying to see which attack match with each file.
Hi, I wasn't able to find this info anywhere, does the DRILLER - EPC - 'Thin Containment Field' reduce the amount of material mined? I vaguely remember the change that allowed weapons to mine material, but since the EPC is destroying terrain, I didn't know if it was reducing the material mined as well. Any info would be appreciated. TY
Any method of mining will give you the same ammount of mineral, unless you took a dark morkite / pot’o’ gold beer.
When mining with EPC, the mineral chunk tend to fly farther, so you may miss a few, but if you find them all, you will have the exact same ammount.
First draw of the upgraded creature attack template is done.
All usefull info are there I think, but maybe he could use some css change to make it match the infobox a bit more.
For the creature health template, I don’t think it need any change, or maybe just adding a sentence at the beggining to say if the creature scale with hazard, number of player or both (the sentence is repeated on the creatures pages atm so adding it as an optional argument would make more sense).
Changes look good
For unknown values like let’s say radius for the gas cloud should I add a field and input an unknown / N/A in that or just remove the field?
Using |+ for the first row gives it a different look which would allow for simple CSS changes to make it look more like the infobox
Assuming I can’t test it.
I guess it's best to just say unknown if we don't know it
The STE files are small enough that I may be able to find them still.
Since I know all other values.
Well look like the STE file is only for damage and interval.
The duration and radius must be in the BP_ file or somewhere else.
Just checked for one I know the duration, it’s in the BP_file, this one is a lot bigger, so manually fishing for the aoe size don’t feel like a good idea.
They were in the file in U25, I think they still are just missed by the parser
Probably still there yes, but I won’t be able to find them, tried some older file, still didn’t work.
I don’t see what you meant by 'Using |+ for the first row' earlier.
Wiki tables use | to indicate each row
It can be replaced with ! for headers or |+ for titles
Ok, didn’t use that so far.
I have some old files still what STE are you looking at?
Looking for the acid cloud and frost cloud radius / full damage radius and damage pct.
It should be in the BP_ file, not the STE.
Yeah STE = Status effect, so it's only the effect given to players in the cloud
I can see the pointers, they are still there.
"SphereRadius": 275.0,
This one is for the visual effect of the fog, not the same thing, but it should be a good indicator nonetheless.
Only other thing is "AttenuationRadius": 600.0 but that's for the light
Ended up looking at the radiation cloud first
BP_Spider_AcidCloud does not parse at all from the U25 files
Frost cloud only has lifetime in the parse
The exact names are:
DamageRadius
MaxDamageRadius
Not sure how the falloff damage is called for coulds, it can’t find it.
For weapons it’s
MinDamagePct
When ommited it means there is no falloff.
Found MinDamagePct in only a few files
Well look like I’ll need to mod it to check the cloud size, only found a 200 and 350 in the BP_Spider_AcidCloud file for now.
No 275 oddly enough.
Well it is an old file
But does it check out?
Well that’d mean 2m or 3.5m
2m seems to little, especially if there is no inner circle with a falloff when you get farther.
what is the cryo cannon's OC ice spear damage? in the wiki it is not mentioned
also it says it consumes 35 damage in the wiki, i just tested it and it consumes 50
Single target:
350 kinetic damage
With a 50% friendly fire modifier and a 3s stagger duration.
AOE:
150 Explosive damage
Full damage radius: 0.8 m
Falloff radius: 1.4 m
Falloff damage: 20%
i can't believe you tested that :D was the info in a file?
This one was, I can test all the damage easily, but for the damage radius it’s a lot harder.
alright thanks
i wonder if the freeze time of a dread or oppressor is enough for the ice spear to charge, that 350 kinetic will get multiplied by a lot if the target is frozen
The kinetic part would be trippled, the explosive part wouldn’t change.
tripled ok
Frozen basically tripple any instant single target damage.
So no DoT, aura, AoE…
As for having enought time to shoot that on an oppressor that seem unlikely if you are the one who freeze it.
