#wiki-related-chatroom
1 messages · Page 35 of 1
The one I don’t have access to so far are tick rate, interval and cold / heat attack.
What about the range of melee enemies? I think the grunts for example have a surprisingly long range with their bites
So some incomplet data for heat aoe, some dots and the like.
Didn’t check them yet, but I think I can get that range with a command.
GetAll EnemyDirectMeleeAttack MaxDistance
Yeah, that looks about right 😄
Yes, got that one, it should work for that.
I just need to add a line for that in the template.
I'm pretty interested if there are any interesting outliers with that
bless GSG for making the jellyfish zaps trigger Thorns
Oh and friendly was wrong in the template, just fixed it.
Glad to see that the getall has been working out, seems to have netted you guys a lot of info.
Yes still lacking some temperature based attack and dot / aoe dot info, got all the rest so far.
Ok, template as been updated to add the max range for melee attack, documentation is done as well.
I’ll check and add the range for the praets attacks.
Grunts jump/bite is 2.5m.
Swarmer 2.3m
Jelly 2m
And the praet don’t appear in the list.
Praets don’t appear to have a set distance
Any other subclass to create other than isAoE to have some alternate headers (ie anything on a black background) on the attack table.
Possibilities could be:
Melee
DoT
Projectile
Cloud (AoE + DoT)
Stomp (AoE + Melee)…
currently putting the Scout Dark Stripes and Engineer Top Dog armor paintjobs on the wiki
done!
only need the Black Crag and the Scout Splattered paintjobs now
@glacial valve I got the scout splattered, do you want me to send you the save or a screencap in certain conditions?
just same beard/armor/moustache etc as the one on the page, 1920x1080 fullscreen with full image sharpening on (in-game setting)
as png
that's exactly what the other person used
default rotation
I can align and crop it if you send me the screenshot
i can send the black crag later too if needed
Checked all my armors, if the black crag is an armor color as well, I don’t have it.
@simple mesa that would be great!
@weary sonnet eyebrows are not the same type as used for the others
if it's not too much of a bother, could you retake it?
np, do you know the name of the default one?
ah, from the previous pic, it look like refined
thanks, it's Refined yes. Uploading now!
For the infobox order, this one or
this one?
Or you can suggest something else.
Trying to regroup them in logical categories.
I somewhat prefer the top one.
Maybe move the base health down to the combat part where resistances are?
Sure, I can also split more some of the categories if needed.
Where do you want the base health? Just above the armor?
botton one looks neat too, and btw, wouldn't "biome" be more fitting than "region" ? and wonder if the all the HP changes could be added on the "base health" part somehow
Above resistances, because for most enemy + damage-type combinations you won't have modifiers for resistance?
As for including all hp in that infobox, it woul be too much with the size of the infobox the hp for each difficulty will be on the main page.
For replacing region by biome, it’s a good idea, I’ll do that.
So somebody on the Steam forum claimed impact axes no longer do melee-type damage. Is that true, or just Steam forums being Steam forums?
did they explain why ?
No longer triggers Vampire, supposedly.
pretty sure I got it, but we can boot up the game and test that fast
maybe they just tried on wrong foe
Most foes do trigger vampire now
I doubt the guy tried anything, he claimed that not having one of each class was "terrible", and claimed that didn't even depend on the definition of terrible.
They still do melee damage.
I can say they still do melee (or rather Physical) damage in the game files
But the last bit is 80 explosive damage
so if it’s the last 80damage that kill the enemy vampire doesn’t work.
Yeah that's probably the source of their confusion
confusing
@simple mesa thanks! Armor page updated, we now have the full set
I agree with the "Biome" field name. good catch
the new infobox looks even slicker
Biome on the praet page is currently "all" for all variants
That’s because I’m updating all the variable to match.
Someone just asked me if mobs that despawned would be counted as kills. Has anyone tested this ?
Since kills with freeze grenade don’t count I don’t see why despawned mobs would.
kills with freeze grenade don't count in the total mob killcount ? I though they brought xp...
They don’t count in the dwarf killcount, they do count in the total mob killcount I think.
hey -- Elythnwaen advised me to ask in this channel. Is there someone here who can get an export of the Hourglass Upgrade Icon? It's the only icon not already on the wiki, and I would like to be able to use the clean extracted version if possible. I just spent a little time screenshotting it and making black pixels transparent, but it looks really bad in comparison to the ones from the wiki.
i think "Cryob" was the name suggested?
Cyrob this one is for you when you got some time to answer how you get the icons ^
I will look for it now
thanks!
Is this the one?
No problem
@analog rock freezing macteras with cryo grenade doesn’t count at all, not for dwarf kill nor for hostiles killed by team.
about the "lead storm" page, I wonder if the "2 ammo per bullet / half rate of fire" part should also be part of the table itself and not only a note after "Initial Stats"
Is there a particular effect if a crassus detonator is frozen at the time of it's death ?
I think it’s the same than a normal bulk but not completly sure.
I was more thinking about the gold, would it still be created if there is no crater ?
I think there is no gold in that case, I’ll verify that in a few min.
Confirmed: No gold and same death than a normal bulk.
Good to know
"Take care, as approaching a Mini-M.U.L.E will spawn a large horde of enemies." is that every time you get near it ? is it know how close you have to get ?
First time
but if you die on the mini-mule, enemies will keep spawning right?
I'd think getting inside its green bubble would be the trigger but that's just speculation on my end
I know it's probably just bad luck but does the hazard level change anything about the amount of nitra that is generated?
every time I've attempted a haz4 recently, nitra only appears in the final room of the cave
I only did a couple linear missions recently, nitra was scarce until the few last room as well, it could still be rng.
I know there is a bug with machine events kind of stealing most of it to their room
think you would need to do a morkite mission, all 5 hazards, counting the total nitra you get from each room ? at least 5-10 times each hazard
Only did a few missions, that’s why I didn’t really give it a second though.
The ME bug is very visible on PE, I got it as well, got all aquarqs except one and all distrum in a single room.
Dev are aware of that one
I know, I saw a dev commenting on this some time ago in experimental.
Given the likely cause it should not be too hard to fix
So we should see something soon
The cause was that the existence of the machine event cause the cave to be wider and thus all nearby materials to relocate to the nearest safe location iirc.
Yeah but it checks all ores to see if any need to be moved but then if one does it seems to go through the same list of all ores to move them instead of just the ones that need to be
Oh, I wasn’t aware of the last part that explains it.
hey what button does waypointing use now?
k yeah someone needs to edit the laser pointer page
laserpointer + use button
egg hunt pages says that pay out is the same for 4 , 6 and 8 eggs, is that intended ?
I see, well, I know the 8 eggs one is right
All the numbers where last updated in September I think, so certainly could have changed
6 eggs is correct too (exp), don't think I have done a 4 eggs one though
is mineral exp bonus for minerals mined or minerals deposited?
Deposited afaik.
Yep
darnit. Thanks
~~if someone don't have the supporter edition, we still need the Glyphid Slammer mug picture: ~~https://deeprockgalactic.gamepedia.com/Abyss_Bar#Corporate_Issue
I would assume you can disable the supporter DLC in Steam to have the normal mug show
worth the try; well fixed
beer buffs are currently applied twice, i just read on the wiki page :O
i did notice with the rocky mountain
Rocky mountain has always been like that
so the description is basically wrong
Yeah
looks like thunderhead page is missing info on how fast you reach top rate of fire , and where it starts, anyone knows ? probably should include "per second" in it too
https://deeprockgalactic.gamepedia.com/Mactera_Spawn : "Alongisde their spit attack" -> "Alongside their spit attack" ?
"they take a considerable %300 extra damage" that looks wrong number wise and format wise
Typos are very easy to edit yourself but I can fix that
afaik Ely has a majority of the information on the pages and i dont think english is his first language, so if you see something that is worded a bit strangely i would encourage you to change it to something you think sounds better
ive done a decent amount of changes to wording to try and improve the flow of a paragraph on a variety of places on the wiki and i dunno much about the facts™️
always helpful to have people proofread
some one now how to open the Tritilite deposit i don't now how it's work and where to find the key ?
Need to be promoted
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...
Yes, if you have any promoted dwarf all your dwarves should be able to activate it
okey cool its look have great loot in it
Hey Wiki friends, does surplus damage breaking the Dreads shield carry over? (Resupply does 1k damage, assuming I smash a Dread with 200 Shield, will he receive 800 damage to health?)
It should right?
Surplus damage breaking the shield doesn’t carry over, any time you break the shell, you remove 100 health as a bonus.
Surplus damage on the health can be carried over to shell if the attack is split in several sub attacks like impact axe, otherwise it doesn’t carry over at all.
Ely my eternal source of Wisdom. Thank you very much
I have just encountred a Resupply Pod which was almost hidden under the ground.
