#wiki-related-chatroom
1 messages · Page 38 of 1
Fair
spoilers warning could just say something along the lines of "this page contains content that is qualified as a rare encounter"
That could work since the only "spoiler" would be the combat section of the creature.
Error cube is also marked as spoiler
Which is also relatively rare
what about bittergem ?
Though it may still pass as an "encounter"
Bittergem isn't a spoiler I'd say - rare, but "rare, valuable gem" is unsurprising in a mining game
Agreed, plus their form is familiar with compressed gold, jadiz, aquarq…
don't think it is that exciting, the cube shape is interesting, but rare battles are probably much more surprise inducing
Especially with the unique mechanism they have compared to the rest of the game.
Do you think the side model would add anything/be worth editing for the spitter, grunt, slasher, guard, menace?
https://deeprockgalactic.gamepedia.com/index.php?title=Special:Search&limit=20&offset=0&profile=images&search=umodel
not for me
I noticed some errors on the abyss bar wiki page, but I am unable to edit it myself because I don't know how to edit the numbers in the tables.
under potency the number of drinks listed as enough to get the maximum effect is 7, however in game 6 drinks will get you to the maximum, and the 7th will knock you out.
oiley oaf is listed as being of regular potency, while in game it is listed as safe for work. testing this showed that 11 beers was the number it took to knock me out, so it should be listed as safe for work instead of regular.
also the potency of leaf lovers is down as refreshing while in game it is listed as buzzkilling, but that seems minor in comparison ot he other two.
Yep
It hasn't been updated recently
I'll add it to my list of things to do though
That shouldn't take more than a couple of minutes I could do it after I finish working on overclock descriptions for gk2
Ok I added the breakdown for gk2
Please go and look at it and change it to what you think it should be like ely or cyrob and let me know how to format the next one
Or anyone give me tips
I have not done much on weapons myself, but what you have done looks good
🙂 cool
point of clarity: "reduces reload time by -0.3 seconds" is a double negative
it could arguably be interpreted as "increases reload time by 0.3 seconds"
perfect, thank you.
how does one change the tables anyways?
I come across small errors occasionally ehen making videos and while I can edit the wiki for some I can't figure out how to do tables
Editing the source instead of the visual editor
ah, ok
Yep
On the section headers just click edit source. Mess around with it a bit if you'd like. Just click show preview to see what you changed. And don't forget to click cancel
visual editor 
question : does the frost pratorian really not resist ice at all?
also, isn't the korlok technically a stationary enemy so surely it should be under the stationary part of the creatures page?
@weary sonnet Can you please point out where you found that Korlok can't spawn in DDs?
I could only find DD mutators for resources
It was in the EncounterSettings file.
There was a line for the spawn chance at map creation and a line with something like:
Can spawn in deep dive: yes/no.
Oh, I see it now. Thanks!
Korlok spawn at map creation but got a fix chance to spawn and isn’t part of the stationary enemy pool, that’s why he is in the same category than bet-c and the crassus.
something worth looking at or mentioning maybe, I see no mention of it on the q'rornar pages but the speed they knock you at takes into account your current trajectory and say you're going really fast with a dash or rocket jump, hitting one can launch you waaaaay across the map so far that even an engie platform won't break your fall
be it something to note for the q'rornar or the abilities that can send you to great speeds, should probably be noted somewhere there
Is Korlok restricted from appearing in elimination missions? Is anything ever restricted from appearing in those?
korlok can appear in elimination missions. Afaik swarms are the only restriction in elimination, you can get ambiant waves, but no swarm so that make random dread impossible. Not sure what enemies are swarm only other than dread.
I can't find anything on the wiki relating to the Interplanetary Miners Union or its chapters. Am I missing something?
we planning on adding it later
what you need to know now is that the game has a pool of challenges, and each union is made of a certain number of players (they are free to pick any one, but can only change when the challenge period is over), everytime a task happens in a mission a union member is in, it counts towards the global goal. (if at least 1 of the correct chapter member is part of it)
We need to add ebonite variants for praetorians and grunts
For now we had no plan to add ebonite / kursite variant to the creature page, if they were to be added anywhere it would be on their respective machine even page since they got different stats and mechanism than the base species.
P.S. I didn’t gather a single data on them for now, I just too a quick look, what I just told was the result of a discution we got a couple weeks ago.
I dunno
It might make sense to add them to creatures page?
