#wiki-related-chatroom
1 messages · Page 34 of 1
ok, I’ll try that one to see how it goes.
wouldn't freeze go on the left ?
well, which is unlocked first
burn is unlocked first
based on the number line / graphs, which is like 0 in the middle, negative numbers on the left, and positives to the right
Is it better that way?
No matter which side we deceide to put heat or cold, just talking about the vertical split.
yeah looks really good
Typo fixed, template should be active already.
Icon and/or colour for heat and cold on the infobox?
Also links to sections on the status page?
I could link the burn and freeze, the other doesn’t really have anything to link to until we get a temperature page.
As for the color I can add them, but not sure if it’d really help.
Do you mean like a background or text color?
Yes.
Either works, I'd say. Just needs to be set up right
Might even be able to do a template that autmatically links + colours some things (like damage-types)
I agree with your suggestions FGF
Do you like any of theses?
colors are nice, I imagined some symbols, but that is more work
For the background the text is barely readable unless I use some very dark color, so it tend to clash a lot with a red / blue.
For symbol we could use the on fire / frozen icons.
We have the cold/heat icon that could be colored as well.
staying with that king of things for now then?
i am pretty hyped about this stuff, it will be a strong move towards a more comprehensive wiki
as far as i'm concerned that last image is the best, with the colored text and icon
if we make the icon clickable and link to the info about heat/cold, that might be convenient.
For now we don’t have any temperature page afaik, I’ll have to make one.
I mean we just got all temperature values yesterday.
Maybe like 1/4 of them at best
so listing all the sources of temperature change / effects ?
and linking those to that page
And explaining what each temperature parameter do, for one of them I don’t even know for now.
i think it will be good if people get good access to the info about this, it will help their general knowledge of the game mechanics
Changes are live.
Looks good
Trying to align te icon and text, it bug me that they are slighly off.
For the variants, do we keep them as they are now? (sub category of anything that is different)
Or do we make a variant part near the end with a sub part for anything different?
how would the latter look like ?
Former1 Combat 1.1 Health and Armor 1.2 Attacks 1.2.1 Glacial Strata Variant 1.2.2 Radioactive Exclusion Zone Variant 2 Temperature 2.1 Glacial Strata Variant 2.2 Radioactive Exclusion Zone Variant 3 Tips 4 Gallery
Later
1.1 Health and Armor
1.2 Attacks
2 Temperature
3 Glacial Strata Variant
3.1 Attacks
3.2 Temperature
4 Radioactive Exclusion Zone Variant
4.1 Attacks
4.2 Temperature
5 Tips
6 Gallery```
so I am guessing health and armor wouldn't include weakness for glacial / radiocative, trying to see which one someone trying to find info would prefer
Added another for now fictive temperature categorie to better show the difference.
Weakness should be directly in the infobox so there should be no need to put it in the page again.
Did try align the temperature icons
They don’t want to be aligned it seems.
It's a bit better now but still a bit off
So Cyrob, your thoughts about the 3 pending questions on the individual creature page?
On the Armour I was looking into seeing if it was possible to embed a model viewer for it
Oh that’d be great if we can do that.
So for armor it’s option 4, go beyond all the rest, if we can’t we will try something more modest.
Well after looking into it more it can be done
But well, even the best way is not the best
Would need to be done with something like a sketchfab embed using iframes
But that would have a global <10K view limit a month for all models
And would need express permission from GSG to host the stuff for it there
Since the creatures pages are pretty popular not sure it’s a good idea to do that then.
especially if they are going to be edited a lot
The number of view you posted on the other channel is on how much time?
Past 30 days
I think it’s a bit risky then if we need < 10K view for all creatures.
it's possible to create animated gifs from desktop recording, right
Huh someone is trying to make a cargo crate box page in Russian
hah
👀 Russian wiki when
Yeah, though best make .mp4s
Yes I can make gifs or webm recording from that, the main problem would be to make sure that all of them are similar.
When there is enough translated pages for Gamepedia to say so
Isn’t webm handled better than mp4? I know it’s usually lighter, but not sure what works better on a wiki.
There is not a major difference between the two
So either is far better than gif
though webm's filesize tends to be marginally smaller than mp4
is there a good player for vids on gamepedia these days?
I think it uses the html5 built in browser player
OK, cool
i vaguely remember it being a thing on another gamepedia i worked on, but that's a couple years back
also -- which page is live, the praetorian?
I guess you could still have a custom one
OH MAN
this is exactly what i wanted to see
also with the variant tabs
great work
Still a few things subject to change but most of it is here, the point I’m not sure about:
How to display variants differences, armor and temperature data.
https://discordapp.com/channels/257785731072786435/453469452097421315/714165216048578671
OK I have another thing. I think the numbers on the stat blocks for the attacks/health need fixed column widths/more consistent formatting and straightening out of the numbers
You mean in the attack tables?
yes
I think the best way would be to impose a certain width in px for all numbered cells then.
Yeah that would be good
I’ll try with 40px
It's still all based on the quickly thrown together table I made when it was only used on 1 page
Yeah, I modified it completly but it’s based on that.
yes, and also it would help a lot for readability if the numbers were properly aligned vertically.
Such a change certainly would improve it
hey i think this is already great stuff :D
i like how complete and slick this looks
the whole format of it
well, not exactly. alignment on the dot would be best
but that's a lot of work. i know from experience 😐
Not sure how to do that on a wiki.
manually.
so i do not recommend it
i ended up using 2 columns with an invisible divider
Well values are not hardcoded, it’s all formulas so manually is not an option here.
We could split the number afterward and put each part on the side of an invisible cell probably
oh, automate that part you mean?
yes
also possibly a good idea to differentiate the values from the player number
using an explode like cyrob did for the updated template, not sure how that works exactly, but that should be doable.
because they all use the same bold font and color
The question is: is it worth the pain?
if you make it brighter shade of white for those player numbers
(or darker)
great work @shell frigate
This is what i got with a fix 40px wide cell.
Unfortunately I don't think there is a way to set everything to have the same number of decimal places (other than 0)
yes, it's a pain.
That would be a quick fix
Didn’t see any formating tool for the wiki yet.
so i think that the fixed 40px width is the best solution now
Other than custom js.
Actually it may be possible to hack in consistent decimal places, just the code won't be pretty
(as in what does Interval do there)
Time between when you take damage
Assuming 2 decimal maximum, 37px should be the maximum cell width.
So I’m going with that for now.
Will look into making a hack for decimal places
Is melee damage the same as kinetic?
Better at breaking armour iIrc
Depend what you mean.
The questions I've yet to answer;
-Armour: A Video in the armour section I think would be best, but made so that the thumbnail of it works as a image for it
A nice addition would be also marking the level of armour and weak points etc. but that is quite a bit of video editing so no one should go out of their way for such
-Variants: Having a Subsection for each variant is best IMO then can link directly to it if people want a certain variant even if it's only saying this is just X be coloured different and spawns only in this biome etc.
I would say special variants should be done differently, E.g. we have the cursite creatures all subsections on a page dedicated to the event (though could have a small subsection on the creature page about it too)
-Temperature: I like how it currently is with the infobox, If I can figure out a nice way to do my bar idea, I'll give it a try but any extra data would be nice to have on the page somewhere
Can you make the template work with an unknown damage value?
Ok so option 2 for variant ie not the one we are using now.
@shell frigate I think those are answers, not questions. and good ones
Well they answers to questions I was meant to answer a few hours back
so other than the kursite variants, and the climate variants, which other "special variants" are there?
