#wiki-related-chatroom
1 messages · Page 37 of 1
If you want to check on pages and update them we have https://deeprockgalactic.gamepedia.com/Category:Potentially_Out_of_Date
It's auto added by the Updated template e.g. those pages will have {{Updated|U30}} on them which you can add on any page you check
would be nice to work on something about that, so I dont have to randomly browse it until I find something to fix
This is my current todo list, feel free to take some of the load:
Creating a Temperature page
Creature Attacks data on individual pages
Adding Creature Armor data on the infobox for individual creature pages, for creatures with complex armor it’ll be detailed more on the main page
Redoing Hazard Level to be more user friendly and add some data
Redo the Health page
Redo every Weapon Individual Pages, adding Mods/OC breakdown at the end when necessary and using the Area damage terminoly / template.```
As for other editor I don’t really know what their current plans are for now.
Pages that may need some more work are the resource template, individual info about machine event and creating a page on spawn condition for both regular enemies and waves.
machine events I added / changed some stuff, but can't do more with my limited knowledge, spame for spawn condition and similar stuff,
maybe pin that todo list here ?
hmmm, can menaces even do something ? think this makes it sound like they can in a sense "The Menace is a ranged combatant and will rarely, if ever, enter direct combat"
Like melee?
Never seen one melee, and I've gotten right up in their faces
I've fought a ton of them and none have ever meleed.
Usually what happens is they will just burrow if you are close. I've had some that just shoot even when I am practically just jumping on them.
so someone should change it to "exclusevely ranged combatant" ?
Pretty much.
think acid spitter page got the same "problem"
i dont think warden's directly attack you by any means iirc
Pretty sure menaces and spitters don’t have any melle attack, I killed a couple with melee only and they never even tried to melee back.
Plus there is no files for melee attack in their respective folders.
Not sure if we have a list of possible goal for the union on the wiki already but it looks like bittergem will no longer be a possible goal.
https://discordapp.com/channels/257785731072786435/610403873697300480/724914961117085757
All the goals were written down in one of the channels here
well, we will probably add it to the "removed goals" list
:S now we don't have the value it increases
flamethrower OC templace page
oh I think that was me
Some of the other changes need to be rechecked as well on that page from what I can see.
Is that bad?
Yeah please check my work
I did driller primaries and secondaries that's it
Well the move speed is multiplicative. The rate of fire OC was written as a direct value since it addive and will add less than 30% if you already took a rate of fire mod from the T3.
That was the explaination behind how they were written.
Also I increased the size of the price column by 50 px and decreased description by 50 px so the credit amount is in line with icon
Since it was forcing the credit amount down a line if it was more than 3 characters
Making that wider is ok, but now it doesn’t align anymore with the Modification tables.
oh should I revert it?
On the individual weapon pages.
You can keep it if you apply it to the mod tables as well.
Alright
ok I'll change them all
so if possible I think we should have both the value and the in game description, makes sense ?
No rush for that.
I'll put it on my list to do it for all classes as well
I’m not too good with making human readable values.
The goal would be to make sure there is a clear distinction between mutiplicative and additives values.
isn't that just "x" and "+"
From my experience
×... is always seen as multiplicative
+...or -... is always seen as additive
+...% is seen as multiplicative or additive depending on the person, that’s why I try to avoid that notation when it’s multiplicative.
it is both, you just have to know how to use it, +200% is the same as x3, not like there is multiple ways to read it
It can work if we keep the consistency on all the wiki, but so far I don’t think it’s the case.
I agree with you, but I got maybe 20+ pm asking me how weakpoints works and what +200% or ×3 damage means so far.
might as well ask others what format they understand better
last case we find a way to include all possible formats, or even make it veeery clear , like "x3 damage (10 becomes 30)"
i agree that there's only one correct way to interpret "+50%" notation, but the problem is not everyone who reads these stat changes understands what that way is. i think Elyth is right, and we should try to limit notation to only using +2 or x1.5 for all instances of additive/multiplicative stat changes. it's simple, everyone understands it, and it's a lot more intuitive to chain stat changes together
Maybe the table could get a small note at the bottom "x.. is multiplicative with other boni bonuses, +...% is additive"
ops, we changing stuff from "+ / x " to "+%" , also many other information being removed, not sure if that was after I mentioned the flame thing
Well as we said most of the weapon have changed a lot so we need to recheck pretty much all of them at some point anyway.
We need to decide on a format
Description = in game
Effect = actual info / true values
this thing exists too to be used btw
I don't think these were ever lined up
That's after I changed width
Here's minigun so not changed
Minigun apparently needs to have it's sections streamlined as well
Thoughts about how to display the plate scaling for the armor page?
https://deeprockgalactic.gamepedia.com/Creature_Armor#Health_Based_Armor
I posted the 3 possible choices for now, I’ll remove the other 2 depending on what we decide.
I'd say the table. Easiest to search for a specific number if you're looking for it.
My choice was hoverover > Table > Full Text.
For the armor page only the strength based armor info is missing (ie calculating the chance to break for chance based armor).
This one will be a big part.
The rest of the page should be good for a review (knowing that for the #Health_Based_Armor section we will only keep one of the 3 possible views of course).
Hello all 🙂 I was looking on internet to know when statues were added ? I'm building some lore / theory since some time and with last update I want to go deeper.
If you know the update that add it pls tell me 😄 Thx for your time !
Is there a description of how temperature works?
https://youtu.be/m0NM_2zbHBM I am a lot confused on this video
Собственно принцип работы температурного шока на самом простом примере. Оставляем область заморозки под целью и один раз ее нагреваем, дальше за счет механики перепада температур она замораживается и следом размораживается сама получая чистый урон игнорирующий броню. Экономит...
I think all we know is that tempshock is counted towards if an enemy receives additional heat/cooling on top of its default shed rate
is their a way to go back from past update to visit them ? 🙂
yes, but normally for public updates only. Tommy uses it for his vids
you have to tackle with steam console and steamdb
Ohh... ok.. sounds complicated
There is no temperature page on the wiki yet I’ll write one once I’m done with the creature armor page.
I may be able to answer your question depending on what you want to know.
@sand lantern ^
Oh statues was there at least at update 7 but maybe even update 6
Do you know why error cube counter disapear in our material list ?
You can check that page, there is all the update link, each update should have the patch note and additions in it.
https://deeprockgalactic.gamepedia.com/Update_History
Do you know why error cube counter disapear in our material list ?
wdym "disappear"? it's been on vanity shop screen
for like ages
I think they removed the error cube from the material list to make it less confusing since it has no proper use for now, they just kept it in the cosmetic terminal so we can keep track of how many we got.
Yeah I'm here sadly no description about what was added in bay :/ I'm looking Drg historian on youtube, he show old update :)
patchnotes don't list everything. I am almost sure they tweaked glacial cavegen since its addition, but there's nothing on it in the notes
Ooooh we can see it in cosmetic ? Ok ! Yeah I was thinking the same, that don't match but I was sad to lost the track :) thx !
Surely they don't
They indeed don’t list every changes, sneaky changes are a nightmare to track and update for us in the wiki_
Oh ok, the wiki is still a great job :D
Thx for helping me :)
I have one more question but maybe I'm just dumb
It seems like the last update haven't listed hugely increased cave leech damage
On wiki I can see that Karl appear in update 18
but .. update 18 came in October 2018
and in the video where community ask who's karl, the video was uploaded in 2017
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I'm lost now =.=
@weary sonnet That video shows triple temperature shock. I can see that in gains freeze from freezing trail, but for some reason it defrosts twice after shooting has stopped
Also, looks like scout's cryonade isn't instant; we got multiple temperature shocks on prets from throwing that with gunner's incendiary
What I think happened for the heat part is that the fire damage ignited the nexus, then the glyphid spaws who ignited the nexus again.
Spawns will get killed directly if ignited, but they should remain active as a fire source for a short time in a 1.5m radius.