And then link to them on machine events page
Instead of putting them there
Since they are technically a creature and are on the bestiary
Only ebonite, kursite are not so far.
But I think the kursite ones should go on respective sections
Since they aren't in the bestiary
Yeah ok
Well if we want to add them I’ll need to rewrite some of the infobox template logic, or to use a workaround.
The current logic on the creature infobox template doesn’t allow variants to have different hp/weakpoints for example.
I think for that point (what to do with the kursite/ebonite enemies) we could do a vote as well, depending on the result, I’ll adapt the template to allow it to include any type of variants, I’ll have to rewritte some of the infobox for that though.
k sounds good
For now I'm gonna be updating images for praetorian variants as well as add some images for dreadnought
Photoshop is being stupid though
That doesn't seem very transparent backgroundy.
And because .jpg
At least that's the most common file type for transparent backgrounds 🤷♂️
I think it just doesn't show up as blank on discord
This page explains the basics of image syntax when editing the wiki. You or another user must usually upload an image before you can use it on a page. Sometimes it can become very useful to know at least a few basics of Image manipulation.
Images that are stored on a MediaWiki...
The section I linked isn't about syntax
ok yeah it is transparent
as you can see it's not easy to get it right, might be better to take it with a black background
the antialiasing is strong with this one
yeah I'm just figuring out how to do this lol
So I'm gonna try setting everything to ultra and see if that helps with quality
turn off antialiasing, set image sharpening to 100%
see if that works
quality is still bad idk why
Almost all creatures got their umodel done, the remaining one will need to be based on modified screencap from the game since their model is incomplete or not usable in umodel.
The missing creatures are Nayaka Trawler, Spitball Infector and Glphid Brood Nexus.
I still need to do the q’ronars as well, but their models should be usables.
I'll try and do some of them tmrw
I think bad quality was because i was using steam screenshots
Does anyone know if there is a certain measurement for fuel for CRSPR
Liters, gallons, etc
"Fuel", I'd say.
Call it litres liters, if you really need an RL-unit.
k
Finished overclock breakdown for CRSPR
Can someone check my work?
idk if I did a good job or not
Also I think CRSPR page might be totally finished
Yeah seems pretty complete
I'm doing a check over for mods and overclock to make sure icons are good and info is accurate
Stickyflame stuff is using the wrong icons
Gonna fix that real quick
What's the icon name for the hourglass?
Is it meant to get into depth about uses for each OC? If so, I'd mention the Fuel Stream Diffuser's synergy with Heat Radiance
Yep
If you like go ahead and add that in yourself
I actually can't find the hourglass icon
Neither can I
Does it not exist??
It is a possibility. Might just not be categorised or some shit though
I don't think it does
Because
I think they changed all of the icons from this
To this
*gasp* It seems our helpfull editors are HERETICS!
So many new uncategorised files.
Considering the background it should be easy enough to just turn the black transparent.
Even if somebody comes along with a better version it won't do any harm
Shite quality > no image
Anyway.
If somebody has more spare time than me, it may be a good idea to categorise some images.
See https://deeprockgalactic.gamepedia.com/Special:UncategorizedFiles
Many of them appear to belong to subcategories of https://deeprockgalactic.gamepedia.com/Category:Equipment_skins
I got the ⌛ image, do I just upload it as a new version of https://deeprockgalactic.gamepedia.com/File:Icon_Upgrade_Duration.png ?
can you check that ?
Sure
Armor rigs still use it
Pretty sure the question was "is the icon still used elsewhere in game"
oh
My brain is only half fonctionning today so I won’t be of much help on the wiki.
cutter still uses it
well, uploaded, need anything else for images ?
1 got changed though
But when you are on the image page, near the end of the left sidebar, there is a "what page lead here" section.
As for the flamethrower I think we need some more info about how "it burns" works exactly, the rest seems to be good, I’ll review the rest tomorrow, I’m in no shape to do that now.
k
Go sleep
Whoever uploaded these used megacorp mesh
So we might have to do it again 0.0
Almost all of the uncategorized files are now categorized 🙂
Down to six
Ok idk what the last one's go to so I'll let someone who knows do it
We can roll back the updates on a page if needed, same for images.
I did that already
Oh... Okay
Alright, so I am about to start doing the every skin on every framework thing, anything in particular that I need to do?
Take a stiff drink ?
While the taking of the pictures may take awhile at least you can do mass uploads
Here?
Or on the wiki?
Could put them in a zip and post the file here per class or something.