Well I mean we need to get a full template at some point or at least to know where we are going so we can start filling up the pages.
Thanks for the answers.
On variants For the page layout for having it set by variant or type (attacks, etc.) Doing it by types will most likely look neater so I'm happy with either
Ebonite would be the other special variants
ah right
I got the example here for the 2 ideas of variants so far:
https://discordapp.com/channels/257785731072786435/453469452097421315/714213038529577002
For now the first one is used.
i gotta say this is shaping up to be a good template.
Since they are more related to their machine event than their source creature it would fit better being on the event page
Though they could all still be on the main creature page
I don't think a smattering of full stat blocks on an event page would make it easier to read ?
So for variants we are moving onto option N°2 if I got it correctly?
I'm happy on either, your choice
I think like a database so I’m not the good person to choose between the 2.
Well Wikis are Databases :P
But both have their good points so there is not a wrong choice, No2. gives all the info on a variant in one place for if people want just that but won't be a good looking /neater as No.1 can be (No.1 also limits duplicate info)
I miss numbered them
yeah, i read that into it x)
linked from another page to a subsection where all the info is, works well I think.
Ok so going for N°2 we will need to rewrite some of the text so all variant related info is in the variant part, to be more logical.
Well with that we got our full template I think!
There can be some duplicated info
There are things like newspaper rules where you give a basic outline in the first few sentences and as you get further in the article is does more passes over it giving more detail each time
hmmm wait a second-- can't we use the same tabs for variants' data tables as used in the top right infobox?
anyhow
i am impressed with the speed of the proceedings 😄
It can be a pain to set up though.
If on a template it really will be
ahhh
i see
that's why i thought i'd bring it up now, rather than later. that makes sense though
Should not to bad to use it on a page to compress things like attacks into one
If we want to though is a different question
Easier way to use them would be something like:
tab1 = template1 tab2 = template 2…
Otherwise using tabber inside a template can be a lot harder.
Yeah may be best to limit usage of it to things like that
Unless we think it would really add something
One easy way to use it that’d add something and be easier than the alternative:
Showing 3-4 views of the creature model instead of a vid.
This way adding annotation and such would be way easier if we want to.
Yeah that may be better than a video
Good idea
Well I'm going to try make a template to round things to a set number of decimal places (even if it's more than it currently has)
So I can keep the ugly to that template
Do you see any easy way to replace numbers by nothing if we don’t have the attack damage?
I guess I could build the rounding template to export something like - if it's given a non-number
any way to make it clear the value is not know ? not sure if it can give the wrong idea
Well I could have it give anything even Unknown but that might break the table
Only other thing would be a bit of a big change to the table to be a big unknown cell
I can do that by adding a if on each line, not sure if your solution is heavier or not.
Well it's best to have anyway to avoid it pumping out these
I was more thinking something like, when you mouse over, it says "value is being researched" , or just "unkown"
Trying to do that.
Well this rounding hack works but I'll hard code it at 2 decimal places at most for now
Works well
Value for the damage must be "Unknown" for it to work, it’s added in the documentation.
would "some other word" Cloud work better ? since glacial variant also releases a cloud, just of a different type
I used Gas Cloud an Cold Cloud in this case to match the damage type.
Made a template: {{Round|42|2}} -> 42.00, {{Round|42|1}} -> 42.0, {{Round|42.5|0}} or {{Round|42.5}} -> 43
It works but its causing extra spacing
not sure if it is clear, but about shields, if a source of damage would take 25 HP points, it also takes 25 Shield points ?
The unions on xbox or going to be on xbox?
Unlikely
@shell frigate Fixed.
It was the linebreak between the comment at the top, and <IncludeOnly>
@ Omega Sentinel If you mean dwarf shields, health and shield absorb exactly the same quantity of damage no matter the damage type (except lack of O₂).
btw
gamepedia staff is very helpful, for helldivers we've had someone from gamepedia join that discord
if it's known who from gamepedia is their contact for the DRG wiki, we could reach out.
On the Helldivers gamepedia, the initial Gamepedia staffer wasn't active on there anymore, so someone else took it over and then we got a lot done quickly
they also use slack
I think the gamepedia staff is OOeyes, he isn’t on this server, but he always answer quickly.
excellent
glad to hear
so where are we at with the templates? I have time later today to swap the creature pages over to the new design
I will probably need some pointers at some point
could be fun to ask DRG-chat for good "you should know this tip" style info for some of the more stubby creature pages
I still need to move the variants to get them in a separate section in the end (and adapt the texts in consequence).
And I’ll add some pics from ueviewer using tabber to showcase 3-4 views of the creature so we can better show its armor location.
I think it’s all we are missing.
I’m supposed to work for now, so I’ll do that in 3-4h, but I can answer questions if you have some.
Feel free to work’ on the page on your side if you want to.
also
has a choice been made between british/american spelling?
armor/armour, dwarfs/dwarves
i see both
US-american. Unless they translate the game change it how it is in-game.
On that note, gib style guide page
If you mean the current model for individual creature page it’s the praetorian page:
https://deeprockgalactic.gamepedia.com/Glyphid_Praetorian
OK i did some work on the health template
so I propose using colored letters to reflect the hazard level color
There is 7 sub health templates, 4 of them are used on the main creature page, 4 on the individual page, so one is shared (the neutral creature one).
for the Haz Level headers
i figured something like that, so i took a look at the uncategorized templates. so I edited:
Template:Creature Health ExtraLarge
Template:Creature Health Large
Template:Creature Health Normal
Theses are only used on the individual pages so you picked the good one.
The mini one are used on the main creature page.

Even the mini could use some fix cell width at least, I’ll add that later.
I’ll try to simplify the health template at some point, being split in 8 is too much.
i think this serves 2 purposes, differentiate the values in the template from the headers, and the colors are the exact hex values of the hazard icons 👼
I could also use the icons but I think this is clear enough
Icons would be overkill in that case.
I would like to see the Player Count numbers 1-4 also be more visually distinct
yes
i agree
Icon could be good for player count on the other hand: replace both the number and player count by 1 to 4 icon of a person.
ahhhh
OK that's clever
I'll take a look at what's there in the GUI that could be appropriated
I mentioned it more in case someone wanted to know and didn't understand what shield numbers meant in the wiki
wouldn't just "Health" do the job ?
also, any plans to include enemy specific quotes on the pages ? I see that quotes page is a stub
Well, I like to open a wikipedia page with a relevant quote
*gamepedia
so i'm for it
usually eHP (effective HP) is a combination of armor value, as a multiplier with health/shields or something
I don't know how it's defined exactly for DRG so it could be an option. @weary sonnet ?
on DRG foes have multiple defense points, so that would just be confusing probably
that's why I'm not sure what it means here
I just did a bit of reformatting the table
pretty sure it would be HP points without any weakness or defences
eHP is used in this case because enemy HP is the same no mattert he difficulty.
Their resistance increases or decreases instead with hazard level and number of players.
did some edits to attacks template.
looking for input on player icon shown in screenshot above
is it OK?
I find it harder to read, but I have a pretty bad sight.
OK, thanks
I can make the icons the same color as the table lines
with black letters
I think i am confused with that explanation since it sounds like HP never changes and instead it is the weak point damage that changes
weak point damage is just a multiplier for the regular damage right
The weakpoint doesn’t change either, it’s the global damage resistace of each creature that changes.
yeah figured
And there is 4 different scaling depending on what category the creature belong to:
No scaling for neutrals (lotbugs and the like).
Scaling only on hazard level: most wave enemies like grunts, swarmers, mactera spawn.