If there is no freeze under it, they all die directly so it wouldn’t work so well, that would be my guess.
I’ll check that, if it’s that way it shouldn’t work on praets.
Doesn’t seems to work with other creatures.
What about grenade launcher's incendiary? I tested it, fat boy with it gives the same amount of damage as without it, but knowing there should be a temperature cap I am really curious about it
That's a separate question
For the temperature cap it depend on the creature, some have a cap at their burn temperature, like praets
Other have a higher cap like breeders (I didn’t check the cap value for now).
I tested the cap value for 3 creatures for cold, it was the same as freeze temperature for one of them, twice that for the other 2.
if we were to used symbols on res / weak for creature infobox I wonder which symbols would be used for some stuff
We could use that: https://deeprockgalactic.gamepedia.com/Template:Resistance
stuff like L.U.R.E
Ah for the status you mean.
also fire damage x on fire
Hum some have a miner’s manual icon, but for the other we could just use the item icon with an hoverover.
this one ?
This is what I meant yes.
at least it wouldn't need to be used a lot
The new in game version could be better though:
Yes that one.
now that is easier to understand
That one for stun…
I think most of the icons we need are already uploaded somewhere, not sure how to modify the template to allow a direct transformation to images will multiple possible choices.
But that should be doable.
well, not the icon I wanted, but
Cyrob, Omega Sentinel
If you have some time, which view would you keep here?
https://discordapp.com/channels/257785731072786435/453469452097421315/725289433762627664
The table certainly feels nicer to look at
wonder if this is the best way to describe it "using the normal difficulty scaling (same than Glyphid Grunt)."
anyway, I would think the top version looks more clean... oh wait, yea, table is what I wanted, praetorian missing the armor location btw
I didn’t add the location for the praet since every armor piece is concerned while for the guard a part is light armor and for the shellback there is two different scaling.
I can add something like (All Plates) for the praets if you think it’s better.
Anyway 1 vote and a half for text + hoverover vs 3 votes for the table so I’ll keep only the table.
Unless you think having both at once is usefull (keeping only the table for now).
from a ranking point it would be table > top text > botton text
Can someone light my way about the Karl page on the wiki ? 🙂
It say : Karl is, as of Update 18 "Job Opportunities," a Dwarf (presumably) who has yet to appear in game.
Update 18 came in 2018 and we have a video about the community asking who's karl in 2017.. I'm not english maybe I just translate bad but even with google... anyway thx for your time 🙂
No lore has been added on karl
So idk what you're looking for
Did you want the video to be changed?
The karl wiki page is what is confusing I think.
I'd imagine the "as of update 18" bit is just from when the page was written
Since that was probably the most recent update at the time
Could just cut that bit out
Change it to "Karl is a character who is presumed to be a dwarf, but as of yet has no supporting lore or appearance in game outside of references in voice lines."
I checked what update 18 added, there is nothing that should impact karl at all, not even new voicelines.
Yeah I just think the line was written that way because as of the time of writing, update 18 was the most recent update.
So they used it as a way of saying "up until now"
The only thing known about Karl is that he is the Janitor (possibly not cannon) and that he is somewhere (definitely cannon)
somewhere being heck
What would be the lincense for the armor break chance curve given by the devs? Fair use?
think so? anything else that fits ?
Not sure, pretty I pretty much never uploaded images unless I created them myself so far.
If it's given by the devs it may be "official website" i.e. game copyright
It was a screencap given by Mike from the armor break curve.
btw, wiki missing survival bonus, right ?
Looks like it, the only mention I see is burried pretty deep.
150 gold per dwarf
Added an armor strength part to the creature armor page.
https://deeprockgalactic.gamepedia.com/Creature_Armor#Armor_Strength
From a user point of view, what would be the most practical thing:
Having formulas to get the exact values using the graphs
Adding a few columns for the "Armor Strength for each Creature" table at 20 - 40 - 60 -80 - 100% armor break with the corresponding armor damage needed?
Or something else entierely if you got a better idea.
well, first the graph needs labels
that <-> is weird too, probably part of the thing used to generate it
It was part of the tool used to make modify the values I think.
if you do 4 damage to the armor it is a 100% chance to break it ?
If you reach Armor Damage / Armor Strength = 4 yes.
ok, so:
(damage x armor breaking bonus) / armor strength
Yes
the graph has info not in the formula right ?
like, what makes 4 =100% and 2 = 75%, some inverse square function ?
Added a caption for the graph, it made it float to the right, not sure if it’s better or worse for now.
The scaling is linear between the points from what I know.
that is not very exciting
thinking about users I would use 0-100% instead of 0-1.00
let me try making one
Well I can remake the whole graph on inkscape
Just not today.
Something similar to what I did for the area damage page:
Well in that case there would be more values and the axis would be named.
Do you think adding a couple armor break chance value to the table could help or not?
Like for all grunts it’s:
7.5 dmg = 25%
15 dmg = 50%
30 dmg = 75%
60 dmg = 100%
It may be interesting to get more points in the high percentage value than in the low percentage.
that is interesting
Maybe just columns for 50/75/100
might even add to the graph itself
btw, my quick version , not sure about the value at "3"
"Armor Damage" isn't quite the right label
It needs to be "Armor Damage/Armor Strength"
^
If you named the graph "Grunt Armor Breaking Chance" and multiplied the X axis by 15 it would
What type of damage deals plasma burster?
Explosive.
...same for EPC and BC?
No, these are way weirder.
EPC is 50% kinetic 50% electric for the normal shot
50% electric / 50% fire for the charged shot single target
50% explosive / 50% fire for the charged shot AoE
Full fire for TCF and I think Flying Nightmare (that one may have changed)
For the breach cutter, explosive goodbye is explosive, plasma trail is electric, most of the rest is a mix of electric and fire but I wasn’t able to figure them out properly yet.
Main damage for BC is either full electric or 50/50 electric fire.
glad to see Dagadegatto's Armor Break graph is making its way onto the wiki 🙂
It's more we focus on an area
@shell frigate on the topic of the error helice, that is
maybe if more errors became a thing, maybe they could have their own page
listing the errors
Yeah can have that
Does anyone know that a well-thrown cryo grenade from a scout can put down a Naedocyte breeder instantly? as freezing one makes it fall to the ground and shatter. Because I feel like it should be added to the tip for the Naedocyte breeder.
isn't that too tricky to count
to the best of my knowledge, all flying enemies that get frozen die instantly but don't get counted towards kill-count at mission end or Miner's Manual tracking
in my opinion, that tip belongs more on the cryo grenade page than the naedocyte breeder page
From what I remeber, they only die if they reach the ground while frozen. If they thaw before hitting, they don't take damage (might need a check).
they will only thaw if you heat them up, and think some others would take a looong fall for it to happen
Naedocyte Breeder can unfreeze before hiting the ground and survive, but cannot warm up by itself.
close enough
It could use a double check but I think only grabbers, bombers and spawns can’t be saved.
bombers need a 4.7 seconds fall
69.45 hours fall for grabbers though
not sure about distance though
Pretty sure the game will be over by that time anyway.
The map isn’t high enough either high enough to heat him that much during the fall either.
hello guys ! I have a question for wiki man 😄
hope you all doing good
Yesterday I was saying that on the wiki : that was about karl being "introduce" (if my translator was good enough) in update 18, but it's remove now ... Someone edited the wiki yesterday
so it was wrong or ?
From what we understand it was a poor choice of word.
That pages was updated a long time ago, by that sentence, the author probably means something like as of now (update 18) we supose that karl is a dwarf…
oh ok yeah ! I was aking some english friend to know if I understanded it wrong, seems the case
We looked into it a bit more and there was absolutly nothing related to karl in update 18 in particular so we reworded it.
oh ok ! I have a lot of informations about a lot of thing, can I become an editor too ?
Well it’s a good thing you asked about it, that page was confusing.