Oppressors freeze at -300, for dread I don’t have the data.
frozen bonus is 3x, weakpoint is how much? 2x?
Depend of the creature.
For preats and oppressor x1 (so no bonus damage unless you got a bonus on your weapon).
For dread, grunst and the like x2, for macteras, bulks and warden orb x3.
1x? you mean if a bullet deals 20 damage then prae will take 20 damage on the weakpoint?
Yes unless you got a bonus on your weapon.
The important part is just that it still count as a weakpoint, if your weapon doesn’t have any weakpoint damage bonus shooting the abdomen or the mouth will do the exact same damage.
what if target is frozen and you shoot at a weakpoint? does the grunt for example get 3x2 = 6x damage? or damage is the same everywhere for a frozen target?
Frozen remove any weakpoint effect but also armor.
You can shoot anywhere for the x3 damage.
If you shoot the mouth of a frozen grunt, you’d still do x3 damage, not x6.
And if you shoot an armor plate of a frozen praet, you would do x3 damage instead of 0 if it wasn’t frozen since heavy armor would have blocked all damage.
For information, on the wiki the weapon page are probably the most outdated at the moment.
So if you want to verify something about a weapon and it seems weird, feel free to ask it here.
Just updated the ice spear values, it was wrong earlier.
ice spear doesnt go through targets right?
afaik it doesn’t
The AOE part could hit multiple target if they are close enought, but that’s all.
ok
"Five forges are required per level. The reward for reaching each level can either be a Weapon Core or a Cosmetic Core." is it just random or is there a specific order ?
awesome
Hello
I just shot a web spitter on haz 5 with the stubby, it procced electric, and the webspitter didn't die
was electricity nerfed?
Yes, specifically for Stubby. Not sure if it is intentional or not though.
I already posted in bug report that the electric DoT do less damage for the stubby than for other source, the duration is 3 seconds instead of 4, so it’s 36 damage instead of 48.
is fear mechanics being worked on / planned ? such as what fear factor means,
Afaik no one is working on fear atm.
Fear factor will have an influence on which kind of bug you can fear.
Basically the bigger the bug, the higher fear factor you’ll need to scare him.
so kinda like cryo with time making them less scared ?
Does dakka matter for that? I.e. can a low-fear-factor weapon scare an Opressor if you shoot enough?
I don’t think so, but I’m not completly sure.
I think creatures got a threshold you need to meat to be able to fear them, reapplying the fear should only refresh the effect.
But as I said I’m not completly sure.
It was working that way like 5-6 update ago.
is that treshold on a per-hit basis then?
or is it "enough fear damage accrued within X amount of time" to trigger
more numbers on how fast you can upload the uplink based on players / total players would be an interesting addition too
I can try to find the threshold on an enemy so you can test that.
I can find the fear factor value of pretty much any source of damage, but not on enemies it seems.
you mean you get different values each time you test ?
No, I was trying to pull directly the values from the game or the files i twasn’t a test.
also, fall damage numbers ? wonder if it can be hard to get due to speed affecting it
It depend on vertical velocity rather than height but we could do a chart depending on the heigh of the fall, it’d be wrong if you jump or even run I think.
I've managed to reduce fall damage with driller by drilling a vertical wall as I was plummeting
It's kind of janky though
so the damage only counts if speed goes to 0 in X seconds ?
It didn't drill an actual hole AFAICT, but i was sort of "interrupted" during the fall when the drill animation caused me to momentarily latch onto the wall
Which reset the fall velocity
The height would have killed me twice over so it was nice to still be alive after that
you guys would probably need a "current speed" tool to test, probably vertical only
By pinging something below from a video of the fall you can work out speed
I am thinking with more variables than just falling
suggestion to include sounds for creatures
Unless that's easy to find in the files that's easier said than done
I'm pretty sure all sounds can be extracted rather easily
Added all non variant info to the preat page for now.
Did a couple tests for bet-c, couldn’t ignite or freeze her with the current highest heat and freeze value in the game, so I’ll stay with ignore heat / cold for her.