On the wiki
Because I won't be editing the background, lol.
Fair
Well for whoever does (which may be me)
It's a bit of a work around but you can just when using the non-source editor mass upload images and just not save the edit but they are all uploaded
We need every framework and skin (except for Dragon), right?
Or do we have stock with all skins and stock for all frameworks?
Most of the skins - stock mesh combos are done
and the Meshes with stock skin
If any are missing it's only the newer ones
Okay, so everything but stock and framework with stock skin.
Pretty much
Alright, time to blow my brains out.
Have fun
Karlspeed
Is this fine?
If you are able to keep the rotation the same for all it would be perfect
Yeah, I can.
Then it's perfect, we can make a mask for each mesh by hand to crop them
👍
The computer's mind went first
Well, I was almost done with PGL when it happened.
So I'll just do it over again for that framework.
Guess it died after that top left one.
Just going to send a drive link.
Since it is 850 MB just for engineer for some reason.
🤔
Why is it so large? Must be collecting info alongside the screenshots.
Or not optimising them?
I guess, I see no way to edit how it saves them.
Ah, even print screen is doing the same.
So I have engineer done, who should I do next?
Your choice
Alrighty.
106 images per weapon when not including stock.
Fun.
Here is the engineer folder, should hopefully have things relatively organized by type and order. Exception probably being Warthog Trophy Hunter since that was the first and I done goofed.

Have a
before you carry on
We could make one of those team drives
Wait that could go poorly
It could be a cool idea though
Alright, gunner is done too, just need to organize and upload.
Dammit, of course I would figure out the speed run strats at the end, lol.
I need help
I tried making a page for the new error helix
And it didn't go well
My username is Punchbag Turtle
No idea why there's a space
I hope i didn't break something
It's ALL your fault! /s
No problem though, they can fix it.
I'm too afraid to touch the wiki because the last time I did it went horribly too, lol.
2 more weapons to go.
😓
Alright, all done, uploading the folders and will share a new link with access to the branch.
Heh, could make some of these too.
~1900 screenshots.
Bunch of gifs like the above, probably going to do all if my internet provider lets me, lol.
The only really disappointing one that I have is the Fourth Relic BC.
No 
I think I screwed up somewhere.
455 files for some classes, 456 for others.
any easy way to check why ?
Found it.
Didn't delete 1 screenshot that I took when I accidentally rotated.
Easily seen in this, so will redo.
Making great gifs, also doubling as error checking
Will you be able to mask the gifs?
Alright, here are the normal images for all 4 classes.
No gifs yet though.
Noaw gib wiki role

Oh, that was mechanized BC. Or was it, need to look again, look so similar.
what you going to do with those images ?
By the way the fact that upon completion machine events create a shockwave dealing damage is missing
I failed to complete a 'trityllite desposit' event yesterday, still got 2000 XP for it
and some creds
is that intended?
Yes, you get paid no matter what
ah! that is great
another lesson learned 😄
I don't remember if you have to reach the end of the timer for that thuogh. I know some people will start the event when the drop pod has landed if they were not going to do it, so they still get paid. Worth testing I guess.
yes! i play a lot of solo recently to test things out, so i will try it out when i come across it
you need to wait the end of the timer for the credit and xp
that would be good to add to the wiki
so what happens if you fail the event by running out the timer, then fail the mission, do you still get the XP/creds?
still get paid
so depending on the event if you don't have blank cores it might be better to not even bother finishing it and run away ?
yup seems like it
Omega
wonder if always intended, or if it happened and they decided to feature it
What did you name the hourglass thing
wait, isn't some of overclock breakdown just repeating the same thing of the table ? I understand when it needs more explanation , but like, for the clean ones and many of them it is just what it says, imo it might be better to figure out something more interesting to say to avoid redundancy or to not have it for those OC
The original OC / Mod breakdown were added when the mod/OC needed some clarification on how it worked.
Like the damage /area for heat radiance, the condition to proc a fear effect, how sticky flame works…
This was the idea behid its creation.
(I was the one that added it at first for the EPC and Flamethrower.)
So this guy removed a lot of information on engineer
I think it is like doing breakdowns for all mods too, would make it just too long, and not really help people find important info
-3,081 bytes
We can rollback using the history on the top right and selecting an older version, we can also use it to see what was removed.