I had to dig it and upon activation it tried to eject racks one time per each rack. After than I could not activate it.
Does not one else saw such pod? There are no information here:
https://deeprockgalactic.gamepedia.com/Resupply_Pod
They are a relatively new feature on salvage missions
After you repair it either nothing works or you get access one supply or two.
Ok. I got it. Thanks
You don’t need to dig it up completly, just enough to repair it, it’ll open even in there is stone around it (unless they were all used wich happen quite ofter).
Yes. I just though I can get all pods so I decied to dig as much as possible
That’s what I did the first time as well.
On another mission, I got one when I was completly full on ammo with no risk of running out so I tested it.
my worry is getting a page that is already being worked on to fix typos
If your editing a page and someone else makes a change when you go to submit your change it will show you the changes made for you to update your version so it's not too bad
https://deeprockgalactic.gamepedia.com/High-Intensity_Flare Maybe the two infoboxes on the top right can be combined with tabber?
Done.
Haha nice, was working on it myself but didn't know how to align the tab buttons to above the infobox
You need to add a class for that, we created a custom css class and asked cyrob to add it to the wiki css.
That’s what the div around the tabber is for.
I see, thanks
Little weird how the infobox defaults to medium-intensity but the page is called high-intensity flare
Fixed
i assume spawn tables for deep dives is also fixed, can anybody confirm
Do you mean on the difficulty scalling page is still up to date for Deep Dives?
Or is it something else?
number of available enemy types per stage, was going to test stage 3 but no swarmers two runs in a row.
This is not something we had in the wiki so far, I can get some of the data, but getting all of it will take a lot of time.
I got 27+ parameters per difficulty and I didn’t really check how usefull / relevant they all are so far. Anything more specefic you want to know or for a difficilty in particular?
Things that seems related to enemy type are the following: MinPoolSize, DisruptiveEnemyPoolCount, StationaryEnemyDiversity, EnemyDiversity.
what I was wondering was if the enemy types per stage was fixed per dive or not, but now that i think of it there was an oppressor only on stage 1, and a menace only on stage 2 so i guess they are fixed. either way dont bother, i was just looking for a quick answer if anyone knew from top of their head.
Ah, I don’t know for sure if the enemy pool is fixed or not, but it would make sense if it was for deep dives.
I tried rewritting the Area Damage page using the same vocabulary as the attack template, but it feels weird.
I feel like we need to have diffent name for the 2 radiuses at least.
What are your thought about that?
Here is what it look like (preview only, no changes done yet)
Can't think of better names
The one I can think of are confusing for everyone else it seems.
Previous name (ie on the current page) were respectively:
Area damage
Full damage radius
Falloff radius
Damage falloff
if I want to review pages, will it be enough if I do Content Pages (212) instead of Pages (3,372) ?
Just looking at those in the main namespace (and not redirects) would be the best like for "real" pages https://deeprockgalactic.gamepedia.com/Special:AllPages?from=&to=&namespace=0&hideredirects=1
It looks like electric focus got nerfed too.
It no longer one shots acid spitters with a body shot.
Considering that M1000 was not messed with yet for a rework (again) it must be a bug along with the Stubby electric status effect.
@weary sonnet Maybe something like:
Maximum area damage
Maximum damage radius
Blast radius
Minimum area damage?
BTW i have a few questions:
- Does BC benefit from weakpoint bonus?
- The T5 mod Feedback Loop for autocannon give bonus to only direct damage or both direct and aoe damage?
Yes and yes.
Thanks
So if you shoot a weakpoint that is not like a praetorian butt (Warden bulb), BC will do a lot of bonus damage which is why triple split line is a good choice since you can hit the weakpoint with the middle beam while also hitting the body.
Afaik you can only get the weakpoint bonus if the middle line hits the weakspot, but I'll go test it a bit.
Yeah, seems correct with my like 2 enemy test, lol.
So it means that triple beam can actually do like 2x+ damage?
Like if middle beam hit the weakpoint, BC will deal weakpoint damage + normal damage?
Gabe, your answer to Autocannon T5.A Feedback Loop is a little ambiguous -- does it apply to both Direct and Area Damage?
It applies to both.
Triple line actually seems that if any part of the beam hits a weakspot, the whole projectile does it to that enemy.
Not just the middle beam will proc it.
Thats really good
I guess there is not much reason to not pick it then
The other two mod just feel meh compare to it
Did some other testing, large groups of enemies spawned by eggs are not queued (meaning that 8 eggs can be mined with one max capacity swarm), but enemies spawned by swarms are queued, meaning they will go to the original amount regardless of time killed.
i will also work on a text we can use to discuss enemy spawning etc
if i get the data
it would definitely be valuable info
@bold plover I checked, it seems like the M1k still do 3dmg per tick. The values 4 and 0.25 are still in the file for the duration and interval so it looks like nothing changed. no value is missing at least and it’s a pretty small file.
I have pushed a complete rework of the outdated SpaceRig page, still need more polish and details, the idea is to fusion the old "Space Rig/Terminals" infos there. https://deeprockgalactic.gamepedia.com/Space_Rig
huh. they have different cabins per class. today i learned.
nice work.
oh, the drop pod image doesn't work here: https://deeprockgalactic.gamepedia.com/Space_Rig#Mission_Area
The Space Rig is one of 87 orbital operation bases and drop pod deployment stations owned by the Deep Rock Galactic corporation.
It currently features the Mission Terminal, the Drop Pod, Abyss Bar and 4 "Bay" rooms where the dwarves sleep between each mission, and where player...
@simple mesa
same for the jukebox
yeah the page is just a rework and copy paste with some adjustment of older text, it's still need a lot of work, and yes I'm getting the last picture soon 🙂
i like the way it looks 🙂
made some small additions to the captions, nothing major.
I think it would be a good idea to show the promotion terminal somewhere close to the Memorial Hall image, i see regular questions about where to find that terminal
I see you fixed them, nice work
good idea will add one
some more small edits to the text and obsolete links changed to reflect the new ones
will go over it further later 🙂
yeah definitely that page was so outdated
good work
i'm just jumping in where I see room for improvement until I get serious with the critter pages' texts
btw i got a free 3 month gamepedia pro subscription 😮
i didn't do that much really, on the Helldivers wiki i did way more before i started getting those
also. on the abyss bar page, some links to the songs are spotify (which you need to register/pay for), a few are for youtube vids
i noticed that the ones i specifically googled
yeah im actually updating the jukebox links into youtube right now and category😄
@simple mesa very nice work on the jukebox section, I love it. Much better.
https://deeprockgalactic.gamepedia.com/Space_Rig/Terminals this page probably needs to be looked at as well.
since it's obsolete, right
My hopes it's to remove it completely and make the SpaceRig single enough, it's so doublon there for so little info for just redirects
yeah agree. perhaps cheats can have their own page then
yeah I can copy that section on the Experimental page
excellent 
neat that the attacks will have names we can use on the wiki, but we gotta be careful with the Enemy name changes that happened , to remember to change everything when it goes live.
what do you mean? I know there used to be Grunt Veterans
update 31, you will see if you haven't already
you mean it's in the testing branch and dropping this month right
yup
do we know a date yet?
No, but probably next week
Unless there is some game breaking issue experimental usually last less than a week.
For information I’m redoing all of the creature infobox atm, except the umodel image at first (not on the wiki directly so it won’t show it). So if anyone want to help for the creatures page don’t focus on that part first.
I can confirm that U31 is full of deepest l o r e
awesome
OK this will give me a ton of writing fodder
Two things that looked weird to me
It seems weird to distinguish between normal (blue?), green & yellow barrels, the game doesn't imply there's any difference - unless these barrels have different gravity or something
https://deeprockgalactic.gamepedia.com/Abyss_Bar#Scoring_and_point_values
The table widths can be made consistent by adding something like width:100%;max-width:1000px to the table & width:20% to the (name) header
The completion rate column seems unnecessary & tedious to maintain, you can see that info on steam & it will never be accurate due to the game being on other platforms
https://deeprockgalactic.gamepedia.com/Achievements
@glacial topaz a couple days ago you asked about the Thunderhead Rate of Fire mechanic. since then I've been gathering data and trying to figure it out, here's what I've got so far with the help of Elythnwaen:
Default Starting Rate of Fire: 3
Default Max Rate of Fire: 5.5
Default Increase Scaling: 0.3
T2.B adds +0.2 Starting RoF, +1.5 Max RoF
T2.C adds +1 Starting RoF, +0.3 Increase Scaling
T3.A adds +0.6 Starting RoF, +2 Max RoF
OC Big Bertha subtracts -1.5 Max RoF
I can see that the game uses one object called FireRateCurve to get from the Start to Max RoF but I haven't figured out a way to see that curve, or how IncreaseScaling interacts with it. I've done tests with the 12 combinations to try to approximate that curve, but I haven't had any meaningful success yet. Once I do I'll update again.
awesome 
why does armor pages list "revive invulnerability" as 3s when it is talking about initial stats ? do you start with 3 and get to 6s with breathing room ?