Fair
All temperatures values are now known and have been verified for thoose who are interested in it:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
I won’t make a page about it directly, still focusing on the creatures for now.
A while back I would never though we would get to this point, having all those numbers
Neither did I.

maybe add machine event numbers ? such as how many ebonite creatures you have to kill, or even the stats for those creatures, don't think the praetorian page got that mutation in it
I think I found the fear resist, it’s set as courage, praets got a value of 0.5.
how that number affects the mechanic ? chance to not be affected ?
That’d need to be tested, but I think it’s more a required threshold for an attack to be able to fear a particular creature.
do you have the values for infector / nexus ?
I can check that, bu stationnary creatures sometimes bypass the rules.
was expecting to get more answers by checking creatures that probably can't be affected by fear, but if anything there is the chance when they get scared they just stop attacking
any chance that is the number that gets multiplied with the fear value ? so if prae gets hit with 10 fear, it is actually 5 fear
Dread is at 1.0
oh. ok, nvm
Bulk as well.
what about mactera or grunts - "medium sized" glyphids ?
All macteras: 0
Oppressor: 100
Grunt / Slasher / Guard: 0.5
Web/Acid spitter 0.3
Breeder: 0
ok, that "100" just feels out of place
I agree, no idea what it change compared to dread/bulk.
with testing it may show if that was a typo / mistake
Any objections if I remove the "about" header from the Praet page? Gamepedia manual of style says that "introductory lead section" shouldn't be a subheader, much like it is on Wikipedia.
I’ll remove it, the goal of making one full page before any other was to be able to talk about it and get this kind of remark.
I’ll try to finish it asap, but still can’t find all data for the radioactive aura for now.
nice, good work!
perhaps courage also has an influence on behavior/attacking ?
that could explain the value of "100"
Almost all aoe damage, including gas clouds from enemies and such got a fear value, so that’d allow the oppressors to just ignore them no matter what.
Also, maybe the creature infobox could use some links (e.g. to creature armour page)
Yeah that is a nice change
I don't think they are in the Discord (though seem to be active on reddit) but Gryphonkingbros has uploaded much of the armour skin looks (For MK1 armour) and even updated https://deeprockgalactic.gamepedia.com/Armor_Skins to hold them, which is a nice addition
ah cool
i have some of those skins that aren't on there yet i see, but I think it's better if one person does it so they all look the same
Yeah it does currently have a very consistent crop (although it's consistently off-centre)
You're welcome to give it a shot, maybe overlay your images on their to get the same crop etc.
thx for the tip, it's working well
https://deeprockgalactic.gamepedia.com/Armor_Skins
frigid tiger, subtle shadow and ember fury skins added; several more from the Driller to follow
New ones fit in well
We should stick to only showcase paintjob on the MK1 it's gonna be too much with every single combinaison
eh we could always use tabs
above the image
anyhow
driller Intricate Carver, Mudrunner and Colossus have also been added
There are ways to have all of the be displayed but only 1 type at a time but unless that's decided on and set up yeah we should keep it to just MK1
I would like to have that, but I'm just a completionist.
I expect we will have it eventually
You can look into converting the page to support it
I expect easiest option is pre-collapsed tables for each armour type / class
I still want to have all weapon mesh skin combos be viewable
But will need to make a custom HTML & JS to have that function nicely
Added the variants attacks (with quite a lot of unknow values or now, trying to find the command to get them).
Should we keep the page as it is or add some more info / move some parts.
Possible info to add:
Full temperature data
Image or description for the location of the differents armored parts.
Pretty sure "Inverval" in the attack tables should say interval
Indeed, completly a typo.
Their mouths also have no plating and can be fired at to deal damage, but this is less effective than going for the abdomen.
I thought it's just as effective, provided your weapon has no weakspot bonus and is accurate enough to hit only the mouth?
While using their acid spray attack they are completely stationary and cannot turn around.
Pretty sure that's wrong. Judging by the animation I'd guess due to a bug, but might still be worth a mention (saw it happen mostly when passing by them at a very short distance)
For showing the armor location, most enemy got their armored part colored differently in umodel, so we could use that directly if we wanted to:
That could work, but I’m not too good at making good vids for that. Not used enough to editing.