Scaling on hazard and number of players: most specials and praets.
Boss scalling: hazard and number of player but slighly different than the above.
They are the one called Simple, Normal, Large, ExtraLarge in the health template respectively.
How about using icons like that for the player count?
no numbers ?
Clearer if no numbers, but there might be the occasional guy that does not understand.
We could display 1/2/3/4 players as a mouseover I think.
This icon is from the steam store single player / coop game so not sure we can use this one exactly, it was more to set an example.
Well creating something similar from scratch shouldn’t be too hard.
could be made with the dwarf models in mind , if you can make it clear it represents 1-4 players
There might be the case of people mistaking ther number of players with number of x class in mission
i agree with azerty
The Glyphid Praetorian is a hostile creature found on Hoxxes IV. It is found in every region of the planet, though some biomes (the Radioactive Exclusion Zone and the Glacial Strata) have unique variants. They are similar in body shape to Glyphid Grunts, being an arachnid crea...
this is what i've settled on now
I just meant not so human like
you can even use pickaxes as a symbol
I considered that, but I'd rather just keep it as unambiguous as possible
on another note, is the Karl page full of speculation because there is not enough information to make a page with a decent size ?
yes
fixed, cheers
you can also click "edit" (top right) and fix it yourself, no account needed
but I'm happy to catch typos through discord as well
boom, tidied up creature attack template a bit more to work correctly with Unknown Damage placeholder texts.
Not sure why the gas cloud boxes are larger than the other attacks
interval / duration difference ?
It’s because of the full damage radius, it makes the first column wider.
what about if we turn it into "Full damage" | 2m radius
"Falloff" | 3.5m radius
eh i guess this works too
I kept theses names to be consistant with the Area Damage page.
The most important thing is to make sure people understand what the 2 radius means, no matter how we call them and that we keep the same notation everywhere on the wiki.
So far the new notation is only in this page and on one weapon page.
could add mouse over information, images, or link to a page explaning it
This is the page in question, if you have a better name for the 2 radius, feel free to change them, just let me know so I know what to call them and I can update the templates that use it.
https://deeprockgalactic.gamepedia.com/Area_Damage
In game variables they are called respectively:
MaxDamageRadius
DamageRadius
MinDamagePct
Okay then I propose we keep it like this
If we decide to change it later on, I'll go in and bash out the code myself if needed
The radius that display in game in DamagRadius, the one I call Falloff Radius since it’s the area in which you deal less damage.
so there is not a big area where you get the minimum value ?
The minimum damage value is only on a sphere at the extreme limit of the Falloff radius.
By default it’s 25% of the damage displayed in game, but most weapon got another multiplayer for that.
So it’s:
Max damage inside the smaller radius.
Min damage at the max distance of the bigger radius.
Damage scale linearly between the 2 radius.
so something like this ? not sure I know a good word to use for the bigger circle / radius
It’d be like this for a weapon with a damage falloff=40%.
Something like that would be a nice visual
if it would to be added for the different aoe damage sources glyphids could be used as size reference point
good visual
perhaps use a gradient if applicable
yes
a glyphid size reference would be great
a black silhouette, top down?
front makes more sense, since you throw things facing them, so that is how you see it
Pretty sure the guys working on karl aleardy got this kind of graphs for most weapon with some sort of grunt density simulation.
man
grunt density simulation
that's a great band name
Just checked, only one radius was displayed, but the damage was calculated per increment of 0.1 m and over 40 grunts were put there to check the damage they would take on a PGL test.
btw, I am checking the HE granade page , and I guess it is on the todo list to add all the other numbers, but just want to point out that , isn't "damage radius: 4.3" lacking units ?
Allmost certainly metres, I'd say.
With all the changes on U29 and 30, pretty much all weapons pages will need to be redone entierely, we try to fix any error that is reported, but for the global rework I’ll check them after creatures / temperature probably.
And well you can see how much work there can be for just one creature page.
hmm, if only I could see the todo list so I had an idea if something was forgotten
I can only tell you mine.
Main perk page, Individual perk page, main creature page, Armor page, Area damage page all done
To do: individual creatures, Temperature.
Check and rework hazard page, health page
Do a spawn condition page per mission.
Weapon individual page rework.
I think the accessory page need some work, I’m not going to do that one. Same for the machine event.
Hey, I wanted to fill in some missing Mission Control *oggs on the wiki. I only know one way to do this - to play the game and isolate MCs voice. In the Audio options, it even looks possible, as you have a separate Mission Control slider, but I noticed that even with that and master volume on 200%, you cant really hear him. I noticed that all of the volume is tied to the sound effects volume (which I obviously dont want in a pure recordings. My question is - is there a different way to separate Mission Control's voice other than recording him in game?
Umodel should be able to extract the sounds from the game files
Will look into it, appreciated
What kind of view would you like for the armor showcase? Beside the sideview.
Front / Rear / Top or something more in between?
Maybe also depends on the creature?
For a grunt just top + bottom would likely be enough, considering you see everything from there on it
If we focus on showing armor location mostly, the I’d say front to be clear the mouth isn’t armored, side a bit on the backbecause we see most of the armor.
Focusing on armor only, that sounds about right
Looks good
OK, I can take a look at accessory and machine event pages
Added the armor image to the preat page.
OK I would say add a header describing what I'm looking at.
can we display it next to the health scaling?
The only problem is that the tabs won’t follow so we need to deciede on the max width of the image first.
Now it’s 400px, is it enough?
I say definitely enough
and i'll see how it renders on my phone for example
we could letterbox the armor images that are <400px height
to preserve vertical consistency
The image was bigger than 400px, I set it to 400px max while displaying it.
ah gotcha, then just have the armor images at the same horiz/vert dimensions
(ratio)
Original sizes are 856x764 and 977x658
Keeping the ratio won’t be easy unless we keep some empty invisible space around.
With how the export from umodel works.
yeah, i understand. well, if you'd care to send me the armor images I can do that for you.
I'm thinking mainly how it'll render on mobile, with the rest of the page going up and down when the tabs are clicked.
just tested, that is happening
I may be able to fix it just by adding an option on the image display.
that is convenient
It just completly ignores the resizing the changes in height when inside a tabber for some reasons.
Huh that is odd
Either that or there is a typo I don’t see in what I’m typing.
I assume it's not live
Setting it to 300 Max height did seem to work, though covered over the infobox
Trying to force a 300x300 box with a centered image.
Or even 400x404, but we will need a new css class for that.
Though setting max width and height to be 300 fixes that, but it would be indistinguishable from just setting width due to the images be more wide than high
Well now setting the sizes work for me, guess I just needed to restart my browser.
one thing that is missing, about regenerative bugs, do all bugs, after x seconds , recover a flat ammount of HP per second, or is it a % of the Max HP, or even, is it affected by hazard level / player count
Still not sure on how te set up a box with a centered image so it display well on mobile. If it isn’t possible I’ll just edit the image to make them all a perfect square.
I have no idea for regenerative bugs.