I working on the lore and new update give me the strenght to go further cause some hint were added everywhere 🙂
Anyone can become an editor, the wiki is maintained by the community.
maybe cause the game in no more in early access it's time to lore 😄
oh ok ! thx 🙂
I will take a look then
All of us with the blue names are regular players who update the wiki in our spare time. So feel free to help in any way you want.
Isn't the X axis supposed to be Armor Damage/Armor Strength? Other than that it looks good to me.
I’ll double check that, I still have the source so I can fix it easily if that was wrong.
And yes that was wrong.
Using that one on he wiki for now, I’ll upload it again if other fixes are needed.
planning to add the missing values ?
wdym by missing values?
I guess the 0.5, 1.5, etc?
They're just halfway between the others and adding them might clutter it too much
Oh, I was not planning to add alll of them since it’s linear in between all the other points, I just added he values for the points defining the curve.
not sure if mobile not showing all features
Hi guys, I have one question.. I'm building for myself a little lore about drg, no fan fic but with the game element.. And I see a lot of people saying and a dev too that Karl is a janitor, but I don't understand how people find this ...
it's a meme
since karl has no lore to support the character, people like to speculate on who he was
and one of the theories was he was the janitor
Yes I'm building thing and theory since lot of lines added with these last update
oh ok ! that explain a lot thx 😄
there's also "karl was mission control", "karl died on hoxxes"
and my own personal shitpost
can you share me ? 🙂
"Karl, the driver of the bacon shuttle, was terribly injured in a level 3 omelette collision with the egg ship, and as he was the only one who was willing to make the drive to hoxxes for delivery, the dwarves have been without bacon for a very long time. Now in his memory, and due to their sorrow over the loss of their bacon, the dwarves have dedicated their every mission to earning enough money to fix Karl and get their breakfasts back"
oh godness ahahahah
||I'm obviously biased in saying this but my theory is the best||
yeah ! 😄
Well, we can be pretty sure Karl isn't dead, or at least not confirmed dead due do the Smart Stout line. We don't have much else
yeah, I was going to check if all value about gold is true to be sure that they aren't wrong sometime with this beer
but maybe someone already checked that ?
Pretty sure the accident came on hoxxe cause they say a lot about him on hoxxe.. and the skull ale give some hint too that can be a factor of the accident
I hope they will add more hint or things :/
Was it mentioned somewhere in a patchnote that blacklock lager get more dialogue lines ?
or maybe I was unlucky and never get them
hey Elythnwaen , some people saying Deep dive 3rd stage is haz 4 and not 3.5, do you know anything about it ?
It should be 3.5 afaik it hasn’t changed.
It was edited on the wiki a little bit ago to be 4 and was then changed again
If they have a doubt tell them to shoot a praet with a weapon with known damage in the last stage and send the screencap it should be easy to recheck.
known damage ?
A bulldog with homebrew powder would be the opposite ;)
have gotten a picture will check after
Just rechecked all stages no changes it’s still 3 / 3.5 / 3.5
Well less work for me then :P
oh hmmm, and EDD is 4.5/5.0/5.5?
But that page can be marked as up to date
I doubt EDD changed otherwise that would make 2 difficulty unused by the game.
I’ll check that quickly just in case, it should be fast.
4.5 / 5 / 5.5 confirmed for EDD
I liked this
Which points would you add to that table to make some quicks references? (I mean armor break values.)
Below are some of the values to see the scaling (higher percentage of armor break can make a huge difference for a few points in damage).
Last image is armor strength vs break chance so each table value is the corresponding armor damage needed.
Which format for the formula? Knowing that the Armor Break Chance is in percent so between 0 and 1.
-_- distracted and skipped response
Well there is no hurry anyway.
I just need to add the column to the tables and I’ll consider the page complete btw.
Unless one of you think there is something missing in the page that I forgot.
what about between 0-25 and 25-50 ? and like, you can even add lines but not put the values is it will get too clogged , you know ? botton one seems nicer to calculate, just have to make sure people won't confused between 50% and 0.5
part of what I had in mind
Ah you’d make less visible dot for the secondary non curve defining value, why not.
didn't really picked with the visibility in mind, it is more about having the lines, but having some be more visible works, gotta see if it looks good in the end
I’ll try that and post it here to see how it looks.
And remove the one at 87.5% it was on mike’s defined points, but since it aline perfectly with the other 2 it isn’t needed.
Well make it different color rathan than remove I mean
looks good to use the damage / strength as a guide for the lines, so every 0.5 , isn't there a better name for it ? not that it is needed
the 3.0 should be more bold I think
I removed it on purpose, it was a defining point on Mike’s graph but since it aligned exactly with the points on 2.0 and 4.0 it has no real use.
it is more about consistency
There is a consistency, the logic is not one value out of two, but rather highlighting the cusp nodes that define the curve.
o.o not bad
wut, shellbacks had their hp increased ?
it is not
nope
Hey we found this platform that has a cube we can't pickup and 3 platforms around it. Any idea what this is and how to activate this?
Sounds like a machine event, you can only activate them from that cube when you promote a character @prisma scarab
Gives you gold, XP, and a chance to infuse a Blank Matrix Core if you have one
@sonic birch Thank you for that.
No problem
i have a question about the autocannon. when i'm shooting at oppressorss/dreads from the front, it deals damage even though they've got unbreakable armor there. is that because of the AoE damage?
yes
when you open up the Autocannon in the Equipment terminal, notice how it has two numbers listed for its damage per bullet: Damage and Area Damage
yes
the regular Damage (aka "Direct Damage") gets blocked by oppressors and Dreadnoughts armor
the Area Damage hits through it inside the Effect Radius
i tried using the OC that boosts direct damage at the cost of area damage and i was killing the oppressors significantly slower
thx that's what i thought
is there an AoE radius minimum where it stops doing damage from the front on those big bugs?
it doesn't do the full Area damage at the full radius, though. there is some falloff as you get further from the center. on top of that, Dreadnoughts resist 50% explosive damage and Oppressors 66%
um... let me see if i can find the right page...
so basically increasing the AoE radius will actually deal more damage?
@glacial valve https://deeprockgalactic.gamepedia.com/Area_Damage this is what Elythnwaen has written up to explain how Area Damage falls off
Autocannon has 0.75m full damage radius, 50% damage falloff at max radius
okay, makes sense. and that 0.75m full damage radius is fixed and does not increase when total AoE damage radius is increased?
sorry if I'm missing the answer if it was already given, did not get much sleep
that is correct. "full damage radius" does not scale with the listed "radius"
at least, that's the current understanding of the system that's been shared with me
cheers, that clarifies things quite a bit. appreciate it
when the weapon rebalance is in i will make sure to delve into it when working on the weapon pages
you should try using Big Bertha and shooting Oppressors in the bright green area. they don't resist Kinetic Damage (the +12 that Big Bertha gives) so it should actually kill them considerably faster, i would expect
if you're only shooting hte dark green unbreakable armor then yeah it's not as fast
but shoot the abdomen, and i would expect to see an improvement
huh, that's kinetic damage? whaddya know.
i should check which other mods/OCs add/change damage types without mentioning it
i tried big bertha but it was kind of disappointing.
thing is when i'm seeing the abdomen i'll be using pistol/pickaxe power attack anyway
i don't know what it is with the thunderhead, i absolutely love it but modding it is so counter intuitive
anyhow if the AoE max damage radius is fixed and the falloff is linear, considering the size of the big bugs I could still expect a small damage increase when hitting their mega armor if I up the radius. will test
we're now entering a realm of my speculation, but here's what i've observed: making the AoE radius larger feels like it does more damage to enemies because i'm still hitting the bullets the same distance away from enemies, but the larger radius means that less of the damage has fallen off.
yes, that is exactly what I was getting at. 😄
I wish there was an OC to turn it into a flak cannon where the shells explode at a fixed distance if they don't directly hit a target.
that would be a very interesting unstable OC, but it doesn't appeal to my playstyle
anyway, about the weapon rebalance I keep hearing about... when is that incoming? any news? I'm kind of itching to start collecting intel for the weapons, for work on the creature pages (what works on what, etc)
last rumor i heard was weapon balances are happening in U32, after the devs' summer break
so end of summer is what i'm expecting
excellent. you've been a great help ❤️
i've put a lot of time into understanding and modeling how weapons work, so i'm always looking to answer questions about them 🙂
oh!
if you have a question about weapons, @ me
Burning Hell?