Pretty sure, yes?
either the description in game could explain that better or it isn't 6 seconds, will wait for confirmation
https://deeprockgalactic.gamepedia.com/"Lead_Storm"_Powered_Minigun Burning Hell Balanced Overclock description uses "infront" is that even a real word ? "Turn the area just infront of the minigun into an even worse"
*laughs in german* Ofcourse it's a real word!
On a more serious note, probably a typo.
do I just add a space after "in" ? will probably finish reviewing some more before doing that, but I am making a list, not sure about pointing out lack of info, focusing on grammar for now and similar things
Ye, just add a space I'd say.
Unless it's copy-and-paste from in-game, then it could be wrong in-game too
man, now I wonder if those grammar mistakes are from the game itself
"accuracay" and "turrests"
see, like, not that I have everything unlocked, so I can't even check myself
should I fix the typos, even if they are wrong like that in game ?
In general yes
yes
oh sht, I think I don't have a gamepedia account, confused it with that other wiki group
Most things don't require an account though
I closed the page before saving the changes, hue
Your browser should still remember it, try ctrl + shirt + T.
You don’t need to, depend of what you are doing and if you want to.
If it’s for a typo it may not be needed, if you want other to doublecheck something you’ve change it can be good to post it here.
just typos and already informing in the summary part
If the typos are from the same person all the time feel free to say it so it can be fixed at the source. (Thinking about some recidivist like myself.)
that sounds like extra work to check the edit history to discover who made the typos, some really sneaky ones there, might even check if they fixed in game or not
I don’t want to add you some extra work, just if you notice the same person at the top of the history or something, it’s up to you.
It’s already a good thing you’re helping us, I don’t want to scare you away.
If you even think about editing anything, you must report to management. If you even breathe incorrectly on a page, that is coming out of your paycheck.
What paycheck? I never got one!
"Wait, you guys are getting paid!?"
@glacial topaz Small update: I found a model that fits most of the data I've observed.
Disclaimer: this is NOT the final answer, only the first model that fits
But it appears that the Rate of Fire scales according to the function
(Starting Rate of Fire) * e ^(Increase Scaling Rate * Seconds Elapsed)
Until it reaches Max Rate of Fire. That time can be calculated using the formula
Natural Log(Max RoF / Starting RoF) / (Increase Scaling Rate)
rip some pages aren't in english, not gonna bother with these
https://deeprockgalactic.gamepedia.com/Cryo_Cannon page is missing numbers info for "fragile" part btw, and should the enemies listed there be all singular, or plural ?
I was the one to write that.
For the missing number, I wasn’t able to test it, I just know it’s a much lower chance,maybe ~10-20%.
For the plural vs singular i don’t know, it was to cite a few of them while letting know that the list isn’t complete.
"Crystalline Canverns" lel , fixed
btw, "Deep_Rock_Galactic_Media" page is missing interviews, don't forget to add if there is any
a lot of "though" -> "through" typos
28 edits so far, probably should take a break and continue another time
Yeah don't burn yourself out
also @glacial topaz i also take time to fix typos where I find them, so if you find an egregious page just hit me up and I'll take a look at it
Where can I find info about the different Discord roles (Mighty Miner, Regulars etc)?
i did not know that. now i do
just noticed cause someone linked it in #drg-chat , but should the pickaxe page's name and url be changed to just be pickaxe, since they got rid of the basic part?
yes
it should still remain as a redirect page in case people have it linked/bookmarked
but we shouldn't be linking to it
good find
So move Basic Pickaxe -> Pickaxe?
for now I am focusing on short pages, later I will do long pages, and later I will do a recheck for other mistakes,
we have to be careful with consistency, seen a bunch of "grappling gun" instead of "grappling hook" , but for now don't worry
I think it got renamed at some point.
Mass edit could be useful for that kind of things.
I think most uses of grappling gun are on the update pages when it was called that
"Ontop of the box any active mutators are displayed" do I fix it to "On top" or to "Atop" ?
they are both the same thing
Looked it up and the name was changed in U29 so not long ago
atop is the archaic form
archaic all the way
oh wait, you guys used On top, so I think that is the idea, sad
"damage that could've potentially been fatal." is the "potentially" needed ?
I think the "could’ve been" already cover that part so it’s not needed.
"rocketfuel" is wrong, right ? and not "rocket fuel"
it does feel like an intentional mistake
"Less like gunpowder and more like rocketfuel, this mixture gives a hell of a kick that you can use to get places." if anyone wants to discuss
For that we should check the citation for the RJ250, not sure if it’s a reference to something or a typo
as in , gun-powder , rocket-fuel
This is the exact same string than in game it seems.
Here is the string from crowdin in english:
Less like gunpowder and more like rocketfuel, this mixture gives a hell of a kick that you can use to get places.
So this one seems to be intentional, we can leave it as it is.
what about "Upgraded sensors increase the effective range and target aquisition speed of the LMG(...)" is that wrong in game too ?
Upgraded sensors increase the effective range and target aquisition speed of the LMG and are synchronised with your laser pointer, prioritizing the target you highlight.
This is the in game string so wrong in game as well.
boy, hmmm, someone should report that one, it is for the LMG Gun platform tier 4 hawkeye system upgrade description
On a side note I will mention that I have been working on merging all the creature health templates, just can't push any updates until it's 100% done or it would break stuff
Ok, well same stuff for me working on all infobox in parallel since none are complete it’ll break if I post them now.
About 50% done.
Do you know were to report spelling error like that? just in bug report or there is another channel for that?
Well spelling mistakes can be dealt with by the translation stuff, there is a English section on crowdin for such
any links here ?
if anyone got an account already
It doesn't work unfortunately.
Ah do they not check it?
It doesn't get uploaded to the game.
Just report broken/erronous strings with a screenshot (and if possible a ctrl+o screenshot as well) in babelfish, I'll add it to the list we (translators) maintain and send to the devs. ||They asked for it ;)||
since I don't have that unlocked someone will have to do it, well, I could use experimental cheats, but maybe someone can do it faster
"make it writhe about on the surface" wouldn't the correct be "make it writhe on the surface" ?
they are both correct
complicated
but fine
https://deeprockgalactic.gamepedia.com/Personal_Drop_Pod image missing
We are missing the images for most of the glacial strata and radioactive exclusion grunts variants.
I may have taken some pictures of them to convert to wiki images
Anyone know if carnivorous larva can still move while frozen?
is Pickaxe page supposed to have "basic pickaxe" in it
?, think I heard something about that here
No, only pickaxe is supposed to be there.
A link from basic pickaxe to the pickaxe page is the only thing that should eventually remain.
could be nice to have all the promotion costs in promotion page eventually
I will fix that I guess
The larvas from the parasite mutator.
should "pickax" be accepted or should it be changed to "pickaxe" for consistency sake ?
The game always use pickaxe, so we should stick to it I think.
I wonder if that red sugar bug mention for resupply pod is intentional, meaning the pod actually contains red sugar
oh boy, you guys uploaded an image with a typo
also, maybe salt pits pages could include the salt crystals as neutral features ?
well, yes, you never had the "ahhh, red sugar" voice line after using a pod?
exactly
" A prime exmple of "if it ain't broke, don't fix it ." is that typo in the game too ?
I assume it's a mistake there are two images for the smartscout, and that the one being used has a massive invisible border?
https://deeprockgalactic.gamepedia.com/File:Mug.png
https://deeprockgalactic.gamepedia.com/File:Smartstout.png
And that for some reason the image is set to be larger in the table...
yeah the Mug.png is totally wrong, someone not used to upload done it
Editing the abyss bar page then.
And Mug.png can probably be deleted
not wrong in game
We not suppose to add experimental stuff on the wiki, I have already copy paste ready but waiting the Live build
would work if it wasn't a super short period
That would confuse new player checking the wiki and don't find stuff
which is the correct one ? "Yeah, I got a grappling hook. Whatchu gonna do about it?" or "Yeah, I got a grappling hook; what are YOU gonna do about it?" , or both are used as different lines ?
I will just change it for now, and continue working later
I think they are both lines
fine fine, I will wait for you guys to confirm that so both can be included
@shell frigate should we revert the Abyss Bar addition of the ||Smart Stout||? It's experimental stuff
Yeah may be best, unless we make some spoiler system
That's a lot of for just waiting a week the live version
Yeah
Most of the creatures infobox are done, only missing some armor data (still need to fetch theses, look like there is at least 3 values for heavy armor… just learned that), same for light armor… and a couple images.