Ok
Done
They did it on gunner and engi
They had some good stuff but just deleted way too much
So I kinda merged the two versions
I had a look at the umodel files we uploaded, it seems the good category for them is Creature_umodels and the copiright is "from the game" and not faire use. I’ll update them following that.
Good to know you checked theses pages (engi/gunner), one less thing to check for me. They appeared on my autopatrol.
🙂
What's up with that weird double bullet point thing?
I can't figure out how to fix it
I’ll check that in a min.
k ty
doesn't appear like that here
Yeah it does
If you skip one full line (ie two line break) the editor will take it the same way as one <br>
isn't it because you added lines ?
Which break the format of the unformated list in that case
Cool
I'm just making source code for all of the classes easier to read since it was an absolute mess
I won’t argue with that one.
When I was working a bit on the weapon back in U28, I took a look at the classes pages and it scares me so I went to work on the creatures instead 👀 .
https://deeprockgalactic.gamepedia.com/Category:Creature_images
and
https://deeprockgalactic.gamepedia.com/Category:Creature_umodels
Categories should be fine now, I updated all our recently images to only appear in the later.
Just learned today thanks to your edit how to categorized images btw, that’s why it wasn’t done properly when they were uploaded.
🙂 cool
I just kinda looked at what other images of the same thing that weren't on the uncategorized list said in source code, and copied and pasted that
ooh creature unmodel
umodel* as in extracted using ue viewer and recolorized.
interesting
How did long did it take you to make all the creature armor models by the way?
Not sure I didn’t really pay attention, but several hours
Still got a couple to add, like the q’ronars.
Some models only took a couple minutes other needed to have each region select accuratly so it’s similar to cropping an image and then coloring each part individually.
So a grabber can be done in couple minute since its weakspot is usually well difined and pretty small.
While stuff for stuff like that you need to select the grey area before doing anything so it can take a while:
The sprout va pretty fast, unlike a normal screenshot, the outside is already transparent.
So all I needed was to do the separation between the head and neck.
I used gimp.
Hm
It looks cool
How do I format a bullet pointed thingy
So it doesn't just look like this
** '''[[Impact Axe]]'''
*** Axes are thrown in an arc and emit an electrical burst upon impact.
*** Deals very high damage in a tight space, best used for finishing off injured tanks and specials.
*** High carry count - eight at once.
** '''[[High Explosive Grenade]]'''
*** Typical frag grenade with no special properties.
*** Throw it into a crowd of bugs, watch them go boom.
** '''[[Neurotoxin Grenade]]'''
*** Emits a gaseous cloud upon hitting the ground which slowly fills a wide radius.
*** This gas is harmless to [[Dwarves]] but poisons enemies, slowing them and causing damage over time.
*** Gas is highly flammable and will explode when exposed to a naked flame (this ''will'' harm dwarves).```
How do you want it to look?
This isn’t something unformated list allows by default.
Yeah
It would be better to use directly headers/titles to separate the content.
Or use a line break and start another list.
Depending on what you have in mind, if it can be reused we can try creating a template/custom CSS for it.
If you want to do some tests: your profile: > Preferences > Personal CSS.
Or you can just play around in the inspect mode of your browser.
wonder what hazard level page needs to be more user friendly like it says on the todo list
I want to try to regroup the deep dive info together in a deep dive section and to categorize the rest of the informations if possible.
…
ExtraLargeEnemyDamageResistanceC
ExtraLargeEnemyDamageResistanceD
There is 2 other now?
Those are new
Nevermind, the ExtraLargeEnemyDamageResistanceC is used for the guntower ME.
now that is interesting
Just got a random spawn when I was testing the dread, bet-c and bulk
So for omen now it’s 600 HP per weakpoint with ExtraLargeEnemyDamageResistanceC scaling.
outside biome exclusive can you even get every enemy to spawn in a mission ?
afaik it’s impossible to get every creature to spawn in a mission
Pretty sure you can’t even get all disruptives enemies or all classic enemies.
You may be able to get most
Since disruptive enemies can spawn in other ways
i.e. mactera plague
guessing that some specific enemies will always spawn, or not even that ?
maybe grunts?
have the impression I always see praetorians too
All grunts and praets are part of the "common" enemy pool so that would make sense.
It’s a group of enemy with the same spawn rules/conditions.
How do I make a collapsible gallery
I would like to make it so we can collapse the different sections of weapon skins
Too many images, eh?
Yeah there's a lot
Going to try to finish up the remaining gifs today.
Let me know if anything is missing.