Burning Hell
yes. how much fire damage does it do? and is the area a cone?
to the best of my current knowledge, it's either a cone or cylinder extending from the player about 5m in length. the width seems to be in the 1.5-2m range at the far end
any enemies whose hitboxes overlap with that volume of space take 20 Fire Damage per Second and 80 Heat Damage per Second
the Fire DPS affects enemies' healthbars directly, the Heat DPS affects their temperatures
for reference: Driller's Flamethrower with no mods/OC does 60 Heat/sec
so it ignites enemies 33% faster than stock flamethrower
it does 5 Fire and 20 Heat per tick, 4 ticks/sec.
does that answer your question?
exhaustively so 😄
i love that OC and I was wondering how exactly it works
5m seems high for how close I have to get to poison gas clouds to ignite them with it though
i've really enjoyed it on PE missions, using AABAB + Burning Hell and clearing Grunts + Swarmers when the team doesn't have a driller
yes, exactly
and the extra fire/heat damage is fixed, right? no way to increase it
does the fire/heat cone's size grow over time? or does it start out at max range once it kicks in
hmmmm actually not a bad idea... it'll overheat quickly anyway
to the best of my knowledge, it starts doing its 4 ticks/sec in the full volume as soon as ammo starts being consumed
i found that Cold as the Grave with this build vs Swarmers is actually enough to sustain fire
but that's anecdotal evidence, inadmissable by scientific standards
i calls that "anecdata"
I think I'm actually using CotG on my build, now that you mention it. brb, checking
see, the swarmers take 5 damage instantly from the AoE's first tick, and ignite instantly too. on the second tick they take 10 (5 from AoE, 5 from Burn DoT just placed on them) so the OC can kill swarmers in exactly 0.25 seconds ad infinitum, any haz level
the heat gained by Burning Hell in 0.25 sec is 0.375, but CatG sheds 0.8 per kill
man that is a great combo. especially when there's swarmers/jellies mixed in with other enemies
i've only found enough grunts and swarmers to make it work on PE missions
the other mission types have big enemies and the gun overheats long before a praetorian kill
ah sustained fire you mean? sure, but it's not like I have to kill big enemies in one sustained barrage anyway.
this is all prime info :D
another question, now that we're at it. driller's HE grenade. what's the point of it?
i use it like a mini C4, specifically on magma core or fungus bogs to break geysers without using a full C4 charge
additionally, it can one-shot grunts and slashers in a fairly large radius -- comparable to medium-build PGL
so, i like it, but almost everyone uses axe or NT
this is all just preference and opinion
well, that is a good point re: the mini C4
gunner incendiary vs gunner cluster grenade?
i mean he has so many fire damage options anyway.
this is more into opinion world again
personally i'm not a fan of Incendiary Grenade. yeah it lights enemies on fire really well, and that's enough to kill grunts in about 8 seconds. only reason i equip it is to combo off Revolver's OC Volatile Bullets
opinions are not a problem IMO, i'm trying to reconcile what the game is telling me, what the wiki explains and what I'm seeing in-game myself when using these. that's why i ask
personally i like Cluster Grenade and tossing it into a compacted dirt wall that's been dug through
the tight corridor centers all 9 bomblets' damage on the swarm in that chokepoint
insta-kills anything less than a guard, IIRC?
yes, I also appreciate the cluster grenade quite a bit.
not as much on lava biome.... but not enough to swap it out
i've just come to accept that every time i play magma, i'll have to walk on hot rocks
i bite the bullet and use explosives
yeah. it's not like i've not been taught to bunnyhop all my life xD
does environmental damage scale with hazard level?
i don't know the answer to that question, sorry
I generally use sticky 'nade. Minigun modded for crowd damage allready
it's not a weapon, therefore i know very little 😅
https://deeprockgalactic.gamepedia.com/Difficulty_Scaling Supposedly does, Rotterdxm
@proud cargo I saw that vid clip of the ice bomber in the tunnel. now i won't come near the sticky
What clip?
also thanks, I utterly missed that column on the difficulty scaling page.
let me see if I can find the clip
Also, reeeeeeeeeeeeeeee.
That editor allways putting the % in front of the number
(And also loads of text, but at least that's opinion)
yes, I correct it where I see the rogue % signs
also
hate to say it but "always" only has 1 L
English is nonsense that thinks it's something better
well, i can't disagree with that.
I'm pretty sure "always" originates from "all" and "ways". All + ways != always. ChangeMyMind.jpg
(See also allmighty, awfull, etc.)
anyway, I saw a clip floating around this discord yesterday, maybe a day earlier.
if you're in a narrow tunnel, say, driller tunnel, and you toss a sticky nade on a mactera bomber (and then something else kills it before the nade explodes)
it will crash into you and then the explosion of the nade will kill you
Reliably? Or just the normal team damage being enough for a down?
it was a cropped section of the screen with a graphic overlaid on where the UI health bar would be, no idea how much damage it did
the clip was made for inclusion on the wiki
anyhow, considering sticky nades to 130 damage, (also it was a frost bomber, don't know how much of a difference that makes), it might be an instant pkill but probably not considering the FF damage multiplier
Not from full health. Even H5 has a 0.35 multiplier for explosive FF. So downing from full health would be bugged some way still.
0.35 eh, that explains why I still have people that want to play with me when i'm tossing cluster grenades left and right xD
thanks for the info
also, that likely means the player in that clip was not at full health, then
You post here if you find a ortografic error In the wiki or a inconsistent?
you can fix it yourself too, no need to register to edit the wiki. but you can post it here if you want
Was looking at https://deeprockgalactic.gamepedia.com/Old_and_Unused , does black craig count as removed since its in the game now?
There's been many left over and taken out features throughout the iterations of Deep Rock Galactic, this article is dedicated to documenting them. Keep in mind that the game is still in early access, meaning anything listed below could be part of a future update, take the spoi...
Could someone clarify what this means? I'm not understanding what's being said.
The Arc effect can only be activated if the same bullet fired has proceeded its initial electrocution effect. Meaning the % chance to apply the Arc effect is not 25%, but 25% of the Electrocution chance. (e.g. 20% Electrocution chance = 5% Electric Arc chance)
It means you have to electrocute the target you hit, in order to electrocute a 2. target
So, each bullet has 20% chance to electrocute. If that bullet does electrocute, it then has a 25% chance to chain?
And then it's saying that every bullet has a 5% chance to chain because of that math?
Yes
Thanks!
I would like some opinions about which columns to add as references and which equation to use for the creature armor page.
See here for more details:
https://discordapp.com/channels/257785731072786435/453469452097421315/725776664935661589
did I answer that one already
No, you got distracted by the graph and focused on improving it instead.
Which was helpful as well.
well, for formula "botton one seems nicer to calculate, just have to make sure people won't confused between 50% and 0.5"
and for refs I would use 15,10 and 5 since 1 is just the base values, if that is not too much
For the ref I mean which breach chance value to use sorry if it wasn’t clear.
I was planning to keep all armor strenght and use a couple armor break chance% value to give some quick example to give people a rought idea of the scaling.
As for the confusion between 50% and 0.5, I’ll add an exemple at the end of the equation, that’s a good point.
Definitely 100%, 75% & 50% may be good too
100% is pretty important I was wondering if more points near the top percentages would be better with how it scales.