Heavy armor: 30 hp per plate for shellback, 60 for guard, 100 for praets, need to confirm for the other.
Light armor: -20% dmg for most, -50% dmg for youngling, -60% dmg and non breakable for crassus.
For the new infobox: Should we include umodel images for creatures without armor/weakpoints?
is it always displayed ?
For now it’s not required
Yeah
Since we have a image for each creature already in the infobox, no need for additional ones that give no info
Plus I can’t even find that model in particular, so it’s better for me if it’s not needed 👀
if anything it could be added as another tab next to "Common"
Can't find swarmer?
Swarmer I can, this one is the spawn.
can we have 3d models for the wiki, to rotate and all
I have looked into hosting 3d models, but it's a legal mess that would not even work
We could, but there is some limitation and rules to follow.
Amoung other a shared maximum of view.
Yeah I think it was a total of 10K views per month
Which we would hit given our current stats
wtf
Well it would be hosting it on a third party thing so it's fair for them to give terms
let's just go with front / lateral / back view at most
eventually including sizes could be nice too
This is the kind of thing I have planned for now.
I’ll add all infobox without the views for now, feel free to add them if you want to, if not I’ll add a couple of them per day.
good work being done 
I've got a question that I could use some help answering. Frozen enemies take 300% damage everywhere on their model (and basically replace the weakpoint modifier). What modifier is a weakpoint supposed to have (ignoring the praetorian because I know it's weird)?
Weakpoint and armor effectively cease to exist when a monster is frozen.
right, I should've been a bit more specific with my question
what's the weakpoint modifier on a non frozen enemy?
I'm playing around with the ||korlok|| and it doesn't seem right
Oh it’s different for every enemy.
oh ok
For the || korlok : healing pod doesn’t have a weakpoint, spitter head is ×2, core doesn’t have a weakpoint ||
Ah ok thanks for the help!
All glyphid infobox have been updated (pages created in case if it didn’t already exist).
Missing for now:
Slasher: Variant images, Light Armor Strength and Umodel missing
Guard: Light Armor Strength, Heavy Armor Value and Umodel missing
Praetorian: Heavy Armor Value missing
Warden: Heavy Armor Value and Umodel missing
Oppressor: Umodel missing
Dreadnought: Umodel missing
Glyphid Exploder: Umodel missing (if it brings something useful)
Bulk Detonator: Umodel missing
Crassus Detonator: Check Light armor value, Umodel missing
Web Spitter: Light Armor Strength and Umodel missing
Acid Spitter: Light Armor Strength and Umodel missing
Menace: Heavy Armor Value and Umodel missing```
For the armors value, I’ll add them later, since I’ll need to check them in game and edit the armor page first.
Looking pretty complete
after all, https://deeprockgalactic.gamepedia.com/Space_Rig/Terminals will be deleted or merged ?
"Exhaustive list" lol
If there is a mistake here, you can blame me, pretty sure it’s on the freeze effect page.
see, I am more used to only being informative on wikis, not making jokes on them, so that is unusual
Well there was so many people asking me if a specific enemy got his death animation cancelled or not that I added it here in the end.
how yall decide when to delete pages, another example https://deeprockgalactic.gamepedia.com/System_requirements ,
almost done with checking smaller pages
Well I check those with the candidate for deletion and if the page /image is superfluous I'll delete it
System requirements is not deleted since all the information of the page is not infact on the Deep Rock Galactic page
All creatures pages have been created (most of them only have the infobox done/up to date for now) and all infobox have been made with the new template.
Here are the missing bits in the infobox for now:
Glyphid:
Grunt: Light Armor Strength and Umodel missing
Slasher: Variant images, Light Armor Strength and Umodel missing
Guard: Light Armor Strength, Heavy Armor Value and Umodel missing
Praetorian: Heavy Armor Value missing
Warden: Heavy Armor Value and Umodel missing
Oppressor: Umodel missing
Dreadnought: Umodel missing
Glyphid Exploder: Umodel missing (if it brings something useful)
Bulk Detonator: Umodel missing
Crassus Detonator: Check Light armor value, Umodel missing
Web Spitter: Light Armor Strength and Umodel missing
Acid Spitter: Light Armor Strength and Umodel missing
Menace: Heavy Armor Value and Umodel missing
Mactera:
Spawn: Umodel missing
Grabber: Umodel missing
Goo Bomber: Umodel missing
Naedocyte:
Breeder: Umodel missing
Stationary:
Spitball Infector: Umodel missing
Glyphid Brood Nexus: Umodel missing
Misc:
Nayaka Trawler: Umodel missing
Q'ronar Youngling: Light Armor Strength and Umodel missing
Q'ronar Shellback:
BET-C: Umodel missing, rename and merge will probably be needed with the BET-C page
Should the pages for the experimental mob be preped as well ? And should the fleas get a creature page, or be integrated in the missions page ?
I gathered the data for them, But didn’t prepare the infobox for them.
Preparing them in advance so you just have to copy paste when it’s out is common practice.
For the flea it basic stat like any other creature so it could have a normal creature page.
Even if most of these values seems to be the default one.
excellent work on the creature page creation! I'll get down to brass tacks with some new text, or should i wait until the new patch drops?
We need to mention that you should pet lootbugs, not kill them
Pet them while they die, as a form of goodbye
That's HERESY!
It's a bug thing
best perk
You can already add some text, if it’s not already the case for the section, follow the same type of title level than for the praetorian page, we will still use that one as a base.
Also, remove the combat and attacks header on peacefull creatures, leaving just the health section?
I think we can use the new patch to add citation to complement the info on the wiki, if you don’t have access to it, let me know, I can send you the current text/screencap for then.
For combat yes we can remove that, for attack, depend some of the peaceful creature can still hurt you like the lava/toxic maggot.
But for most of them we can remove it yes.
@weary sonnet gladly to be receiving those! I'll start with the Praet, expect the barebones descriptive text areas later today, probably in 12h or so
For the new creatures pages could be prepared, could just make the pages as redirects to the Main creature page and continue to build them so they are hidden till the content is in the public build
For now I removed all the redirects, how would that work?
Adding the redirect line on the top of the page?
And then clicking on the no redirect and edit to see/modify the page?
Yeah
Ok, I’ll put the redirect back and add the title structure where it’s missing after work.
Well redirects would only be for the experimental-only creatures
To hide the page till it's public
Should the grunt and praetorian pages have info about their ebonite variants?
They just changed a bunch of value, I’ll need to recheck them for the experimental creatures.
As for ebonite variants not sure they’d fit into the current template, I think their health is different which is not supported atm.
I personally think the machine event creatures would be best on a page dedicated to the relevant machine event
With some link to it on the relevant base creature
is side burn correct like sideburn ?
The translator I'm using only knows "sideburns", not "side burns".
so I will change to that
had a sneaky cropppa in it, hue, working on the long pages now
anyone got the assignment description for mineral trade ?
perfect
why didn't you guys copy pasted in game text, it would avoid typos, or you did that before they fixed it in game
btw, "on to" and "onto" can be used in the same way ?
and should I leave creatures page for later ? you guys working on it ?
You can check the praetorian page, for the rest don’t bother yet.
The main creature page shouldn’t change much either, maybe just the name of the weakpoint to match the miner’s manual.
too late lol, already worked on typos for all creature pages
finishing the long pages today
btw, Dense Biozone was called Lush Downpour or Lush Down Pour ?
Not sure, but according to the name of the strings in crowdin, it seems to be the first: Lush Downpour.
for the removed balanced overclock for BRT7 Burst Fire gun, what is the effect for it ?
Not sure, it looks like some kind of distant explosive effect, what do you need to know about that?
I’ll need to check the files directly for that probably.
It’s not even in the files anymore it seems.
if the word is chargable or chargeable
on another note saying that some overclock were cut during test imo is bad trivia
Does the word chargable even exist?
We can probably remove that trivia section yes.
Pretty sure chargable is a real word
Well I’m not a native english speaker so I’ll believe you on that, couldn’t find what it could mean though.
just need to find it in a dictionary or something to be sure
It used to be a form of embedded explosives that you would shoot to increase damage iirc.
It has been a long time since I tested it but I do know it was a stacking explosive thing that sucked.
I got all the armor strength and armor base hp values, It is a lot more comple than expected 😅
Light armor got a chance to break depending on it’s armor strength value.
But for heavy armor it either have a set base health which can change from one creature to the next or even from one part of the creature to the next… and some heavy armor got a chance to break like light armor based on armor strength.
That is rather complicated
Guards for example have 4 heavy armor plate with 60 base health on their front legs.
And light armor with 15 armor strength on their back and other legs.
Mostly it sounds "why did they implement it like that?".