I think there is an example in the accessory page
That should work with a coupple adjustment if we want to apply that to the gallery
Just tried it works with gallery as well, I can make an example if you tell me where you want to use it.
But the idea is to use mw-collapsible with a custom couple of id/class for each collapse button. @low hamlet
I was just thinking we can have to different sections collapsible
then all you need is class="mw-collapsible collpased"
And that section will be collapsed by default.
you can either put it directly in a gallery tag or in a div surrounding several galleries.
@weary sonnet what's a div?
I mean the div html tag, one of the few html tag the wiki accept
<gallery…
…
</gallery>
</div>```
The div block by itself doesn’t do anything, it just allow to add class/id/css to a group of anything.
ohh
The in line equivalent is the <span></span> tag
Hm
It isn
It isn't working
<divclass="mw-collapsible collpased">
<gallery widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Stock Framework & Paintjob">
File:Skin_crspr_stock.png|{{Icon skin|Stock|24px|extra=left}} '''Stock''' {{Icon skin|Mesh Stock|24px|extra=right}}
</gallery>
</div>```
Output is <divclass="mw-collapsible collpased">
I made a type early, there should be a space between div and class
If it’s for a single gallery, you can just add class="mw-collapsible collpased" after the word gallery
The div is only needed if you want to regroup 2 galleries or more.
Ok cool I got it so far
I'm gonna look for an example to try and design a bar
So it looks decent
For how it works:
The mw-collapsible class allows a block to be collabsible
The collpased class make it collapsed by default
The fact that you put the class in the gallery tag make the gallery collapsed by default.
If you put it in a div, it make anything inside the div (ie between the <div> and the </div> collapsed by default.
Can you link the page so I can check?
Got it
Ah, the class may be mw-collapsed instead of just collased.
Spelling error
yeah an mw
I got that from overclock page
How many pixels wide is the webpage
Depend who open it.
For me it’s 960 to 1280 most of the time since I never use the full screen width.
Depend what is the it.
Just the expand button
Usually you can if you put something around it and then choose margin left and right auto.
I’ll see if I can center it, should be doable.
Is it for the weapon skin page?
Copy one of the example here so I got something to work on.
I’ll check on my side that way, I got an idea, but I need to check how it’s done.
===CRSPR Flamethrower===
<div class="mw-collapsible mw-collapsed">
<gallery widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Stock Framework & Paintjob">
File:Skin_crspr_stock.png|{{Icon skin|Stock|24px|extra=left}} '''Stock''' {{Icon skin|Mesh Stock|24px|extra=right}}
</gallery>
<gallery widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Paintjobs obtained through Mod Upgrades">
File:Skin_crspr_first.png|{{Icon skin|First Stripe|24px|extra=left}} '''First Stripe''' {{Icon skin|Mesh Stock|24px|extra=right}}
File:Skin_crspr_deepcore.png|{{Icon skin|Deepcore|24px|extra=left}} '''Deepcore''' {{Icon skin|Mesh Stock|24px|extra=right}}
File:Skin_crspr_special.png|{{Icon skin|The Company Special|24px|extra=left}} '''The Company Special''' {{Icon skin|Mesh Stock|24px|extra=right}}
</gallery>
<gallery widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Frameworks & Paintjobs obtained through [[Cargo Crate|Cargo Crates]]">
File:Skin_crspr_custom.png|{{Icon skin|Custom Engineered|24px|extra=left}} '''Custom Engineered''' {{Icon skin|Mesh Custom Engineered|24px|extra=right}}
File:Skin_crspr_fourth.png|{{Icon skin|Fourth Relic|24px|extra=left}} '''Fourth Relic''' {{Icon skin|Mesh Fourth Relic|24px|extra=right}}
File:Skin_crspr_glyphid.png|{{Icon skin|Glyphid Trophy Hunter|24px|extra=left}} '''Glyphid Trophy Hunter''' {{Icon skin|Mesh Glyphid Trophy Hunter|24px|extra=right}}
File:Skin_crspr_mechanized.png|{{Icon skin|Mechanized|24px|extra=left}} '''Mechanized''' {{Icon skin|Mesh Mechanized|24px|extra=right}}
File:Skin_crspr_neon.png|{{Icon skin|Neon|24px|extra=left}} '''Neon Band''' {{Icon skin|Mesh Neon|24px|extra=right}}
</gallery>
</gallery>
</div>
That's what I'm messing with
Just the top bit as well
Pretty sure I’ll need to make a different collapsible button for it to work.