[{
"export_type": "BlueprintGeneratedClass",
"export_id": 0
}, {
"export_type": "Default__BlueprintGeneratedClass",
"export_id": 0,
"StatusEffects": ["BlueprintGeneratedClass"],
"ApplyEffectsInterval": {
"Min": 1.0,
"Max": 1.0
},
"GameplayTagQuery": {
"TagDictionary": [{
"TagName": "Mutators.PreventRegeneration"
}
],
"QueryTokenStream": [0, 1, 5, 1, 3, 1, 0],
"AutoDescription": " ALL( NONE( Mutators.PreventRegeneration ) )"
}
}, {
"export_type": "HealingStatusEffectItem",
"export_id": 2,
"NoDamageTimeRequired": 3.0,
"PawnAffliction": "PAF_Regeneration",
"Amount": {
"Min": 0.05,
"Max": 0.05
}
}
]
Guess it could be 5% of max hp
It may be affected by hazard level but look like it’s percent based then.
should be easy to be tested with large enemies, waiting 3 seconds, and seeing how much hp it recovers given the hp bar
oh. true, at least the variables should stay the same
Applies every second
@glacial valve does it still pose a problem on mobile with the current display?
(If it’s still a problem I got some perfect squared image ready.)
What was the issue?
Going from one tab to the next for the armor view what making the whole page scroll up/down I think.
I can confirm that does not happen
Ah good then, the page is almost complete.
The Native W10 audio player does that thing where it cuts a little bit of the audio at the ends right?
No idea, I din’t use the native windown player in the last 15 years or so.
I was worried I was extracting incomplete audio snippets, Audacity confirmed that the w10 player is shite
Not surprising, pretty sure last time they tried to make good built-in apps they got sued for it
The only descent app I know from them is vs code.
Glad to hear other than that you got the audio extracted just fine
Lol really
Well VS Code is something you have to install
Native apps are something you uninstill if you can.
True
It just caused monopoly complaints the last time, so now the good things you have to install yourself
Should I include the sentences like
Creature's damage resistance changes depending on the Hazard Level, player count does affect the resistance.
Directly in the health template?
Since they’ll get repeted on every creature page.
With some little variations.
I remember seeing this on the Swarmer page, which made no sense as swarmers don't have resistance
Maybe as a hover over
But elsewhere, it could work
Well in fact enemies don’t have more hp when you go in a higher hazard, instead they have a higher global damage resistance.
Though would say player count can/could affect since it does not for all creatures
Well it’d be the variation I was talking about.
That makes so much more sense when you actually explain it, yeah
With those variants seems good
Simple:
The creature's damage resistance doesn’t change depending on the Hazard Level or player count.
Normal
The creature's damage resistance changes depending on the Hazard Level. Player count doesn't affect the resistance.
Large
The creature's damage resistance changes depending on the Hazard Level and player count doesn't affect the resistance.
Extra Large
The creature's damage resistance changes depending on the Hazard Level and player count doesn't affect the resistance.
Do you see any way to simplify the health template btw?
8 template seems a bit overkill for that.
Too much repetition at least.
It probably could be compressed down into one template, it just would be very messy
I didn’t mean reducing it to one template necessarily, more like maybe keeping several but making it so that text and css/visual change could be on one or two template only instead of 3 to 7
Yeah that's fair, it was not designed as the most maintainable
Well I’ll give it a look if you don’t want to do it, but I don’t think I’ll have time for that before the next weekend. And since I know you tend to be pretty good with templates.
Yeah I will give it a try
Why's the TOC above the lead section on the Praet page?
I’m the culprit, I though it looked weird being underneath it after I moved the other section since there was a big blank just after it.
Is it supposed to be under the intro all the time?
That's the default layout. Anything else you are meant to have a reason for, I believe. Much like on Wikipedia.
Gives you a nice summary/TL;DR at the top before the actual in-depth content starts.
I think the reason it bugs me is because the lead section is way too long.
So it looked weirder than on other articles.
Wouldn't say "way" too long. Maybe a bit, considering it's not a huge article
Put the TOC back in it’s place, still had to include it manually since there is a clear after the creature infobox (to avoid collision with the armor section below).
Where does one upload the audio files? Do I just plop them into the Source Editor?
Nevermind, got it!
One of the questions that was brought up earlier:
should we change the terminology for area damage?
https://deeprockgalactic.gamepedia.com/Area_Damage
Currently it’s:
Full damage radius
variable name: MaxDamageRadius
Falloff radius
variable name: DamageRadius
in game name: Radius
Damage falloff
variable name: MinDamagePct
I just finished the Praetorian page btw.
wouldn't a "Damage Range" work ? and then you explain the max value is used for anything within the max damage range, and that after that point it scales from max value to the minimum value
All of theses are radiuses, except the last one who is a part of the base area damage.
I feel like Damage Range feel like a damage value, not a range / radius value.
Updated the health templates to add the info text, added the color code for hazard level on the one where it was missing.
nice! i love where the page is going
Trying to make some examples for the area damage, based on actual weapon.
The blank is because of a clear I placed just before the combat part, you can try to remove it, but then the infobox will go on the right of the praet armor image.
oh but that is workable. if you make a table with the template for HP in the left cell and the armor image in the right cell
i remember this from the Helldivers gamepedia
If you got a better solution, feel free to try it.
but I don't know how that would work on mobile though
I tend to use only half a screen when browsing so the blank is pretty small for me.
I'll brainstorm on it a bit
also general thoughts on the page as it stands. be back in a bit
Well that page is made for that, that’s why we made that one entierely before any other after all.
yeah, I know. just been focused on a specific part of it so far. i'm highly interested in the spawn mechanics info btw
The info I got on spawn is partial, if you got specific questions, feel free to ask, but the answer isn’t guarantee.
well, in general, how does the game decide when to spawn enemies, or big waves
Other than the big blank the page looks really good
and do they spawn in patterns?
are there player actions which influence the timer/intervals?
And on spawn Praetorians have a haz dependent change to become Oppressors
Big waves all have a mission specific reason/trigger/limit.
Player impact is limited to pushing the button and mining eggs
are there things which permanently up the amount of enemies spawning, like triggering mission extract does?
so i will avoid those hehe
Dying on a minimule make almost infinite spawns.
bug?
I hope
feature.
Last time it happened I got about 250 bugs in 3 min.
Oh yeah first time you go near a mini-mule it spawns a group of enemies
Guess dying by one triggers that over and over
On mule mission, no spaws unless you’re near a mule, being near 2 mules at a time can increase the spawn significantly, so avoid it unless you can fix the mules quickly.
There is a spawn cap of 60 normal 60 swarmers, if more spawn they do like to suddenly despawn some, can be rarely be seen if you split up at Haz 5
that is an effing golden tip
On egg hunt, the number of swarm is limited to 1 swarm + 1 small wave/mission length.
and there's a delay before spawning starts?
Yeah always is
Which is why enemies sometimes spawn on you
They planed to spawn before you got there
There is a limit to the number on the number of disruptive enemies that can spawn, so if you see a bomber stuck somewhere, you may want to leave it alone.
It's nice to make changes and see that they work.
Trying to get a model with real values for the area damage, is this one visually good enough?
Or should I change some of the colors / backgrounds.
It looks good enough, though it will clash a lot with the overall wiki appearance
I would say a colour change should be done
The base is svg, so I can change it anyway i want.
Try it with more pastel kind of colours e.g. #E84B27 for the centre, maybe something around #E59937 for the outer ring
thinking about the color of the numbers, and if using a pizza slice model would do the same job, while allowing for the numbers and positions to be displayed better
example
I just wanted to cut down on the amount of image that was not really used, Which the Pizza slice does also
As then you can have the numbers be larger
i do think we need to have the scale displayed?
i think the slice is an elegant solution
My idea was to use 2 graphs for comparison using the PGL values, base values and with all radius mods and/or a typical build to showcase how it affects the scaling.
is it possible to have the variants' attacks use the infobox style tabs as well, and give them all their own full set of attacks?
right now it requires scrolling up and down to get the full set
just a suggestion!
re: graphs, that is a good idea. it will improve the general knowledge about game mechanics for the reader
and i am always in favor of that
1 > no since if it was an infobox it’d be float right and we don’t want that
But doing some css to get closer would be great
As for displaying all attacks we could but that’d add some info dupplication on the page.