Do you think I should add it to the same table or just make another one?
This is what I got for now.
For the formulas, I kept the second one and added an example for both of them.
looks easy to ready, best part is that more values can be added, but those already are good enough
I feel like the third column needs a better header, but I'm having a hard time coming up with one that isn't quite long
That was my problem as well.
I wanted to add something to tell the values below were the corresponding armor damage.
what is the header of the third column ? armor break chance ?
For now it states the break chance yes.
not sure what is wrong with it
Well the values below are the armor damage actually, not the break chance.
But they are the armor damage the correpond to the break chance above.
This is what bother me.
do a header below it saying "damage" ? like, below the 1-2-4 from menace
Still looks weird to me.
what about instead of 50% it's "50% armor break chance" and 75% is "75% armor break chance"
or armor damage on the right size of the chart
Maybe "damage for X chance" or something like that?
That's kind of what I was thinking but it's a bit too long
If we're gonna go onto 2 lines we could just do the "Armor Damage needed for X% Chance"
^Look better with that actually, especially if we add more values since it’d fit in one line.
This is the good solution imo.
Just need to rename the table to make it a bit clearer:
"Armor Damage needed vs Armor Break Chance"
Just so it's on your radar guys
Many of the weapons are missing some form of information
For example
Overclock breakdown is missing a lot or just didn't exist
I'm adding all of the headings
I’m the one who started doing that I’ll do all the weapons at some points, but only once I’m done with the rest. For now weapons are at the bottom of my todo list.
Current short term todo list is:
Creature armor, that one will be done today.
Making a temperature page, that one will be a nightmare to make.
Then adding attacks to all individual creature pages, adding armor data and checking their content one by one.

We gotta add new images for stock weapons
I think I should be able to do that???
It's just photoshopped so the background is gone right?
Pretty much, if you got an nvidia card, ansel has a green filter to make it easier for you to remove the background.
Yeah I got one
I'll see if I can figure out how to use it though
I put it on my list of todos
alt + z > photo mode > add filter > green screen > click on the green screen filter you just added to get the parameters > play with the focus depth and camera angle to get it right.
you can change the color as well in case there is some green in the waepon and you prefer another background color.
ok thanks for the help 🙂
np
Cyrob when you see this:
Can I add another health template for the korlok scaling "Extra Large 2" or do you still need to modify them first?
On a side note, I added the korloks to the main creature page, for now the core uses the boss scaling since we don’t have the good template for them.
Is there a faster way to do <br> </br> if I just want to add a blank area
Actually the wiki uses simplified tags and doesn’t allow direct html input in most cases so just <br> is enough.
<br /> do work but it’s not just a line break: it’s the equivalent to <br><br> for the wiki, it’ll start a new paragraph.
You can check here for the formatting if needed:
https://help.gamepedia.com/Formatting#HTML_tags
Awesome ty
Slow response due to being away to cool down (way too hot over here), but you can edit it as you like, I paused working on it when you mentioned you were also working on it, though in hindsight you probably did the same
Yes, I didn’t modify the template at all for now I was thinking you were doing it.
Would be best if one of use finished that, though you can make the needed addition before
I should be able to start working on it again tomorrow
I’ll add the Extra Large 2 health using the current model for now, just so the tyrant core page contain the good info.
btw wiki says 1-60 health for mining red sugar but I remember seeing +75 health , why is that ?
The perk?
Reg sugar page is completly outdated.
When I tested the perk I was able to see that the red sugar you get is no longer in this range at all, but testing the new range took so much time that I gave up.
From what I saw there is 2 or 3 different types of red sugar each having its own possible range of health.
Hi I'm new here. there's been one thought on my mind ever since I saw the wiki. Where the frick is the neon or forth relic images for the weapon skins?
From what I see, neon, forth relic, megacorp and dark future don’t have images yet.
1 issue for it is NVIDIA keeps removing (then briefly re-adding) the green-screen filter to gamefilters
@low sky we have a ton of other things that need work as well and I don't think that it's a very big priority atm
alright
There was an error in the boss scaling health template, for haz3p3 the scaling should be 0.9, not 0.7.
Same for 4 players, it should be 1.2 and not 1.1
Good that you caught the error in that template
Feel free to stay, we could definitly use some help.
I just went over the values quickly when reviewing them to do the other one and notice that two of them were wrong, they seems to be good in the hazard level page.
I think I will:)
Extra Large 2 normal and mini version added.
wait, why a bunch of articles are being tagged as stubs and not just outdated ?
probably because there is stuff planned to be added?
was pretty sure stub was only for articles with only a little information, not for pages with a few things planned to be added
How much "a little" is can depend on the type of page
a stub is a page that is incomplete. some pages can be quite long and yet still count as stubs
as wikipedia itself explains, some topics there's just not a lot of information that is known. so the article may be short, but the information in it can be complete -- meaning it's not a stub
A stub is an article deemed too short to provide encyclopedic coverage of a subject. This page provides a general guide for dealing with stubs: the first section, Basic information, contains information that is recommended for most users; and the second section, Creating stub ...
Yeah i stubbed pretty much all of the weapon pages
They are missing sections of info
Gonna start on filling them out fully tmrw
We should add a trivia bullet point on derp fives about the autocompletion thing
Yeah i stubbed pretty much all of the weapon pages
@low hamlet Probably a good thing to do for now.
I updated the flamethrower sticky, heat radiance and target explode rencently so thesese are up to date.
And I think the mods/OC should be good too.
Pretty much the only weapon that isn’t outdated though.
Is there a reason why the Fester Flea page is called Fleas?
Should we add it to the creature page?
It was just created as that, Renaming it with a redirect should be fine
Trying to get most of the umodel images to show more clearly the differents parts of the creatures (light / heavy / unbreakable armor, weakpoints…), this is what I got for now:
Weakpoint in green, Heavy armor in red, Light armor in orange.
Then the same color code could be applied to all creatures.
Do you think the added info will be useful or is it not worth editing?
Base model for reference (not all creatures got the same color by default):
As long as it does not take too much work to do, I think it's a worthwhile addition
Omega Sentinel uploaded pretty much all of the base images with the good angle already, so that’d leave recoloring which is pretty fast or adding color for zones that doesn’t exist, which can be a bit longer.
The worst one will be the one with inverted colors like the spitters
The rest should be reasonable in time.
Hope there is not too many inverted ones
I think praets, spitters and maybe dread/oppressor.
At first we didn’t plan to include their model because the colors didn’t add much, but if I recolor them, it should still be useful.
yea, very few need changes, and interesting on using different colors for different armor types
So on the weapons thing
I'm currently adding in headings, icons, and the beginnings of descriptions for the overclock breakdown section
I just need someone add some info for stats breakdown heading since I don't really know what I should put in there
For most of these I’ll need some data mining/tests to find the relevant info so It’ll take quite a lot of time to get all of the values.
@low hamlet i have a lot of the data you need for mods and overclocks
Awesome
Do you have it in a google doc or something?
Driller is totally done with adding headings and stuff
Thanks for that, it’ll save some time for sure.
not in a google sheet, no. there are two ways i can deliver the info to you: 16 individual files (one per weapon), or two mysql table creation files (one with mods, other with OCs). i only have about 95% of the info so it's still not the full dataset, but i'm working on finishing it up in the coming week or two
I added some trivia to Enor Pearls. Does this wikigenerally avoid making multiple links? ( linking another page multiple times in a single page )
lol. gg.
well, I personally I stick to 1x per subsection
unless I'm listing several things in a row
Yeah most wikis avoid multiple links, but maybe if it's mentioned once at the top of the page and then again at the bottom, might be worth making a second link.
Just ask in this channel if you want to add anything to the todo list and don’t have a wiki account.
Notes to take screenshots
NVIDIA Control Pannel: Completly disable AntiAlliasing for DRG
In Game: Graphics Options: Set Resolution Scale and Image Sharpening to 100%
Use photo mode (default Alt + F2), the Green Screen filter option allows to hide the background. You can also change its color.