I had no choice but to use a custom collapse to implement this, here is the solution:
<div style="text-align: center;" class="mw-customtoggle-crspr-flamethrower-stock mw-customtoggle-crspr-flamethrower-mod mw-customtoggle-crspr-flamethrower-cargo">'''[Expand/Collapse]'''</div>
<gallery class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crspr-flamethrower-stock" widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Stock Framework & Paintjob">
File:Skin_crspr_stock.png|{{Icon skin|Stock|24px|extra=left}} '''Stock''' {{Icon skin|Mesh Stock|24px|extra=right}}
</gallery>
<gallery class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crspr-flamethrower-mod" widths="300px" heights="150px" style="text-align: center;" mode="nolines" caption="Paintjobs obtained through Mod Upgrades">
File:Skin_crspr_first.png|{{Icon skin|First Stripe|24px|extra=left}} '''First Stripe''' {{Icon skin|Mesh Stock|24px|extra=right}}
File:Skin_crspr_deepcore.png|{{Icon skin|Deepcore|24px|extra=left}} '''Deepcore''' {{Icon skin|Mesh Stock|24px|extra=right}}
File:Skin_crspr_special.png|{{Icon skin|The Company Special|24px|extra=left}} '''The Company Special''' {{Icon skin|Mesh Stock|24px|extra=right}}
</gallery>```
File:Skin_crspr_custom.png|{{Icon skin|Custom Engineered|24px|extra=left}} '''Custom Engineered''' {{Icon skin|Mesh Custom Engineered|24px|extra=right}}
File:Skin_crspr_fourth.png|{{Icon skin|Fourth Relic|24px|extra=left}} '''Fourth Relic''' {{Icon skin|Mesh Fourth Relic|24px|extra=right}}
File:Skin_crspr_glyphid.png|{{Icon skin|Glyphid Trophy Hunter|24px|extra=left}} '''Glyphid Trophy Hunter''' {{Icon skin|Mesh Glyphid Trophy Hunter|24px|extra=right}}
File:Skin_crspr_mechanized.png|{{Icon skin|Mechanized|24px|extra=left}} '''Mechanized''' {{Icon skin|Mesh Mechanized|24px|extra=right}}
File:Skin_crspr_neon.png|{{Icon skin|Neon|24px|extra=left}} '''Neon Band''' {{Icon skin|Mesh Neon|24px|extra=right}}
</gallery>
@low hamlet ^
Actually we can simplify it a bit more if you want to hide all 3 at the same time.
We could use the same id for the 3 galleries but the code wouldn’t follow the W3C html standards
Nevermid it may be best to still use different id for them as I did above.
Can't wait to see this.
Ok I'm picking apart the code to understand it
I think I got the idea
It would have taken me hours to get that
for the class="mw-collapsible mw-collapsed"
You can either add it in every gallery or add it once in a div surrounding every gallery.
For the id="mw-customcollapsible-crspr-flamethrower-cargo" and the like, you can use other names, you need one per gallery, it need to start byi mw-customcollapsible
You then need to pair it with the matching name in the [Expand/Collapse] button (this one start by mw-customtoggle and end in the same way.
There is no limit to how many boxes you can collapse/expan with a button.
You can rename the button if you think it’s needed by editing what is in the first div tag.
Anything else that you guys need images of?
todo list in pins 📌
Ah, nice.
I'll take a look at how the other images were done to see if I can replicate it.
That normal loot bug one looks weird.
Might have a better leech one, will see.
those snowflakes though...
you probably want ansel to get a better cropping BG
pffff.
Nice, I remember not being able to do this before.
good luck with dread, was a pain to get any decent shot at it due to all the smoke and stuff
"Images Wanted:
Glyphid Dreadnought"
:3
Well, going to have to do the dread in a different biome, too many snowflakes.
Yes, I know it is based off of character location.
if you prefer I can try my hand on cropping if the images gets approved
what's all this about, looks kinda scuffed
considering there's also a table above it that says what they are and what they actually do
rotterdxm and PunchbagTurtle were going through the weapons and adding more detailed/updated descriptions to the Overclocks. that looks like one that got started up but never finished
I think they wanted to prepare individual weapon pages for when we will redo them.
Some of them will probably not require a breakdown since they are pretty simple, but cryo Minelets and Embedded Detonators could use one in that picture.