This is the only reason I avoided it.
Graphs of some builds would be a nice addition for PGL and such
Ghost ship should keep their files organized. For the life of me, I cannot find some of Mission Control's voice lines (but, y'know, they're obviously there, since we wouldn't have them in game)
Or well, they can do whatever they want with their files, just needed something to complain about
I though they were all under \Audio\Characters\Voices\MissionControlFX
That is a nice and clear path yes, but then you have this mess:
Where do you think they'd store the mission briefing voice lines?
Yeah organized by when it was recorded
I suppose it's the easiest way
Luckily the names are good
Sorry, I just get frustrated by, for example, 'Mission Briefings' containing only this:
Yeah, the names are pretty straightforward
Oh, I might've found the missing quotes. Must confirm. I might have a severe case of the blind
You could dump them all in one folder then do your own organizing of them
I DID do that, but incorrectly
There's just loose, unorganized files in the MissionControlIFX
And I just kinda... looked over those
Yay 
Yes, those were indeed the missing files. Fun fact Mining Expedition briefing's file is called MissionBegin_collectGold
It was originally the goal I believe
I though originally Gold was intended to be used for ordering resupply pods
That is was
Not sure how I can confirm this, so I'll ask for opinions. Do y'all think these lines are Point Extraction specific?
Good eyes
I'd say it's fair to say the last one fits there as well - I'll trust the person who added those
Actually, file names confirm it. More blindness from me
No worries, We have all been blind before
I found this file. It's listed as 'Unused' on the wiki, and yet it's in the files. I haven't found any other Unused audio files. Does anybody recall hearing this in their game recently?
I recall hearing it, but not recently.
Simplest would be to go run a few Mining Expeditions I suppose
Trying to get cold radiance stats atm, I can launch a couple mining mission after that.
I'm on it, dw
Do you guys see any aoe ability on the cryo cannon other than cold radiance, snowball and icespear?
If not I got the stats for cold radiance.
Here are cold radance stats:
Damage: 60
Damage Class: Cold
Full damage radius: 3 m
Falloff radius: 4 m
Falloff damage: 25%
is there anything on the wiki that explains what these little ship icons with number next to them are (circled in green crayon)?
Number of sessions
If it's on the wiki? I'll look around
I suppose not, since there's no 'map' entry
thanks! I took a look, didn't see anything, and wasn't clear to me what that icon & number was indicating.
I've ran 10 games of Mining Expedition, didn't get that voice line once.
Guess that it is unused then
There is always more
That was really Cold Radiance damage, I added it on the wiki and updated snowball damage as well.
Good to know
Does anybody recall hearing "Hang in there, Drop Pod is en route. " in their recent games?
Damn, I can't find it. I found 4 other that were not listed on the wiki, but not this one. Ah well
There used to be a way to play the tutorial, right? I can't find it anywhere
Are you looking for the lines when the button is pressed, or when the MULE is leaving for the pod ?
And the tutorial should be playable from the escape menu , iIrc
I'm looking for when the button is pressed
And I'll look, thanks
Indeed it is, found it
Here are all the lines in the game, for the button press
If there are more types of lines you need, just ask.
Then the aforementioned "Hang in there, Drop Pod is en route." is a false entry. Thanks!
One would think the names of the files would indicate that at least a little bit. Will reorganize
I have these : #. SourceLocation: /Game/Character/Shouts/MissionControl/MissionObjective/Shout_Mission_PointExtractionSendingInDroppod.Shout_Mission_PointExtractionSendingInDroppod.Entries(1).Entries.Text
Oh bloody hell, there's a whole one extra folder filled with MC quotes. I wouldn't have even looked for that. Though I assume most of them will be duplicates.
Thanks for pointing me there
Just ask if you need more info, we have all of the lines on the translation platform
For whatever reason, I seem to be unable to extract from /Game/Character/Shouts/MissionControl/
Since you offered @analog rock, could you please check what voice lines happen during the Tutorial sequence? I have 5 name TutInstr. TutorialQuotaMet happens at the end too, though I can't find it in my extracts
Dumping some other new data here, too lazy to update them now, I’ll do it tomorrow:
Target Explode:
Damage type: Fire + Heat
Area Damage: 55
Full damage radius: 0.5 m
Falloff radius: 3 m
Damage falloff: 25%
FriendlyFireModifier: 0%
Heat Radiance:
Damage type: Fire + Heat
Area Damage: 80
Full damage radius: 3 m
Falloff radius: 3 m
Damage falloff: 100%
Acid Cloud Explosion:
Damage type: Fire + Heat
Area Damage: 65
Full damage radius: 2 m
Falloff radius: 3.5 m
Damage falloff: 25%
FriendlyFireModifier: 50%
Hmm. Thanks for that
I see your getting yours from \FSD\Content\Character\Shouts\MissionControl and I'm getting mine from \FSD\Content\Audio\Characters\Voices\MissionControlFX. Think the game is tapping from both sources?
Right, I was just confused. I was naively expecting the two to match. Eg I found this quote. Seen it before?
Yes, tutorial after wave.
I found a better way to search, I'll send you what I found, might be repeats from above though
That's all
I'll be going to bed now, but if you need more info on the text of the game, you can always go on crowdin (translation website) yourself. Access is detailed in the pinned messages in babelfish lounge
Greatly appreciated, thank you for your time
I've not done any pixel counting but did look into the regenerative bugs a bit, and it does seem it's 5% of max health regen-ed every second
hazard / players ?
It should be the same reguardless
should Experience per enemy be displayed ? as far as I can see, the only info about that is on experience page saying enemies give exp, but no info on ammount
I don't think it's done by enemy just by total kill count
that is correct, I was looking for enemies, but the wiki uses "hostile" as the word
but, think it should have the same format as the other sources displayed ?
Well it's special in that the Hazard bonus does Not apply
But yeah that page does need a cleanup
Added / updated the following:
Cold radiance
Heat radiance
Target explode
Praetorian Gas Cloud explosion
Added a friendly fire line to the creature attack template for the gas cloud explosion.
All nice things to have
I don't have the most time today but will be looking into compressing the health table
The only change left for the page is this I think rotterdxm got an idea on that:
It displays well on wide screen but on a smaller / half screen not so much, that’s why I added a {{clear}} before the combat section, that create a blank.
No rush for that or the health template anyway, we can work on all other creature pages as it is now I think.
that looks slick
Well this is the new model for all individual creatures page, doing the last small modifications, all main components are there.
Maybe the armour needs to be added to the infobox so it doesn't try to display the two side-by-side?
Possibly as collapsible content
Not sure a tabber inside a tabber would work well, but I can try. It could work if the armor part is made as a template maybe.
Could be a separate tabber? Not sure if that'll display right. Not used to tabbers, only normal infoboxes
Ah, maybe just in the same alignment div.
May need some style change to look right but other than that should be fine
It seems to work, just need to add some conditonnal so I can have the good number of image.
Does 2 to 4 seems good?
It has like 9 separate templates that could be reduced in numbers
More than the number, I find the problem lies in the dupplication of code, like if you want to change the style you need to do it 6 times.
This is what it look like for now:
Still need to make it works in all cases.
Got some better variable name for the pictures, tab name and text underneath than:
armorView1
armorTab1
armorCaption
Changes to the armor box for the praet page are live.