^
There is also the question: how the hell am I going to explain properly it in the creature armor page.
"Shit's fucked yo. Just shoot them until dead"
If it’s alive, you didn’t hit hard enough.
Probably move armour destruction to a different section, if heavy armour can have both versions
While testing that, I also found the rule that explain when weakpoint are destroyed, that one is a lot easier.
They are actually special heavy armor spots, that’s how they make it breakable, with 1 big difference compared to normal heavy armor: they don’t take more or less damage with armor break.
Ah good to know
And weakpoint multiplier don’t affect their "health" either.
Guess it's something that can be explained in detail on the armour page
Also not to sure how to do it simply
So for example a bomber sac has 50 base health, 60 in haz4-5, this is the damage you can do before you destroy it, without taking into account weakspot from the enemy, weapon and armor damage.
I added all the data gathered to my spreadsheet for now, I’ll try to find a way to add it to the armor page and maybe to the infobox for the armor strength/health.
For a quick sumary:
weakspot base health (normal health scaling, like grunts):
Bulk: 200
Crassus: 300
Menace: 100
Bomber: 50
–––
Light armor damage reduction:
20% for most creatures
50% for youngling
60% for crassus and the armor isn’t breakable
–––
Light armor strength:
15 for all grunts (including guards for the back and legs)
10 for web/acid spiter
5 for Youngling
–––
Heavy armor health or strength:
Grunt guard: 60 base health for the front legs
Praets: 100 base health
Shellback: 30 base health for tail and body, 70 base health for neck and head
Warden: 15 strength
Menace: 1 strength for the 2 backplate and the middle plate, 10 strength for the chest plates.
Break chance for strength being: damage × armor damage / strength
Then check on this curve to see the matching break chance (y)
https://cdn.discordapp.com/attachments/710908301227065395/711957672668299294/unknown.png
Yey. So one of the two enemies where I considered armour break to be usefull actually has armour that breaks easily anyway.
Also, didn't Wardens have heavy armour?
If you mean shellback, most of it’s armor will break quite easily yeah.
ah, I forgot them in the list
15 strength
I meant youngling. Vs shellback it's defintiely still usefull, just from experience
Warden got heavy armor only, but it got the same break change than grunt armor.
Can you even break menace armor?
Yes, got an old video about that
I’ll try to find it
Yeah have seen the armour break
All plates were removed.
From that video, I think the greenish plates in the front must have 10 armor strength and the blue on the back only 1.
Huh, interesting, thank you for the vid.
I can't find the community terminal, does anyone know where it is now so I can join the Miner Union? Was not shown in wiki
It’s on the left when you exit your personal pod.
just before the terminal to mod your pickaxe
Thank you!
suggestion: we add a map of the space rig showing where everything is, and you can interact with it to go to other articles
Should be possible just not the easiest to write/code
"Added Invert Mouse Wheel and ShowHelpButtons options. Invert mouse is also saved correctly." should there be space added on "showhelpbuttons" ?
Would read nicer with it
Well did some testing and could make a space rig map interactable even with visuals on hover over but the zones can only be rectangle in shape
let me draw it
something like this, with the words being clickable
hmmm, patchnotes got typos, how to deal with it ?
as in the official one
Actually it would be possible to use CSS to make a map that works just like the in-game one, where you can click each zone
Could also have the names along the side
next up I will do a second check for pages to fix them, focused on consistency
Basic test version of a space rig map with only 1 link https://deeprockgalactic.gamepedia.com/Template:SpaceRigMap
lol giant barrel
Yeah that's for testing it I could do non rectangles, which with CSS it does work
should time abbreviation have a space between the number and the symbol ? so "5 s" and not "5s" , the wiki seems to use both
Pretty sure 5s would be more common.
The official standard (ISO_8601) would be 5S, but I would say having it be the lowercase 5s is easier to read
Woot. Pretty sure uppercase S is siemens in the standards
so "5 s" or "5s" or "5S" or "5 S" , think I will check something else for now lol
btw, how do I search for a word in the wiki without going to the article ?
Go to the search page first
oh, just had to search "search page"
There's also insource search. Searching for things like insource:/Creature Infobox/
is the wiki intended to be in british english or non british english ? or both ?
In-game appears to be US-american.
Non-british english doesn't exist; all of england is part of britain
Though unfortunately there is no page with a style guide...
The Official answer from the Devs was probably American
So we are just sticking with that
if I come across that I will fix then
magnite page lists it as Rare, is that correct ? doesn't it depend on the biome ? a more precise number would be handy too, probably a thing for other mineral pages too
I'll be looking for numbers on those but have yet to see any
I guess it's relatively rare compared to Nitra and such
imo it would make much more sense to say "common in biome A, Rare in Biome B and C" or something like that, or scarce
It is said like that in https://deeprockgalactic.gamepedia.com/Resources
how long does it take for beer drunkenness to wear off
I think that depends on how drunk you are?
any plans for adding chance per mission + quantity for Beer Hops page ?
wonder if "Hardness: 0 (Not mined directly)" should be more specific for saying how you actually get it, and not what it is not
good points
is there a time period that is best for asking wiki changes ideas ? so many things I want to check to fix
hey all, i'm not a regular wiki editor, but may i have permission to edit some of the pages with some information that i've been given from Dagadegatto? in specific: updates to status effects, correct numbers for Aggressive Venting, Cold as the Grave, the Minigun's Heat mechanic, Burning Hell, Precision Terror, and Suppressive Fire. Elythnwaen is already updating the Light Armor, Heavy Armor, and Temperature info.
- On Hops; (& any other number) we will add them if we get /find them out
- On Best times; Activity on the wiki fluctuates a lot day to day, but this channel should always get read so feel free to ask for anything here
-On permission; your free to make changes to all pages, there is only 2 things that are protected the main page and the wiki CSS, if you think either should have changes you request for them in this chat, everything else though, go ham editing
when talking about the Use Key, should we use "the Use key (Default "E")" or "the Use key (Usually "E")" ? and should "use" be spelled as "Use" or "use" ?
I will just change it to default cuz it sounds more correct, next up we will do some clean up
I prefer default for that.
In cases like these, this is the notation is used (on the beast master page in this case):
Hold [USE] while looking at…
I didn’t said what the default key was in that case.
it is for here specifically
"close enough to pick them up with the use key. (Usually "E")"
to "close enough to pick them up with the Use key. ("E" by default)"
Either (default "E") or ("E" by default).
And either Usey key or with [USE] as it’s usually written that way in the game i think
for Morkite "It is a shiny, aqua-blue mineral that looks like a large deposit of Cavansite" do you guys agree with that statement, and if not, what should it be changed to
after that, is "basic Mineral exclusive to the Mining Expedition" really correct ? deep dive gets included ? and not sure where "Basic" fits in that
and last part, can we consider "The current use or purpose of Morkite is unknown, however it may tie into the heavy industrial sci-fi setting the game takes place in." and "Morkite is the backwards spelling of Eti Krom, a chrome ore manufacturing company located in Elazig, Turkey." as bad trivia ?
aqua-blue doesn't sound right. Deep dives should be included though yeah
Isn't it more teal?
Yeah, like a blue-green.
if anything that looks like black for me, or a dark blue, or dark green
let me change a bit more
I'd just go with dark teal
how do I call the "white thing around mini mule legs" ?
Bubble, Aura ?
approved changes ?
Seems good
now Aquarq
ok. which one is correct, "Minehead" or "Mine Head" ?
what about this one ?
alien eggs next
That looks good, have to look at the dialogue for minehead vs mine head
most of them are mine head, with the space
what does it say when you use laser pointer
do you always get attacked when you remove eggs ?
Yeah, either a wave or a swarm
changes done to primary resources, still could add more, the title the laser pointer gives to them is a start, moving to crafting ones next
what is the criteria for rarity when classifying it as "common, uncommon, rare, very rare or Extremely Rare" ?
I don't believe there is anything set, I would assume it's mostly going of what is said in-game
hmm, I will need help with that then, the in-game part
Well crating materials are said to be either Abundant or Scarce in particular biomes
But I don't think anything else is said
we might as well decide it ourselves and make it clear on the wiki
Can do but really would be best to have it be inline with what the game says, so would need to work out what rates mean scarce & abundant
could we standardise Creatures table widths so we don't have stair effect like that?
my OCD agrees but only if it is done in a way that has fixed cell widths that don't turn into stairs themselves
@weary sonnet @shell frigate mind if i take a stab at this right now?
@glacial valve feel free to do it, the template should be Creature Table
OK I see this is template more complex than I thought, will need to read up on how this works.
thanks for pointing me in the right direction!
I’m the one who created it, I can do that after work if you want.
sure! i also have to work soon for a few hours
I have some ideas about how we could tighten up the formatting and structure of the table.
and i'll learn something from reading the diffs 😄
But just searching for the headers should allow you to find the first cells to fix their width, no need to browse the whole template.