Changed it to:
Their mouths also have no plating and can be fired at to deal damage; going for the abdomen will gives you more damage only if your weapon has a weakpoint damage bonus.
Praets are not supposed to be able to move when spraying acid, they can turn very slowly to follow their target, buth that’s it.
Just rechecked, their body doesn’t move at all, it’s just their head that move sideway, and they don’t seem to track at all after initiating the attack.
I am certain I have seen it, though I am not sure if it may have been fixed.
Will try myself now
Just tested with a frost praet, I’ll move to a normal one.
Well the fact that it shouldn’t happen doesn’t mean that it can’t happen.
Yes, but the Wiki should mention bugs if they persist for more than a patch.
Anyway, testing
Ye. First try. Standing right beside it (partially clipping into the model), nearly 180° turn to face me in ~1s while spitting
Solo mode 🤷♂️
Imma get a vid
I even got time to get him fully naked while he was spitting, still didn’t turn so far.
Reeee, OBS wants update
Ok, manage to make him turn.
I need to run toward it between his head and front leg.
Hugging the front legs seems to be the trick to make them turn.
Also works when hugging the side
On the side without touching the front leg he doesn’t turn, but on the side touching the front leg he turns.
Bad news is the oppressor model isn’t colored properly for the armor:
All black and red parts except the weakspot are unbreakable armor.
I’ll add the part about praets being able to turn if you are very close to their front leg when they are spitting.
Also messed around that mission.
Is it just me or do flares from the flare gun ignore heavy armour?
Not sure, but it’s possible.
They ignore weakpoint and have fix damage so it wouldn’t supprise me.
that looks really good, glad that suggestion was picked up
I can confirm praets sometimes turn during a barf attack
But i suspect it was related to lags
So to finish all the details about our template for the individual creatures pages:
We are adding a vid with the armor location using umodel (when it makes sense / possible).
Armor: 1) Vid, 2) Picture, 3) Nothing
The rest of the page stay as it is, with subsection anytime a variant got different stats than the common variant (like for the Attacks section).
Variants: 1) Subsection when needed, 2) A Variant section at the end with subart for any needed info.
Should we add full temperature data on the bottom before the tip?
In most case it’ll be different for all variants so it could also go in the infobox.
Temperature: 1) At the bottom, 2) Full infobox 3) No change
This is what the full temperature info would look like for each variant:
Praetorian Common:
Update time: 1 s
Temperature Change Scale: 1 (this line could be hidden for most creatures)
Burn Temperature: 100°
Douse Fire Temperature: 40°
Cooling Rate: 6°/s
On Fire Heat Range: 2.5 m
Freeze Temperature: -150°
Unfreeze Temperature: -100°
Warming Rate: 10°/s
Max Cold Slowdown: 15 %
Warming Cooldown: 1 s
Feel free to share anything you’d want to add / change to the page as well.
just got Driller's splattered skin, also added to the armors page
OK so this is looking really good, I think maybe what would help if we get some examples of fire/freeze times for at least the unupgraded cryo cannon/flamethrower. to put those temperatures into context
if formulas are used, can't the time for any value be displayed ?
Some creature got a cap for how much cold / heat they can have, didn’t figure that out completly yet.
The formula for the freeze duration is just
(Freeze_Temperature - Unfreeze_Temperature) / Warming_Rate
If you just do exactly the same cold damage as freeze temperature.
as far as the stat block goes, i think it's good but I'd advocate having it explicitly display the heat/cold (in their own columns, for example).
instead of all vertically
ah OK
I tested on glyphid spawn, on them the max duration imply that their cap is equal to twice the max freeze temperature.
As for the heat side, the formula is the equivalent but praets are capped at their burn temperature while other creature can go a lot higher like naedocyte breeder.
For that you mean displaying the heat/cold in the infbox by splitting it in 2 vertically?
Something like that more or less?