Requested CSS change:
.wikitable > caption {
background: #072B16;
border: 1px solid #53a448;
border-radius: 2px;
font-size: 125%;
}
.skin-hydradark table.wikitable th.category {
background: #063B1B;
}```
For the following look on tables, to better match the infobox:
Category being a custom class I can change the name to anything, it’s in the Creature Attack template only for now, for the detail line.
Sure thing, will make that change
Hum, just notice that the armor view is only on the first page of the infobox, should I dupplicate it to on the other pagse?
and the armor pics look great too, there
i think so yes
it might not be obvious to a viewer that that is the case
if they click on the variant's tab
OK I suggest having a descriptive line in bold above the armor image part of the infobox
between the heat/cold table
A fix line between the heat/cold and the armor you mean?
Well, just to give context to the armor images below
We could use an infoboxdetail maybe not sure how well it’d dispaly, any idea for what to display?
something like this (quick mockup)
for example
"Armor & weakpoints" instead of "temperature"
And then the caption under the image is "Weak points (red) take more damage"
something like that
I’ll see if I can make that
edited for clarity ^
But weakpoints are way higher and in uviewer they don’t differenciate the weakpoint from the rest.
aha
OK!
then nvm that part 🙂
thanks for the info
@shell frigate you were working on the templates? is the removal of the vertical space between the template items intentional?
Can’t insert it in the main template, I’ll try in the child template instead, but there will be some space I think.
btw i love how the text and images flow on the page now, also on mobile
The space may be my fault, I didn’t include a margin bottom in that template I think.
There should be some space now, 5px margin on all side, before it was 5px on side, 0px top/bottom.
yes looks great !
I've not made any edits on the templates yet
OK yeah we found what caused it
well, elythnwaen did
interesting that the cold cloud and cold spray have different -movement speed values
how does that work, if you walk through the death cloud then get hit by a spray from another frost praetorian?
It’s probably multiplicative.
I would assume so
Can’t make it all into the infobox nicely it seems.
It could work if I use fix tab name probably.
Didn’t manage to get anything better than that.
Stunning a Praetorian anywhere on their body will immediately cancel their channelled spray attack
from the praet's wiki page. what does "channeled" mean in this context?
While they are spitting acid.
Before spraying they have a short animation of reeling back, preparing to spit. Even in this prep phase stunning them will cancel the attack
If you think it needs some clarification feel free to reword it.
I don’t have any blank there.
I manage to properly integrate the images and tab into the creature infobox so they can be moved around if we want to reorder the infobox to regroup some of the data into different categories.
Btw I just saw that the template is tagged with "Pages using duplicate arguments in template calls" is that a problem or something that can’t be helped because of it’s nature?
Huh should not come under that
It’s for the infobox 2 and it’s documentation:
https://deeprockgalactic.gamepedia.com/index.php?title=Template:Creature_Infobox_2
Ah it's getting it from the doc page, that makes more sense
Ah, did I mess up something from there?
What it means is something like this is happening {{TemplateNane|Var123=1|Var123=2}}
More than likely with how many times I edited it.
I.e. a variable is being set twice in one call
ok
Not a big issue, but if it's different values it will use the last one
Well knowing what it means I should be able to fix it.
It's there for if your not getting the expected result from a template it lets you know why
I got a dupplicate line for the argument call in one of the template calls.
That was the issue.
Good that it's solved now
While searching for the low grav icon on the wiki, i found out that the file named File:Mutator_low_gravity_icon.png is the outdated icon, and the new one is named File:Mutator no fall damage icon.png
I would edit that myself, but i dunno if i have the permissions to do so
They have those names as that is just what they are called in the game files
Oh okay, my bad then :x
It's no problem, it's nice to have more people looking out for issues on the wiki
I’ll have to modify the attack damage box again, it won’t work with some projectile attack otherwise.
Hey, I noticed some small misswording here. I assume an idle Q'ronar is not curled up, right? It's when they just kinda stand open?
Did I forgot an attack combinaison? Trying to figure most of them out before going to update the template.
Melee
Melee + status (stun/slow)
AOE Melee
AOE Melee + status (knockback)
AOE
Cloud (~ AOE dot)
Projectile
Projectile + AOE
Projectile + dot
Projectile + status (web)
dot (~ST dot)
What's dot?
Damage over time.
Right
Like praetorian spew, acid dot, clouds…
It won’t necessarily appear like that in the table, just trying to get all the variable before updating the template.
For the q’ronars, I couldn’t find a better way to describe it.
The shellback get different resistance depending of when it’s in ball form or not.
I think you have got them all
What would Trawler be? Melee + status?
No what I meant is that on the youngling, it's said that they have resistance while being idle
The youngling switch resistance when it’s not moving and opening their mouth, not sure if he is trying to scream or spew.
Any other time, they’ll still have the resistance bonus unlike the shellback.
If you see a better way to describe it, feel free to update it.
No it's worded fine, it jsut didnt make sense that they'd have resistance while OUT of ball form
I’m not a native english speaker, that’s the best way I could come up with.
standing up ?
Even when crawling /walking around they still have the resistance bonus.
Intentional? Bug? Oversight? We'll never know
is the bonus only applied to the belly part ?
No, it’s applied to the whole body.
Is it possible to have 2 swarms stacked on top of each other? And what does it mean? The official wiki for swarms doesn't mention double swarms. But update 21 mentions multiple "waves" are possible, but its example is picking out an egg which spawns mini waves, and that's not a swarm.
I've had two swarm messages happen within seconds of each other, but I didn't notice an increase in bugs. of course, I've only had this happen once so far
what is a swarm ?
Announced swarms only stack from pulling multiple eggs out
🤔 Couldn't you also get one from a normal swarm + egg swarm in a DD?
@proud cargo yes that's what happened.. he announced a regular swarm.. then we picked an egg or two and got the egg swarm message (NOT the mini wave that spawns each egg pick)
There are a batch of enemies spawn for certain things too such as first time going to a mini mule but it's not fuly know all causes etc.
I guess you can do that too
Can also cause a lot to spawn by pressing the button during a swarm
can i find info on thermo shock somehwere? wiki search gives nothing, for example how much is the thermo shock damage and whether is is proportional to the damage dealt by the player or if it is a constant
A brief look at the files suggests it does 200 damage
For personal (And any other people looking in the files) future reference the status effect files for it are in FSD\Content\GameElements\Temperature
did it say what the damage type is?
Not in the parsed file at least
Damage type is disintegrate, same type than for See You in Hell. @north quiver (info for Cyrob: in the uasset file the was a DMG_Disintegrate line).
nice, good to know
No resistance / amplification to that damage type afaik so I consider it pure damage.
except the global damage resistance as used for difficulty/playercount scaling, right
Yes that one still apply.
ty!
Well disintegrate is probably the damage type we know the less about since it’s fairly new and only used and 3 cases (I may have missed some other).
Not what I was looking for, but each guntower weakpoint got 400 base health and got a Large Health scaling.
For every guntower module:
70% explosive, fire and cold resistance
Reminds me that splitting up the machine events to their own pages may be a good idea
is there a limit to the laser pointer distance ? I think I got the drop pod to show what is beyond compressed granite, but it wasn't even showing the distance, so not sure if that was the name , or just because it couldn't reach the end. only mention in wiki is experimental branch "Fixed some invisible colliders in levels displaying as ‘Unknown Material’"
It normally displays ♾️ as distance.
Unknown material usually came from pinging croppa purple spikes, some machine event stuff, player cameras, the air, etc.