To adjust the cell and table width, you should only need to alter the first ~10 lines.
I would also like to swap around some of the columns. Armor and Health and Resistances should be grouped together IMO
since these all interact.
and I think the name should be in front of the health value next to the icon
Swapping column will be a lot harder without some knowledge on how the template work.
exactly, i did a quick attempt and "show preview" told me the error of my ways
But it’s basically broken into 3 sub parts, based on the number of variants the creature has (none, 2 or 3).
and the 2nd/3rd are optionally used if applicable?
Then in each subpart the full code for one line of the table is written.
Yes only one of the 3 part is used each time the template run.
yes, i saw that in the edit window. i was expecting one template, but this is a series of transclusions
plans to add the rock/machine event variants here eventually?
Same for the header or ending of the table, they are conditional.
They could be added without modifying the template at all.
great!
Since they are not really variant because they got different stats completly.
so, if I want to move around a column, I will need to do it in all 3 subsections?
ahaaa
Yes
If we want to clean the template, adding a small template to add color code/icon to elemental damage should make it a lot easier to read.
that would be great. I have never done that before though!
also -- i managed to swap the 2nd and 3rd columns!
I’ll do that once I’m done with work, I’ll need some feedback for the style to use mostly.
the idea would be to get something like {{damage|fire|icon}} or {{damage|fire}} for the normal one.
yes, great
Still looking for some opinion on the terminology to use for area damage.
Here are the meaning of the 4 terms:
1] What the game call area damage, it’s the maximum damage you can do using any AoE attack (unless a creature has a weakness to the type of damage you’re using).
2] The smallest radius, inside this radius you will do the same damage anywhere, that damage will be equal to your weapon area damage.
3] What the game call radius. It’s the biggest radius in a area attack. Beyond this radius you do no damage at all, at the edgo of this radius you’ll typically do 25% damage compared to the center unless a custom value (4]) is used.
4] How much damage you will do at the edge of the radius above, in percent, the default value being 25%.
So far we thought of 3 possible notations (ranked for now, in order of popularity):
1)–––––––––––––––––
AoE Damage (Center)
AoE Radius (Full Damage)
AoE Radius (Reduced Damage)
AoE Damage (Edge)
2)–––––––––––––––––
Area Damage
Full damage radius
Radius
Damage falloff
3)–––––––––––––––––
Area Damage (Center)
Radius (Full Damage)
Radius (Reduced Damage)
Area Damage (Edge)
All options seem good to me, I personally don't have one stand out as the best, so can't help in deciding
I prefer the second one, but it’s mostly because it’s closer to what I see in the code I guess.
Updated the creature table template to use fix width.
It may still need some fine tuning.
Doing the damage template, we don’t have a poison resistance icon for now.
Should we use a different icon for damage and resistance?
If yes, we would need the same icon that the shield one without the shield.
I’d go with the dropplets or the skull.
Just for compassion
I don't think it would be confused as it's the international biohazard symbol
But I do like the third option too
Ok, so far here are the variables I can think of in the template:
3 states for Icons:
–none
–shields (resistances)
–no shield (damage)
for the text color:
–value based (green if weakness, orange for resistance)
–type based (fire is red, electricity is cyan…)
It's the icon for poison resistance in the first place
Nothing jumps out as missing
Ok, I think I’ll make a main template with pretty much everything, then maybe some child template that call out the main one to make some shortcut if the call is too long.
Like {{firedmg|25}} would be {{damage|fire|damageAmount=25|icon=damage|text=value}}
or something like that.
So we can still edit everything in one place but it’s simple to use.
Got the scaling and positioning of the icon now just need to give it a good colour
The official is very green
Ah, maybe we should stick to the officials and change them now that they are out though.
I think all the previous ones are the official colours
This is what we use for now.
Other than Melee
Indeed, all but melee are very close in color
So poison should be green and melee is pink.
I think Melee is more readable in white, pink seems a bit random
https://deeprockgalactic.gamepedia.com/File:Resistance_Icon_Poision.png But Icon is uploaded in green
Well we can make an exception for that one.
How do you expect to name the damage icons? just so I prepare the template and you can do them later.
you guys using the symbols on experimental or something ?
Yeah
happy to see more enemies pages up, will do suggestions / fixes when they are finished
and what is up with some enemies having unfreeze / warm rate when they die after getting frozen
Even before the miner's manual, status effects had colours
They can unfreeze in the air if you warm them up with some fire damage.
Or if there is a huge distance between them and the ground and they have enough time to unfreeze in some cases.
curious
probably should mention they will die if they reach the floor while being frozen , doing that to breeders is my favorite
I didn’t plan to include that in the infobox, I was thinking of adding that in the main page.
Do you think it’d be better to add it in the infobox below the temperature?
main page works, something like extra effects, don't see it fitting on the infobox
idea: add Egg collecting scream to the alien egg page
not sure if you saw, Elythnwaen, but I mentioned the need to decide what each "rarity" class represents , "common , rare, very rare" etc, Cyrob suggested the ingame definitions to be used, and I think that having preference to actual values may help more
gold and nitra having different "rarity" value confused me as well, since I think they always appear in every single mission, probably should be listed as "scarcity" or similar
Do you mean the rarite we used for minerals or creatures?
For creatures it’s mostly linked to the spawned conditions, for the minerals I haven’t checked the pages in a long time i think.
didn't even know creatures had that, talking about things like jadiz, bismor, bittergem, etc
I added some category in the creatures infobox, for the minerals, I’ll look into it, but I’ve pretty much never looked at theses pages so far.
well, do have some ideas for them, but I can't add myself
wdym you can’t add yourself?
as in edit the page, since I do not have the info I want to add
(which is how many units you get per chunk of umanite, or bismor, etc)
I know I can find it for nitra and maybe morkite, but so far I didn’t have access to crafting materials value either.
I’ll check if I can check their value in the console when I have some time.
should things like resupply pod, mine head and robots be considered as equipments ?
saying that since they appear on the equipment page, but not sure if equipment isn't only what you carry yourself
Well they do fit the normal definition "things which are used for a particular purpose"
weird
thinking that the trivia in that page should be moved to the main page, thinking on how to do that
R&D is responsible for ALL equipments or just some of them ?
who is responsible for saying "At DEEP ROCK GALACTIC, we have long relied on the tenacity, strength, and sheer underground survivability of the stout Dwarves when it comes to our very most dangerous digs." ?
That was from the official website
thinking about transforming this into a quote, just not sure who to attribute it to
Something like DRG Corporate spokesman linking to the official site
Or DRG Recruitment Office etc.
that page looks outdated, only mention gold promotion tiers and saying that the stars are underneath the dwarf portrait, I will do some fixing soon
Yeah I don't think it's be touched in a while
something else.
on the wiki, Dwarves is written: "Dwarfs", "Dwarves", "dwarfs" and "dwarves"
in different locations
are ya gonna fix that ? which one is the correct spelling
i'd say "Dwarves"
Going by the earlier quote Dwarves
i'll fix it where I see it
just use the search function, not sure if you can be precise with it though
I know there is a way to search using regex and then replace it automatically, but it’s probably restricted and I don’t know how to do it.
I know we can get the Replace Text extension though that is admin only to use
Pretty sure the tool I’m talking about is already in place, Azerty was using it for some of the replacements in the translations I think.
I used it quite extensively for fixing the links on the fr version, it even supports regex to get a broader scope on a single replacement.
https://deeprockgalactic.gamepedia.com/Грузовой_ящик should be deleted I think?
Looks like something someone has put work into,may just move it to the right page
Ah right, my bad
Well you were right in that something should be done about it
Hello, I want to ask something about the temperature system
Is the heat / freezing power on driller's weapon representing the temperature change for each hit it would cause? For example if I use stock flamethrower and shoot at an enemy for 1s, it would heat up to 60 degree. Is that understanding right?
And does the cooling rate kick in during the heat up process? (i assume it would)
Finally the fire / cryo resistance do affect the temperature change right?
Yes, Flamethrower increases the Temperature of enemies that are hit by the stream at the 10/20 Heat per particle at its flow rate of 6+, and CryoCannon has 5-9 Cold per particle at flow rate of 8+
as you said, the change of temperature is the rate of Heat/particle * particles/sec, so by default Flamethrower does 60 Heat/sec and Cryo Cannon 64 Cold/sec.
yes, each creature's cooling rate kicks in while their temperature is being increased. Smaller enemies generally shed at -6 Heat/sec and Praetorians at -10 Heat/sec. most creatures shed the Heat once per second, but certain enemies (Praetorians in particular) shed 2 times/sec
to the best of my knowledge, Fire Resistance only affects the Fire damage taken from the Burn DoT and dealt by the Flamethrower's direct stream (and other Fire damage sources like Burning Hell), and Frost Resistance only affects the damage dealt by the particles of the Cryo Cannon. i think the other sources of Cold Damage like Cryo Grenade and Cryo Minelets don't deal any frost damage
that is to say, Fire resistance doesn't affect Heat Damage, and Frost Resistance doesn't affect Cold Damage. i think.