The current To-do list have been moved to the wiki, you can find it here:
https://deeprockgalactic.wiki.gg/wiki/Template:To-do_list
––––––––––
Spreadsheet with all Creatures Stats:
https://docs.google.com/spreadsheets/d/1U_H_IIU4n1sLYn8YyMdYfxrxUaaQ1Q74LEqsHV9Zp64/edit?usp=sharing
The data has been moved to the wiki, you can check this table here if you like to see all stat at once: https://deeprockgalactic.wiki.gg/wiki/Template:Creature_Table
thanks
Let me know if you see anything that need to be added / removed to the list, either by posting it here or by sending me a message directly.
rotterdxm, PunchbagTurtle: drop me an @ in this channel when you want to discuss how we can transfer the data i've accumulated to you guys so that you can update the wiki.
@weary sonnet I have all the weapon skins needed I think, I could add those images
@floral drift OK, I prefer non-SQL because I wouldn't know how to use such a database
also, I was wondering: how many hidden stats have we found so far for weapons?
I didn’t keep count, does stat that contradict the weapon/mod description count?
yes
I’d say maybe 4-5 per weapon or so.
excellent
OK that will be a fixture on all those pages
do we use a todo page on the wiki itself?
afaik todo list has always been on the discord only
oh, how did the skin images for weapons get made?
i see there's background transparency
If you know a page is fully up to date, add the updated tag on top {{updated|U31}}
It’s made using ansel/nvidia photo with green filter to help remove most of the background then edit the image to remove it on gimp/photoshop.
For how to use and access the green filter:
https://discordapp.com/channels/257785731072786435/453469452097421315/726143568103735316
From what Cyrob told the other day it may be a bit buggy with weapon, if you encounter some problems with it let me know, I’ll see if I can get it to work on my side.
hmmm, OK, this is going to take a lot more work than I thought. never used ansel et al
will see how far I get
You can’t get directly the weapon without background unfortunatly, but if you got the green background by using that filter, removing it should be way easier.
so, ansel says i need the latest nvidia drivers
i take it this means game-ready drivers?
ergo i need to register for an account with nvidia etc
?
It uses geforce experience for that, I think you can also log in with facebook or google account.
yes, that's what i chose to do. it's installing now
can I expect a performance increase?
Working on the umodel view on my side for now, I don’t want to tackle the temperature page yet.
for deep rock not sure depend how long you spent without updating you drivers.
probably then, that’s quite the jump
Do glyphid spawn use the same model than swarmers? I can find their skeleton file.
Did you restart your computer? You probably need to after updating the drivers.
rebooted, still doesn't work
I can launch game filter but not photo mode indeed, I manage to hide all the menus, but for now not to add the green screen.
From Cyrob: 1 issue for it is NVIDIA keeps removing (then briefly re-adding) the green-screen filter to gamefilters
So the green filter should be in the game filter as well but for some reason it randomly disapear and reapear from the listt it seems.
OK i managed to fix it in paint.net without ansel
next issue, stat block overlaying the cryo cannon
not sure how to get around that
I don’t see any issue on the page, can you show me the issue here?
this is what i mean
Ah, I got a solution for that
cool
OK, working on the stuff now (thx elyth!)
can I request the new "stock paintjob" icon image?
this one in higher quality
OK I see there's more to be done. Will be taking a thorough look at the weapons skins page.
How do I add an icon for template use?
The same way than any image.
not exactly what I meant, but I figured it out!
is "PURGE" what i need to use to remove an uploaded image file with the wrong filename?
Or you can move the page if it’s not in use.
Otherwise it should be tagged for deletion not sure if it’s the same as purge.
this one needs to be gone
it's a duplicate
with the wrong filename
I should be able to delete it, I’ll check it after the current game.
cheers!
https://deeprockgalactic.gamepedia.com/Weapon_Skins#CRSPR_Flamethrower added stock skin/paintjob (with the new icon) and the Megacorp/Dark Future skins (next to the Supporter paintjob)
Is the image quality of the stock/megacorp/dark future skins satisfactory?
Paintjobs and Frameworks allow the players to change the appearance of their weapons, either a color palette change or a texture swap combined with a weapon model. These modifications can be equipped through the Equipment Terminal, which is located on the Space Rig.
Weapon sk...
there is some antialiasing i see
honesly it's fine, it's already nice to got them
OK, cool
if there's a way to remove the brown background in te game itself altogether that would help a lot in tidying up the images
if you use photoshop this could help? https://www.youtube.com/watch?v=uiBxw3bFqSM
Tutorial on smoothing technique in Photoshop. This video will teach you how to make smoother edges of any object. If you want to train your graphic design skills, be sure to check out some of my other videos and consider subscribing!
GET 2 MONTHS SKILLSHARE PREMIUM MEMBERSHIP...
don't use photoshop, alas
also, i just noticed i used a different naming skin for the images than the other skins/paintjobs. is that a problem? i will have to reupload and mark what's currently used for deletion
you can just use the Move, don't need to reupload, Move is basically Rename
I deleted the icon btw.
also I propose moving the cargo crate and DLC skins up, above the matrix core ones
since people will encounter the matrix core items way later in the game
Being around now I can clear up one thing, I use Ansel (Alt-F2) for things in-game such as creature images, but to get things in menus I'd use game filters (Alt-F3), which sets up filters to just be permanently on, issue is the green screen filter is not always an option for them
OK, alt+F3 does nothing for me?
ALT F3 should be game filter
yeah, alt+f2 gives me a sidebar but alt+f3 does not do anything
You could also get to it with the Alt-Z overlay
Engineer weapon skins (stock, megacorp, dark future) added, also clarified the gallery headings a bit to differentiate between frameworks and paintjobs
taking a short break now, then i'll do the scout and gunner
gunner weapon skins are done as well
let me know if I need to add/remove something from the todo list.
@weary sonnet missing weapon skins (stock, megacorp, dark future) for all classes added to the https://deeprockgalactic.gamepedia.com/Weapon_Skins page
so you can scratch that off the list
Paintjobs and Frameworks allow the players to change the appearance of their weapons, either a color palette change or a texture swap combined with a weapon model. These modifications can be equipped through the Equipment Terminal, which is located on the Space Rig.
Weapon sk...
Ok, did you add the neon and 4th relic as well?
ah, not yet
i missed that bit. I have all the neon band ones, pretty sure, 4th relic I may not have the complete set
i'll check
I can send you my save file if needed, I don’t have the dlc, but I got all neons and 4rth relic.
I’ll update to tell than only theses 2 are missing and you’re on it.
About halway done with the creature umodel view on my side, maybe a bit less.
no need to send, i checked... i have them all
will get on that after my household responsibilities
Do that when you got some time, it’s already a good thing you can help us, not like we will force you to do it now.
I mean you see how big the todo list is.
yeah, it's a rolling release kind of thing 😄
There is maybe like 2 month of work.
yeah and then the new patch comes out and we get to re-do all the weapon/OC pages and add the new cosmetics...hehe
Updating is a lot easier when you know the old values.
because the framework for entering them is already implemented?
So far I managed to keep all the page I’ve made up to date.
Because you already get templates / page layout done.
yeah, that is a good way of going about it
🙂
And because you know what to look for in game / in the file and where it’s located so you can look for the missing/modified value more easily.
hello agian, any of you guys happen to understand the weapon base spread modifiers for the warthog and why it looks like the crosshair is the same between 50% and 25% base spread (stacking magnetic pellets with choke)
I stacked a few images, red lines 100% base spread, yellow lines 50% and white lines 25%. the outer line is while sprinting, inner line is standing
notice the inner lines for 50% and 25% are basically the same
I looked at the files, the mod is supposed to be a ×0.5 multiplier for the base spread of the weapon for most weapon it directly affects the size of the crosshair but I don’t know how it’s handled with shotgun since it shots several bullets at once and I never tested it either on that weapon.