The holes above salvage droppods go all the way to the top of the map
Leaving just a hole to the void at the top
Yep.
anyone ever climbed that to get some images for the wiki ?
I have and pretty sure many others have
I mean, it isn't really interesting outside of seeing the outlines of the caves with see through outer walls.
Yeah you can kind of no-clip see the whole map from up there
I thought it was something more interesting to show , but not bad
Could be useful for if we want to do stuff on cave gen
But for that we can just unlock Nvidia Ansel to noclip anyway
based on the wording of the upcoming updates I imagine the wiki will end up having more details on biome layouts
Would be nice
But you can use engi platforms to see through walls, like with the pistons in minecraft
I have a question regarding resistance.
https://deeprockgalactic.gamepedia.com/Creatures
Does Fire / Frost resistence only apply to DAMAGE, or to the TEMPERATURE and burning / freeze effect as well?
So when an enemy has 20% resistance to frost, he takes 80 instead of 100 frost damage.
But does it also mean he freezes 20% slower, or is the temperature mechanic which makes him freeze unaffected by the damage?
(Same for burning)
Or is the freeze and burn only applied WITH the damage and a direct result?
Frost/fire resistance applies to damage.
Fire res apply to the burning dot as well.
Just checked: fire/frost res (damage) doesn’t apply to heat/cold (temperature).
@alpine hamlet ^
That's very interesting, thank you very much! I did not overread that on the wiki did I? Worth a mention to resistances I guess
How in the seven hells did you test that?
Yes
Modded a PGL for 29 and 30 heat, tried to ignite a spitballer with both.
Since it’s weak to fire if the first one doesn’t work but the second does it means resistances doesn’t affect temperature since spitballer burn temperature is 30°.
On glacial? What about the glyphid grunts?
All the temperature values are here:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit#gid=139697836
❤️ thank you very much
so what was the page limit you have to have until your wiki is shown publicly (how many sites do you have to finish translate)?
I’m working on the english version of the wiki so there is no translation to do for me.
As for any kind of page limit for it to be shown publicly we have no info about that afaik.
@analog rock did you not say something about 20 or so?
It was for the sub translated wiki I think.
Once you translate the main page and 20+ page you can have an official subwiki in this language or something like that.
Not exactly, you must have the front page translated, and all the pages that are linked on the front page to apply for the creation of a subwiki
Speaking of resistances, on the wiki dreadnough has none
But shield is weak to explosives
Shell should be neutral to everything resistance wise.
I can retest it since a few resistances were changed in u29 u30 it seems.
Health is resistant to explosive though.
Hello, i dunno if there's the right place to post this, but i'm searching for some files in-game, and thought the wiki is the right place to find them. However, i can't find a file list page on the wiki, is there one ?
afaik there isn’t one on the wiki, I will send you what I have.
@upper crow Rechecked the explosive resistance on the Dread: still 0% for shell phase and 40% for health phase.
its - resistance
so I've been thinking on how to structure the creature pages' descriptive sections.
- spawn mechanics/amount/conditions (also notes for the differing haz levels/players#)
- behavior, how does it react and prioritize and move
- how to deal with them, also in groups of other commonly encountered enemies
(sub-section) - what works well what doesn't
and then general tips
When you play vs dread, try shooting it with anything and then with an explosive
which i will occasionally revisit to keep it tidy (as people tend to just add to the bottom of the list IME)
Could be placebo but it works 100% for me
Seems like good structure
I’ll keep playing with the numbers on my side 👀
I may need to reorder the data in the creature infobox 2 to make them more logical now that the armor view fit inside nicely.
For creature attacks with 2 different components, would you rather have it in a single table or in 2?
Like a spitballer projectile which is single target + AOE or an acid spitter shot which is one big kinetic damage followed by a dot.
For now I was thinking a single one, so that would mean two big area with the scaling damage.
depends on how it would look
I’ll try to draw a quick example
Not sure what would be best
we will have a better time deciding when we see the mockup anyway
Maybe something like that for an acidspitter attack.
Didn’t edit the template yet, just edited the html code directly to get a quick view.
Ranged attack -> Direct Impact ?
and that would be the single table vesion, right ?
now to see the double table one
Well we can change the wording a bit, the main difference would be that the big table and title above would be once per table with one table for each part on the second solution.
the only thing that might improve doing it with 1 table is a better border to separate the 2 parts of the attack
And for the first solution we would put one table for each part of the projectile damage and underneath it all the information related to that part of the damage.
We can put some separator, I just need to add a special line for that, it should be pretty easy to do.
It’s mostly so I don’t start writting the whole template in the wrong way.
perfect
After that we can deceide on the presentation, wording to make the parts more clear, adding separations and such.
Just wondering, the wiki states that Blackout Stout and other beers only effect you in the space rig, but I've heard people talking about drinking Blackout stout and entering missions with the effects active. Is the wiki wrong, or is this a glitch?
If you drink it just before going into the mission you don’t pass out since you’re in a loading screen and you will spend the whole mission drunk.
So it’s kind of a glitch.
Terrible.
Just terrible. I've tried. You do not want to do that.
I tried it once, took me almost a minute to resupply.
yeah, double vision
it depends on the drinks in question
some combinations i could drink 2, be inebriated
do a mission with double vision
some also give that drunken random sideways movement, that's way worse
but it's not good for my FPS, being drunk during a mission
due to the post processing
That drunkenness usually wears off though.
Not if you drink Blackout Stout on the droppod. So you have severe unvoluntary movement (including turning of the camera) the entire mission.
that is hilariously horrible
Yes.
I dunno if this is the right place to ask, but are the Deep Dives and Elite Dives separate? or I can get only rewards from just one a week?
yeah, it's probably worth it to just attempt the EDD, if you finish only the first mission you still get the reward from that
Can cofirm, getting torn apart horribly in the 2. stage is absolutely fine!
so now that i once again have a blank matrix core, i haven't seen a single machine event in 2 days
about those crassus bulk detonators, what's known about them? 3% spawn chance supposedly but I tend to see 2-3 a day and I don't play 100 games
do you get less gold if there's no wall/ceiling around when you destroy it, for the gold to attach to?
Still 3% spawn chance, they spawn on mission creation
They got 50% more health than a normal bulk, all other stats are the same.
I don’t think there is a parameter than increase the special encounter chance in the hazard level.
Ah, actually maybe there is one
GetAll DifficultySetting SpecialEncounterModifier
Can’t launch the game for now, but I’ll check it later.
3% is the base spawn chance
Speaking of gold.
Wiki says compressed gold is up to 250 units of gold, but worth up to 300 XP. Typo?
Also, what's the chance of two compressed gold chunks appearing in a mission?
I have no idea, I checked the files and from what I see in them it shouldn’t be possible to get 2 (I know it’s possible).
All I can see is a 33% chance for 1 gold chunk and 66% for 0 for all mission types on the parsed files.
I didn’t checked directly via console.
ah that brings me to a question. i've gotten stuck inside the pod ramp
is there a command to unstuck yourself?
Probably, I don’t knowit.
in warframe it's just "/unstuck" typed into the chat
It's weird, Gold chunks commonly come in pairs
There is sort of a command to unstuck but it doesn't work consistently. Won't specify it though since cheats are not to be discussed.
perhaps... the amount of gold per mission (to be generated as chunks) is set too high, which causes another to spawn? even if only 1 is supposed to occur
don't know, i could be totally wrong
Chunks are gems and generate in a different way
of course.
just trying to figure out what it could be
@bold plover okay so it's not a normal command
thanks
i don't need cheats, just wondering if it was there as a QOL
so far i've only gotten truly stuck that one time when the pod ramp opened on top of my head and it was intersecting my dwarf's body
Yeah, you have to do some stuff to get the console enabled in the first place.