Thank you so much for answering my question
Most of it is true, except for the warming /cooling rate, it kicks in after reaching the creature burn/freeze temperature or after 1-2 s of not shooting at the creature. Otherwise it’d be impossible to freeze dreads.
Thanks for clearing it up. I think it would be nice to have a wiki page explaining the temperature mechanic (similar to area damage) so more people can read about these info.
I believe that is in the works
good to hear that
Is there a way to check if a template is still being used somewhere?
It would be to replace creature infbox by the new version now it’s done.
The what links here in the left hand menu will show up any pages using the template your currently looking at
Ok, ty
Well nothing other than the doc, so I’ll be able to move the second infobox there and delete the infobox 2 when I’m done.
what am I missing for making a correct linking to a quote like cyrob mentioned ?
|[https://www.deeprockgalactic.com|DRG Corporate spokesman] links to https://www.deeprockgalactic.comon/
[https://www.deeprockgalactic.com DRG Corporate spokesman]
It likes spaces as separators for external links
almost
correct page, wrong section
it is the DRG one tho
I see... it links to https://www.deeprockgalactic.com/DRG
don't want that "DRG" at the end
fixed
For the damage and resistances templates:
Most of their structure is ready
Here are the variable we could use for the templates:
3 states for Icons:
–none
–shields (resistances)
–no shield (damage)
for the text color:
–value based (green if weakness, orange for resistance)
–type based (fire is red, electricity is cyan…)
Since I ended up splitting the template in two for damage and resistance I don’t think we need all the variable in all casses anymore.
My questions are the following
For the resistances:
– Colors: Should we allow both color or just one? I think only the value based makes sense here.
– Icons: Using the shields icons should make it clear that it’s a resistance, shoud we still allow text or not?
For attack damge:
– Color: Value base doesn’t seems really usefull in general here, I’d go for either default color with icons or color code.
added a space
@odd horizon yes you still get xp for nitra, morkite and secondary objectives after reaching the missions’s goal.
Thanks wasn’t sure if I could ask questions here
If it’s about mechanisms in the game you can.
oh nice, you guys already added speed / height info when walking / jumping
For the resistance template, this is what it look for now with value based color code and icons
"All dwarves can also upgrade their flares" xD , eeyup, that is getting fixed
And this is what it’d look like without icon and with type color code.
I don’t think thisone would be useful outside of an infobox.
the fact that it is not called Ice Resistance surprises me
Well I can rename it, frost was the name I choose based on some of the text in the weapon mod’s help.
I had a feeling it was based on the game or something
just want it to be clear when it is talking about statuses or damage type
Internal name is DMG_Freezing.
DMG_Ice is for a mix of cold + frost (so temperature + damage)
cold, freezing, frost, ice, etc
On the wiki, the name should be cold for the temperature, Frost for the damage type, Ice shouldn’t be used at all.
If an attack do both damage and temperature, we use Frost + Cold.
complicated
did fixing for https://deeprockgalactic.gamepedia.com/Dwarves# but thinking if it would be nice to change / improve the "Dwarf Classes" section
First resistance template is done, feel free to ask for additional styles / variations.
https://deeprockgalactic.gamepedia.com/Template:Resistance
Checking it.
We could use the in game description of the class for that maybe, the one you got on the class selection terminal.
Driller:
As the DRILLER, you'll be equipped with a set of TITANIUM POWERDRILLS. Your job is to clear any blocked tunnels and obstacles in the path of your team, and in combat you are also a force to be reckoned with: Your drills make short work of most enemies up close, and for longer range engagements you are equipped with a heavy duty FLAMETHROWER.
Engineer:
would we change it to not be "talking to the player" but actually explaining the class ?
"The Driller's job is to clear any blocked tunnels and obstacles in the path of the team" , would have to think on how to word it completely
also , idea for later , https://deeprockgalactic.gamepedia.com/Heads-up_display add some arrows and direct indications to the image itself, might even do a clean version, with only the hud and no bg
Not sure which one would be better in that case, but I’d prefer explaining the class I think.
would a table help ? class - movement tool - combat tool - utility tool
I think words should be enought as we are not directly comparing one class to another in most case.
melee attacks can not remove you from a zipline ?
Gunner is my least played class and even then I barely use the ziplines so I have no idea.
:S if someone tests I can fix the page more
also, kinda unsure about this sentence part "or even dig into the side of a wall while in flight to create a safe pocket to stand in" for driller
so... where tf is sulfuric acid in the game ?
I don’t think there was any mention of sulfuric acid in particular.
Acid in general is used a lot, but it was never more specific than that.
No results from crowdin either.
welp, the wiki says hoxxes got seas of sulfuric acid
also, what is the source used to tell where each biome is located ?
On the hoxxes page?
precisely
well, for the acid one
but for location you can find in the biome pages themselves
example: "located close to the core of Hoxxes IV"
There was some lore on the main DRG site about hoxxes (just the planet, not the biomes) at some point, other than that I think it was on the mission terminal.
probably should check that one out
For the depths, we know that depending on the text on the biome help and the depth meter when entering the missions.
Each biome got a specific depth iirc.
well, yes, but see, biggest depth != close to the core
All I can find on crowdin is the citation, nothing else.
trying to find that acid reference somewhere... so far nothing
Pretty sure just any type of damage kicks you off a zipline if you take enough, just getting hit by melee on a zip is rare
citation ?
also I don't think mission terminal should be used to indicate biome location
to be fair, only depth should be used, right ?
I mean the text between the quotes for each biome is all I can find on crowdin.
hey, the acid thing is from the ghostship blog from what I can see
which , you see, can be true lore wise, but you won't find it in game yet, so may want to make that clear
should I just remove the biome location part and later we work on getting depth info ?
also, is there any mention on the wiki about "terrain destruction by lack of connection to the world" ?
I think you can remove the location if we have no idea what the source is.
About the terrain destrution part, I have no idea if the page exists, I didn’t create it or heard about it at least.
wouldn't even know where to fit it, just think it is a neat feature to mention / show
It was mentionned in the update page I’m pretty sure, other than that I have no idea either.
hmmm... I should get the ingame names for the biome features, good idea ?
Yeah they are good to use
" Spitball Infectors are encountered more than in any other biome" is that true ? dense biozone
also there is a "citation needed" thing in it
I have not seen anything that would prove it
consider that gone
I thought that white plants dealt frost damage or something, interesting
It’s explosive and cold for them iirc.
Almost nothing do frost damage in this game other than cryo cannon.
because the way it is worded it looks like it is just the same ones as the magma core explosion plants with a new color
Magma core is just explosive damage. How much damage depend on its size. For Biozone it’s explosive only as well. Not sure if the Glacial strata one do only cold or explosive + cold.
The freeze bomb things in Glacial only do cold
It's something like 80% the way to frozen from 0 if you're right next to it.
so... are cave leechs rare on fungus bogs ?
afaik it’s the same on any biome.
consider that gone as well
which one is correct, "Poison Spore Fungus" or "Poison Fungus Spores" ?
well, on my laser scanner run I will discover it later anyway
crevice or crevasse ?
A google summary I found: "A crevasse is a deep crack, or fracture, found in an ice sheet or glacier, as opposed to a crevice that forms in rock."
so magma core might be crevice, and glacial strata crevasse?
The game uses cravasse only, but there is a single line for it, it seems to be related to glacial strata.
Thin layers of ice can collapse under your weight. Slow reactions might mean a trip into a deep, narrow crevasse.
so for magma do we use the correct words even though they aren't in game ?
I found only one mention of that in crowdin, so using the correct words should be fine.
will love when we find more biome numbers, such as min-max time for sandstorms / blizzards , or damage numbers for hazards
why is exploding plant listed as "Hazardous/Supportive" while Hot Rock is only "Hazardous" when both are said to deal damage to Dwarves and Glyphids ?
Maybe glyphids avoid hot rock, meaning it's much rarer that you can use it against them?
btw, anyone knows how crystal resistances works ? is it just based on total damage to break things like radiocative crystals ?
Radioactive crystals work like normal terrain, no?
see, I remember destroying them by shooting with thunder head cannon, but using subata on them seemed to cause no effect
can even record clips of that eventually
Some weapons do terrain damage
Some just leave decals
The Radioactive crystals require terrain damage to turn off
The Electric ones just need X total damage
is that info on the wiki and in game
don't think so
something to look for
I've destroyed steam/magma vents and deactivated Radioactive crystals with the bulldog before
images missing for enemy variants btw, just in case
is the radioactive praetorian puke attack different than the regular prae attack ?