🤔 that image doesn't line up with what the Warthog crosshairs were when i tested it on my computer
for me the 25% base spread was the same height but about 10% more narrow horizontally than the 50% base spread
i'm going to re-test it, see if an update changed things
actually nevermind, i just retook the shots again. mustve been some unknown factor in one of the shots. its as you say @floral drift
same on top but slightly narrower horizontally
on my 2560x1440 monitor i found the formula for the warthog's crosshair pixel width to be
104 + (Base Spread) * 96
i'm aware that there was a long-standing bug in DRG that sometimes when changing loadouts or classes the next mission you load into would retain some of the the old mods which led to some buggy behavior. i wonder if what you took screenshots of is an instance of that?
not sure, all I know is that stacking to 25% really does NOT look worth it 😅
🤷♂️ matter of preference at the end of the day
for instance, there's a different opinion ^
I think the bigger issue is that choke competes with a +2 pellets (i.e. +25% damage) mod.
in my opinion, all 3 mods at T2 are viable for builds
warthog is in a really good state of "pretty much everything has a purpose"
I mean, here's the difference
Well, choke does have a purpose, but going from 50% to 25% spread is only rarely usefull, so not as worth it as just choke
increases Weakpoint accuracy at 5m from 30% -> 41%, helps land more pellets while sniping with MPA
yeah I mean 'statistically' 25% difference sounds great, but when you look at it...
it would probably stack up better if they also reduced movement penalties by said amount
that sprint penalty hits it pretty hard
Speaking of that.
Is the movement penalty modelled as the barrel "pointing the wrong way" (with the pellets still landing close to each other), or does it affect spread the same as mods?
i do not know the answer to that question
all of my tests for crosshairs and accuracy-related things were done from standing still to have a consistent distance to calculate recoil values
Maybe jumping could be used (did that affect accuracy?)
it did - very slightly
@glacial valve are you still trying to remove the UI / have a potential blank background for those images?
I told him how to remove the UI, but I think a blank background could still help.
There is 2 ways of removing the background that I know of.
I managed to get useable weapon screenshots with some protips from elythnwaen
only ones i still have to add are the gunner/scout's 4th relic/neon band skins, which i'm about to start work on
in general the images for the skins that were already on the page are somewhat prettier, more contrast/better lighting
Alright, I assume that it involves Delete?
@glacial valve did you get my DMs with the info?
Here is a link to a bunch of megacorp videos that I took if they would be of any help.
@floral drift yes, haven't read through them in detail yet however -- was busy taking screenshots of the missing weapon skins
will get back to you!
and yes, using delete @bold plover
Alright, good, the other way is much more tedious and unreliable.
I completely forgot to do those images, lol.
Said I was going to a while back.
Finished all the overclock breakdown headings with icons and the beginnings of descriptions
I was thinking that we should format it like this
(Overclock Name) is a (clean, balanced, unstable) overclock
Once meatshield finishes all the info I think we can get weapon pages totally up to date
@weary sonnet all fourth relic and neon band skins added to weapons page
I have my doubts that that massive expanded-by-default weapon skins table should be part of the lead section (i.e. in front of the ToC)
agreed.
working on that section right now
fixed
I still need the icon mesh for the stock framework
also added links to the relevant DLC
I removed the weapons skin from the list.
cheers!
@floral drift when are you thinking you're going to be wrapping up making weapon descriptions/oc breakdowns?
^added boht of you to the todo list for the weapon pages since you’re doing most of the work while I’m doing the creatures/temperatures.
excellent
yes, i will need to learn more about the weapons anyway, for when i'm going to be adding tips/tactics etc to the creature pages
I was talking about PunchbagTurtle and MeatShield, but I think I should add you too now that I think about it.
I think so too :>
https://deeprockgalactic.gamepedia.com/Mixer_Interactivity btw mixer is dead
Deep Rock Galactic has Interactivity support with the video game streaming service Mixer. "Mixer Interactivity" can be enabled via the options menu, while it can be enabled at any time it will only have any effect while streaming on Mixer.
Whenever a viewer pays sparks (a free...
it's being rolled up into facebook gaming
Not sure if we should delete it or put it into something like old removed content.
Updated the weapon section of the todo list.
Well feel free to work on any section you’re not in, it’s more to give a clear vision about what section are being improved/built atm.
i need a good quality version of this icon btw
i don't know who grabbed the other ones from the game
Cyrob, not sure what he used for that.
How are theses kind of icons named?
UmodelExport\WeaponsNTools\_GlobalSkinStuff\Skin_Mesh_Thumbnails\Icons_MeshSkinCategory.png
ty
@low hamlet @glacial valve i can finish updating the new info that i have in the next couple hours. i'll @ you both once the new commit is into updating-info4
Note you have to set umodel to export in .png
By default it export in .tga I think.
i still have a couple of things that i'm waiting to hear back on, so what i have is still only 96-97%
https://deeprockgalactic.gamepedia.com/Template:Icon_skin updated this to include what was missing
added mesh icons to the CRSPR (right of caption) to show that the paintjob is applied to the default framework
Paintjobs and Frameworks allow the players to change the appearance of their weapons, either a color palette change or a texture swap combined with a weapon model. These modifications can be equipped through the Equipment Terminal, which is located on the Space Rig.
Weapon sk...
opinions?
example
If he weapon skin is fully up to date, you can add {{updated|U31}} at the top.
Since it works that way in game as well I think it’s good to have both the paintjob and the mesh icon.
And that would allow us to extend the page nicely if we want to add some more combination in the future.
Wait there's a frost glyphid slasher now?
I can get dn pictures tmrw
And brood nexus too
There always was, not sure how different he is visually though.
Which picture do you plan to take? So I see if I will take the other.
They have a blue tint.
Ah
I'll do the gallery ones
I have no idea how to use ansel greenscreen so I'll leave that to you
I wonder if delete would allow you to just see the model in the manual.
Oh true
I’ll check that, just launching the game to see what part of a warden is covered in armor.
We should still get some of it fireballing/slamming/digging
I was able to separate the menace plates depending on their chance to break.
Not sure if I’ll be able to do that on a shellback though.
will there be an associated legend for the color-codes?
Yes.
Basic view will be like that
For the different armor plate break chance it’ll be in the main page since it’s a bit more complex.
Not sure if the armor numeric values should be in the infobox or the main page yet, I mean armor hp/strength.
For now I’ll focus on doing all umodel view and getting all missing images and creatures attacks.
We could honeslty add a section for armour
You mean in the infobox or main page?
Well bad news, in the miner’s manual, hiding the UI hide everything, including the manual and the creature.
What about the camera?
ᵽhoto mode doesn’t work
Not ansel
checking the key for the other one
I changed all of them.
camera moves you but the manual and creature stays the same
You can use it in the equipment terminal and other things to look around the UI / mission end room.
@weary sonnet i added all of the mesh icons, and yes, eventually it would be nice to have all the combinations of mesh+paintjob on there. but for now, this is good.
I added the U31 updated template at the top!
those armor images are super good looking btw 😄
weapon skins page is now fully up to date
ty, try to do that to all the page that you know are up to date, it makes it a lot easier to keep them updated
will do!
If I made a gallery of every framework and skin with no UI would that suffice?
I don't know how to add that to the wiki but I can do that much and add it to a Google drive or something.
😮
if you can do that i will add it
no UI and no background
?
i'm sure me and others will come up with a good way to display it. would be fun to have
It'd be like that.
aha! i thought you meant images. and do you mean all combinations?
Can you change skin/mesh when the game is paused?