The only official cheats are in the terminal in experimental. So if you see otherwise, it is likely inferring non-official stuff.
gotcha
i mean getting stuck once is pretty decent compared to most other games
but I do now have a healthy respect for salvage mission escape pods
Yeah, unstuck could be useful for the unbreakable stuff in the game about breaking everything, lol.
oh, i ran into something today which was weird... large room in the crystalline caverns -- the diggable wall was hidden behind a normal wall
halfway up to the ceiling
Yeah, that has been occurring more often.
quirk or intended?
on haz4 solo, i would not have lived long enough to make my way up there and dig my way through
Will be used as a title:
Attack Name
Will be used for single targets attack:
Damage / Damage Amount
Damage Type / Damage Class
Replace the 2 above: {Name of the damage type} Damage / Damage Amount (eg. Poison Damage / Poison Damage Amount)
Will be used for attack in an area:
Radial Damage / Area Damage / AoE Damage
xxx Type / xxx Class
Full Damage Radius / Max Damage Radius
Falloff Radius / Damage Radius / Radius / Max Radius
Damage Falloff / Damage at Max Range
Will be used for all types of attacks:
Interval
Duration
Status / Status Effect / {Name of the status Effect}
Friendly Fire / Friendly Fire Modifier
We could also include the "shape" of the attack: Cloud, Projectile, Stomp, Spit…
For all the above can you choose the description that make the more sense for you (or propose a better one if you don’t like them)?
Pretty sure it is a bug from what I saw the devs say.
I propose using "type" for damage rather than class @weary sonnet
it is much more conventional
Mainly because it confuses both greenbeards and veterans alike when it doesn't show up in the terrain scanner.
I also quite like the elegance of type / amount
as for AoE, I think that's a good name for it as people will know exactly what is meant by it
edit however, if we are using "radius" in other parts of the stat block, it's better to use that
As for status, I say we go for "status effect" to disambiguate
I can definitely see how the "radius/damage/falloff" part is hard to get right when trying to use clear descriptive words
will think on that for a bit
Why I think "Max Damage Radius" is not the best option:
it can be interpreted in multiple ways
Feel free to take time to get the right words
yes
That’s why I posted it there
I expect to update the area damage page depending on the answers as well.
The reduced damage is the percentages of area damage you’ll do at exactlty the max range of te damage radius.
OK so it's more of a gradual falloff then
Yes, between the 2 radius, the decrease is linear.
Perhaps we could use the notation:
"Area Damage (center)" or "AoE Damage (center)"
"Radius (full damage)" or "AoE Radius (full damage)"
and
"Radius (reduced damage)" or "AoE Radius (partial damage)"
with "Area Damage (edge)" or "AoE Damage (edge)"
or something
this is just me trying to keep it consistent ofc
@proud cargo ?
That could work
I do not have any special opinion on that, Rotterdxm, if you pinged me for feedback
yeah, I did
ok, cheers!
Now that I have edited the right side alternatives into my post just above, I think those work well together
So to summarise the choices for now, we got:
Attack Name
Will be used for single targets attack:
Damage Amount
Damage Type
Possible Alternative:
{Name of the damage type} Damage Amount (eg. Fire Damage Amount)
Will be used for attack in an area:
Area Damage (center) / AoE Damage (center)
Area Damage Type / AoE Damage Type
Radius Full Damage / AoE Radius (full damage)
Radius (reduced damage) / AoE Radius (reduced damage)
Area Damage (edge) / AoE Damage (edge)
Will be used for all types of attacks like clouds, dots…:
Interval
Duration
Status Effect
Friendly Fire```
I’ll start working on that base, feel free to suggest other changes.
Thanks for your feedback.
Glad I could be of some help!
tried finding the math on the power drill page, but, how does "Cooling Rate" work ?
The time taken to cool down the drills is not noted, but the number is there to show that Magnetic Refrigeration makes it cool 50% faster
hmm, are the class pages outdated ? for engineer, the warthog part says "damage 6" but the warthog page says "damage 7" , also not sure why it says "+10%" for warthog stun chance, and "10%" for stubby electrocution chance
Probably partially outdated, yes.
7 is the correct damage value for the Warthog, and the Stubby was buffed too
@glacial valve I checked the special encounter modifier, it’s set to 1.0 in all difficulties, so crassus spawn chance should still be 3% per mission no matter what.
Updated the attack template to use the new notation (the left one for now), it still don’t accept complex attack yet.
Le me know if you see anything that need to be tweaked/changed.
Current variables and description used:
{{{damageAmount}}} : Damage Amount
{{{damageType}}} : Damage Type
# Conditional name change with if isAoE
{{#if: {{{isAoE|}}} | yes | no}}: Area Damage (Center) / AoE Damage (Center)
{{#if: {{{isAoE|}}} | yes | no}}: Area Damage Type / AoE Damage Type
{{{fullDamageRadius}}} : Radius (Full Damage) / AoE Radius (Full Damage)
{{{reducedDamageRadius}}} : Radius (Reduced Damage) / AoE Radius (Reduced Damage)
{{{reducedAreaDamage}}} : Area Damage (Edge) / AoE Damage (Edge)
{{{interval}}} : Interval
{{{duration}}} : Duration
{{{status}}} : Status Effect
{{{frienlyFire}}} : Friendly Fire
{{{separator}}} :```
The template should now be fully operationnal including for attack with 2 components.
I used a default value with an alternative being used with the condition isAoE:
Damage Amount / Area Damage (Center)
Damage Type / Area Damage Type
– – – – –
If this template is validated as it is, I think the best way to make it feel better for other types of attack would be to use some other variations of that to directly change the template depending on the type of attack rather than using custom fields.
eg for clouds or dots the Damage Amount could be replaced by Damage per Tick.
For Melee we could add an attack range…
This would allow for some customization later completly template side without changing the input.
P.S. I didn’t update the doc yet.
Good work, It's quite the upgrade from the original
that infobox ended up really hype, this is a nice format
all this custom stuff makes the page look more of sci-fi
same with the attack tables
more like an actual space encyclopedia entry
btw, do I see a typo in FrienDlyfire?
i don't know how important that is
in the code
Glad you like it, I think we just need to add the alt text for stuff like is aoe, is dot or stuff like that.
hum I’ll check if it’s in the code or not.
More like change the actual text in the infobox depending if we add the line or not to the template in the individual creature page.
ah great! OK, gotcha
next, I have a question. New, need to updated P2 variable name
Doing the doc, almost done with that.

| attackName = Gas Cloud (on death)
| damageAmount = 3
| damageType = Poison
| isAoE = yes
| fullDamageRadius = 2 m
| reducedDamageRadius = 3.5 m
| reducedAreaDamage = 25 %
| interval = 1.0 to 1.5 s
| duration = 10 s
}}```
| attackName = Gas Cloud (on death)
| damageAmount = 3
| damageType = Poison
| fullDamageRadius = 2 m
| reducedDamageRadius = 3.5 m
| reducedAreaDamage = 25 %
| interval = 1.0 to 1.5 s
| duration = 10 s
}}```
This is the difference for now just removing the isAoE
This looks good
I guess also remove in Area Damage (Edge)?
Well this text have no meaning for non AOE attack so the line shouldn’t even be there, that’s why I didn’t put an alternate text for that.
Same for the two radius above.
But the damage type/amount, got some meaning for all cases.
😅 mb
Same for interval/duration.