Yes? It's a circle around them instead of a forward spray
Though they still stop in the same spot as the regular ones, which happens to be a bit to far away for the circle to reach you
I think electric crystal got 360 hp, not sure if they scale or not, I’ll check that.
wait, but don't you destroy it with a single power attack ?
No you don’t.
If you do some damage before you can finish it with a power attack without taking damage, if you use the power attack first, it’ll still be there and you’ll take some heavy damage.
Unless it was changed since U29, but I don’t think it was.
For the electric crystals health: non scaling 350 HP
And they still survive a 240 damage power attack
did you just test it
curious, be nice
I’ll check if I can find their exact stats, it was a test with a subata and plasma caster.
I’ll try extracting their hp / res.
oh hey, how are they called actually ?
green radioactive crystals
the wiki page uses 3 different names...
Ah, I was talking about the electro crystals not the radioactive one.
asdsadasdasd I was talking about the green ones all that time
Radioactive don’t have health afaik, they just broke in one hit no matter what. What matter is the location of the hit.
The green radioactive crystals can be deactivated with a single normal pickaxe hit to the center
There's a specific point that needs to be removed, whether that's with a pickaxe or terrain damage from a weapon doesn't matter
I’ll check their name if there is a mission open.
The point to break should be the one that emits the most light, near the center of the crystal.
well, if you are going in a mission you might as well check if those names are correct too
I'm quite confident those are all correct, though a double check can't hurt
Looks correct.
Inert Uranium – Checked
Tumorous Growth – Checked – 100 HP no scalling
Radifpuff – Checked – 30 HP no scalling
Rock Tree – Wrong, there is a missing dash: Rock-Tree – 45 health for the base, 20 for the branch
Still looking for the breather
oh don't forget the green crystal
Not a single one of either yet
xD unlucky
Volatile Uranium for the green crystal
Wall Eye for the creepy eyes (50 HP)
Breather (70 HP)
well, no wall eye image there
I have a bunch of cropped and uncropped images of things if you want me to add them to the available image thing while editing a page.
since that stuff is changing next update we could wait it out
Well it is of various things like lost packs, lost helmets, cargo crates, beer ingredients, tumors, etc.
I was working on emotes that never got added to the server.
Deeptora Honeycomb is an enemy or a hazard ?
A bit of both, I’d consider it as a stationary enemy.
But he’s in the game folder for hazard like explosive plants and such iirc.
🤔 since it appears in the creatures page, but I don't think other hazards appear there
I think it’s in the creature page mostly because it has a kind of "attack" unlike the other hazards in the form of the insect swarm.
the total assignments available is 26, right ?
Some of the biozone plants also have attacks.
can we consider "The timer may be tight when playing with 1-2 dwarves in the party, as the game does not seem to spawn additional Kursite infected enemies to make up for the generally lower spawn rate." as incorrect ?
- anyone got the numbers required per player count ? for ebonite and kursite
I know Ebonite is 44 with 4 players on Hazard 5.
15 for Mactera Kursite with 4 players on Hazard 5.
Actually, they changed Mactera since I last found one.
was about to ask if they made haz 4/5 scaling different
Mactera is 13 now on haz 4 4p
No idea, just throwing it out there.
Ebonite is also 44 on haz4 4p, so my guess is 4/5 are the same
saying that because I played solo kursite and only had to get 6 crystals, so saying the timer can be tight doesn't really makes sense for me, not sure about you guys
I think it is 8 for Kursite Praetorian with 4 players.
I honestly haven't encountered any of those events in a long time.
hmmm, do hazard level even matter, when we get those numbers I can add them
also we probably should use a mission type icon for "any"
did cave leechs always lowered you to the ground upon death ?
Not always.
people saying they did , but can't remember my early days completely
Added in Update 12: Flies N' Finance - (2018-04-13)
"Cave leech now slacks its tongue when it dies, safely lowering the trapped player to the ground. formerly, the player would fall and take no damage."
that's not my experience 😮 maybe i should wait to use the spider sense perk until it's fully raised me
because if i use it right when it grabs me i make this beautiful graceful arc and die from fall damage
*laughs in hover boots*
Also, pretty sure heightened senses is an exception from the above rule. Killing with any other method should lower you at least most of the way
There is a limit to the distance a leech will lower you. Just had it a couple days ago, got grabbed above a pit, and when Bosco killed it, it brought me down a good way, but still high enough to take all my life in fall damage (without shield).
btw congrats on employee of the month @analog rock
I don't get much use out of the boots, cooldown is so long i forget i have them
Play solo Scout, use them to mine without taking fall damage (recharging the grappling hook while the hover boots are on)? After a while you'll likely remember them
eh if I'm playing solo scout I got bosco anyway.
though i will admit after all these multiplayer games i tend to forget he's even there
i have seen some fun moves being made with scout + hover boots
Thx
that's not my experience 😮 maybe i should wait to use the spider sense perk until it's fully raised me
because if i use it right when it grabs me i make this beautiful graceful arc and die from fall damage
@glacial valve Admit it, they added that just for you.
- Cave Leeches now lowers the captured player to the ground, after being killed by Heightened Senses
For information the new enemy is 6% chance like bet-c.
well well, update is out, how are we doing on it ?
Update page is done, Main page is updated, GoldMath has added the Miner's Manual description text to the creature pages & Centrus has started the Korlok Tyrant-Weed page
we need to create a redirect for "Mactera Frost Bomber" to the correct page, fixing some enemy names
Redirect created
I got most of the data on the tyran weed, I’m missing its immunity and attack damage.
hmm, it goes to the creatures page instead of the enemy one
(the page for that enemy exists btw)
would be this one https://deeprockgalactic.gamepedia.com/Mactera_Goo_Bomber#Frost
Should we put all parts of the tyran weed in a single page or split it into 3 pages?
Yeah was still thinking it did not as the ice bomber linked to the main creature page
Fixed them both
for me we do on a single page, since it is part of the same boss / creature, right ?
and that they can't exist without eachother, yes ?
I would think 1 page unless that page gets cluttered
It is, but it’s not a variant so should I make 3 separate infobox?
You could still tabber them
That was my question.
Use the variant system if it supports it, I would have expected them to have different base stats
For now the variant system doesn’t allow different health, scaling, armor and weakpoints.
talking about that, shouldn't Kursite skins be added to creature page, just for the visual even if the stats are the same
pretty sure they have more health, seeing as my usual bulldog mactera oneshot build doesn't oneshot Kursite mactera
I will at some point go through what creature images we are missing and get them all
Though today I'm hosting D&D shortly so won't be getting any
another thing, would be nice to get data on machine events requirements
Kursite enemies have more health for sure, and maybe some of them got some other differences.
Requirements?
basically how many you have to kill per player count
Anyone got the official name for the kurlok attacks?
example: 6 kursite with 1 player, 16 with 4 players, etc
I think we have had the numbers for a while, guess no one added them to the wiki
well, feel free to post and I can add
And if possible the weakpoint name for the spout, I think it was "head".
something odd, is resistance for goo and frost bomber the same ?
All numbers for them are in \FSD\Content\GameElements\GameEvents\AmberEvent\ED_AmberEventGroup_X
Elemental resistance is the same, temperature is not.
They got different resistance to cold, heat resistance is the same.
just odd that in the table there is a line there
probably a table feature
basically about that right most part being shared for the 2 variants
"Mactera":
"MaxTimeBetweenSpawn": 10.0,
"MinTimeBetweenSpawn": 10.0,
"MaxEnemyCap": 5,
"AmbersNeededdToComplete": 13,
"AmbersNeededOnePlayer": 6
-
"Praetorian":
"MaxTimeBetweenSpawn": 12.0,
"MinTimeBetweenSpawn": 10.0,
"MaxEnemyCap": 3,
"AmbersNeededdToComplete": 8,
"AmbersNeededOnePlayer": 4
-
"Acid Spitters":
"MaxTimeBetweenSpawn": 12.0,
"MinTimeBetweenSpawn": 10.0,
"MaxEnemyCap": 5,
"AmbersNeededdToComplete": 12,
"AmbersNeededOnePlayer": 6
The reason there is a line is becauso of how the template is made, it’s not specific enough to allow to fuse the table cell each time the resistances are the same for the variants.
so by default all values that can be differents for variants will be displayed in differents cells.
We could have it detect and merge cells for that, but it would be a lot of work
can't say I am fully understanding the numbers
i.e. Acid Spitters
they spawn every 10 -12 sec, if there is not already 5 alive, you need to collect 12 kursite to win or 6 if your solo