You can toogle the ui between 2 screens
Yeah
Do note that there's a max file-size for Wiki uploads, and uploading elsewhere is usually not worth it
What I mean is if the weapon placement is exactly the same I can do a mask to remove the background.
because i just got done adding all the missing paintjobs (with stock mesh) and missing meshes (with the unique paintjob that comes with them) to the weapon skins page
perhaps you can set the weapon rotation to a fixed view?
that could work
i'm sure it's a parameter somewhere
Just checked, I can confirm that you can change the weapon paintjob/frame while pause. So we could reuse the background removel from one weapon to the next and would only need to redo it once per frame.
Also since there will be quite a lot of weapons to display, it may be intersting to use the tabber extension for displaying the result, like one serie of tab per frame or something like that maybe.
I agree
sounds good to me
i noticed that the new skins and the meshes were not alphabetized, so that has been fixed
if a tabber is being used for displaying all combinations, better to not have too many tabs
so I guess it'll be paintjob first, then use tabber to select the mesh?
there are 7 meshes and way more paintjobs
what was the order they were in earlier? they may have been sorted chronologically
semi-chronologically
i think it went Glyphid, Custom, Mecha, then neon, 4th, and finally mega
ah, mega?
MegaCorp
the DLC
Do we know of their listing in the UI changes based off of when you unlocked them?
they supposedly fixed that
but i have a few weapons where the order is not the same
in-game
I got all except DLC, I can send my order so you can check.
Like if you unlocked mechanized last, would it always be last or would it go to a certain place in the list?
BabyRage still no Dragon framework BabyRage
Just finishing one more warden test fisrt
Dragon skins work.
@bold plover screenshots?!
Not sure if I should add them though as they are supposed to be hidden / unreleased.
Don’t share them on this discord or on the wiki then, private is ok.
So far that’s the rule for unrealsed/hidden content.
So far no one has noticed them, they are in a bunch of my [redacted].
=][= is watching you for heresy
Not wrong-thinking anymore?
back to your voting booth, cyborg
This is the skin order for me.
Hey ely
man I hope they add more weapon skins, color combinations or just meshes.
neon band mesh with megacorp is so good
yes?
Can you add "Flesh out Opressor page" to the list
I just added some stuff
But it's not a lot
I hope they add more extreme overclocks. I want my Patriot!
pretty much all creatures page need more content, about half of them were created recently
oof alright
yeah, i will be assisting with the text portions
Looks to be in the same order, except the DLC stuff changing it.
but i need to get better at the game before i can be of more use with that
I created them and just added the infobox and titles at first.
Yeah
when it comes to useful creature content, it would be
- spawn conditions/amounts
- interactions with other creatures/terrain/hazards
- good weapons/builds to use against them
You can consider all creatures page as being done/redone.
if those can be supplied in a list i have no problem turning that into text
but like I said, I've only scratched the surface of the game so I can't really function as an authority on the topics i mentioned above
I can have the spawn condition for some of them, not all.
I’ll give you a quick list of the one I know for sure to start.
i noticed for example, mactera spawn appear in 3s
do we have soundbites for all creatures?
related note: which creature makes the growling noise? it's not quite the same as the noise made by the menace
sounds like an angry dog
oh, and stuff like aggro range, enemy's dwarf targeting AI ofc
for aggo range I know where to find it, not sure if I can figure out the command to check it in game, I’ll send the spawn chances first.
is aggro range dependent on haz lvl/player count?
Each praetorian got a chance to be "promoted" as an Oppressor depending on the hazard level, that chance, should be respectively for:
Haz 1, 2, 3, 4, 5
0%, 10%, 12.5%, 15%, 17.5%
Chance to appear at map creations:
Golden lootbug: 15%
Hoarder: 15%
BET-C: 6% (can spawn in deep dives as well)
Crassus: 3% (can’t spawn in deep dives)
Korlok: 6% (can’t spawn in deep dives or PE)
No aggro range depend on the enemy type, that’s all.
cool, thanks!
so i read somewhere that when a wave is triggered, there's a certain amount of "points" the game will spend on enemies
bulks take a lot so much less other enemy spawns
do we have more details on how this works?
I do, it’s about disruptive enemies
list the points on swarm article ?
There is a cap about the pool of disruptive enemies you can have in a game and how many can spawn.
Does the game specifically spawn more of a certain type each mission (e.g. more webspitters), or is that just typical RNG?
Each mission will have a defined pool of enemies.
So not all type of enemies will spawn.
That’s why you can get a webspitter heavy mission.
And swarmers too.
I don’t know exactly how it work, but I got the big idea.
I think I got the good command to see how big the pools are and which enemies belong in each group
let me check.
There is the disruptive enemy thing, where at haz 5 the game will only spawn 3 different types of disruptive enemies
If this helps at all.
"DisruptiveEnemies": [["ED_Bomber", "/Game/Enemies/FlyingBug/Bomber/ED_Bomber"],
["ED_Grabber", "/Game/Enemies/FlyingBug/Grabber/ED_Grabber"],
["ED_Spider_ExploderTank", "/Game/Enemies/Spider/ExploderTank/ED_Spider_ExploderTank"],
["ED_Spider_RapidShooter", "/Game/Enemies/Spider/RapidShooter/ED_Spider_RapidShooter"],
["ED_Spider_Buffer", "/Game/Enemies/Spider/Buffer/ED_Spider_Buffer"],
["ED_Woodlouse", "/Game/Enemies/Woodlouse/ED_Woodlouse"]],```
ED_Spider_ExploderTank_King isn't considered one?
They still can be spawned by scripted wave even if not chosen
Crassus is just a 3% chance to spawn
Yeah, just surprised he doesn't contribute.
e.g. Grabbers & Bombers can still spawn in macta plauge waves
even if not in the disruptive pool for that mission
GetAll EncounterSettings DisruptivesEnemies
Can get the full list of disruptives in game, too bad we can’t summon all of them, still missing 2 I think.
Which ones?
I can spawn some and do a getall.
Carnivorous lava as well, but these don’t really matter for that test actually.
Leeches are called Carnivorous lava?
Yeah that's their in-game name
Parasites not cave leeches right?
Yeah
the worms/leachs in the parasites mutator
I’ll post the values i got for the different groups then.
Disruptive enemies:
Stationary:
Probably a typo from me.
So what getall info do you need?
Looks like it even work from the station.
Stationary:
Spitball Infector
Cave Leech
Brood Nexus
Naedocyte Breeder
Not sure where I made a mistake earlier.
What info do I need from parasites and nexus?
Can you see what category they belong to?
GetAll EncounterSettings StationaryEnemies ?
This one should list the nexus, not sure where the carnivorous larva will be .
Special, common or swarmer.
You may see it with GetAll EnemySpawnManager MaxActiveSwarmers
If they count as swarmers.
or maybe GetAll EnemySpawnManager ActiveSwarmerEnemies
Ok good to know, so they should count in the cap and swarmer category, good to know.
It doesn’t count as a proper category I think, I was trying to remember the command to check the child category, I forgot what it was.
something like getprops class 1
Ah, it’s ListProps
Have a clue what I need to paste?
I’m looking at all the possible properties in the encounter settings atm.
ListProps EncounterSettings 1
If you want to see what could be useful
I do not know what any of this means, lol.
It’s a list of all the child properties in the EncounterSetting class
nothing else really useful there it seems
Do we need to have spoiler warning boxes at the top of pages?
Not sure, I don’t see the point of it myself as this game doesn’t really have rpg element.
But some pages like bet-c do have some spoiler warning so idk.
so we didn't decide what counts as spoilers or if it should exist ?
I have no idea how to treat stuff like that tbh.
@low hamlet @glacial valve alright, all the data that i've collected for mods and OCs is now added into my files.
Cenrus was the one that added the spoiler tag for bet-c, so maybe he know how to treat stuff like that?
any rare event, object or obstacle ?
So it doesn’t apply to ME, creates, helm, golden lootbug or hoarder simce they are way more common and a big part of the game?
Or do they still qualify?
It's a subjective matter, I suggest we vote on it
I can see cases both for & against those
against ?