Yes
@weary sonnet is right
I would probably go and add them in a / subpage
for now
in general i don't mess with the business end of a page until i'm sure that that's what I want to implement
Wiki saying 76-> , did it change ?
You include everything after the title and before the next title between the two div tags and put the collpasibles class in the div.
So
<div style="text-align: center;" class="mw-customtoggle-crspr-flamethrower-stock mw-customtoggle-crspr-flamethrower-mod mw-customtoggle-crspr-flamethrower-cargo">'''[Expand/Collapse]'''
(All the gallerys)
</div>```
ah, I may have misunderstood you.
Do you want to get only one collapse button per section or several?
If it’s only one can simplify that if it’s several my answer was wrong.
I’ll show you both way on the first two weapon, you’ll choose wich one to keep.
Thank you for holding my hand through this 🙂
It’s live for the flammer, for the first type we can move and rename the button so they are between the gallery if needed.
Tell me which one you want to use and I’ll explain the rule for it.
@low hamlet stop reverting the edits. we are doing it for a reason. Thanks.
I’ll explain it a bit more, for the OC breakdown and such, the idea was to add information when it was needed to explain any hidden machanisms about the OC / Mods, but not all of them need that.
So he is removing the most simple mods/OC that only add/multiply base stats since they don’t need extra explaination.
yeah
Ok, for that one it’s pretty easy to do, you only need to set up one unique id (so using the weapon name or something similar will work, feel free to use a short name).
The toogle button will be inserted using <div style="text-align: center;" class="mw-customtoggle-xxx">'''[Expand/Collapse]'''</div>
With xxx being the id / variable name here, that name need to be unique in the whole page.
Then you just need to put a div around the whole gallery section and put your class and id inside, so it’ll look like that:
<gallery for stock…
</gallery>
…
…
<gallery for dlc_
<gallery>
</div>```
If you want it collapsed by default, keep the mw-collapsed class, otherwise remove it and it’ll be expanded by default.
cool 🙂
I understand it now
lol
I'm gonna try to make a toggle for each section
So you can toggle all weapons at once
See how that goes
Ok it works
yay
Added a couples wanted images:
Creature Model Viewer: (still need in game image not from UE viewer)
Nayaka Trawler: Side view, bottom view, top view (with green background if possible)
Spitball Infector: Front view, top view, side or back view (view any good contrast non green background, pink maybe?)
Glyphid Brood Nexus: Any view should do it (with any background with colors different than the nexus, I don’t recall what the new one look like)
Should be doable, got burnt out yesterday.
Which is fair, that was quite a lot of pictures you took
can you combine 2 images in the wiki ? as in, put one above the other as a background / foreground
Yes but it's not simple
I can imagine
<div style="text-align: center;" class="mw-collapsible-gk2 mw-collapsible-m1000 mw-collapsible-boomstick mw-collapsible-zhukov"> '''[Expand/Collapse all]'''</div>```
Why isn't this working?
The button for expand/collapse all is just plain text
Go there to take a look at the live stuff
Ok
I actually have no idea why it isn't working
I fixed it
im dumb
ignore me
imagine it involves manually placing the images
nah
I put mw-collapsible instead of mw-customtoggle
I'm going to try and design a table sort of thing to hold the images
Since it looks odd just sitting out
and I've never designed a table
so
I meant combining 2 images
@glacial topaz to combine the 2 images it should be possible with some CSS to place the second image with relative position to put it above the first one, that’s basically what I did to create the Area Damage template except that it was with colored div with one image above it.
Try something like that:
<div>
<div style="position: relative; margin-top: 0px; margin-left: 0px;">[[File:gunner.png|100px]]<div>
<div style="position: relative; margin-top: -100px; margin-left: 0px;">[[File:driller.png|100px]]</div>
</div>```Just replace the margin values and image by whatever make sense for you.
welp, too much work, but probably there is a way to not need absolute values
oh
so that's what you are doing
you could honestly just cut out the images the same way you do the icons
but include the boundaries
for cryo "Increased Flow Volume" + "Perfectly Tuned Cooler" is a 30% RoF increase, right ?
I need to check the files.
yes
8 + 1.6 from IFV + 0.8 from PTC
= 100 + 20 + 10
this lack of clarity in the +% mods is why i've been advocating to change them all to +Value or xValue stats, to make it clear how they stack
^ you can thrust him on anything related to weapons, he had to check pretty much all weapons files to make his program
I was able to open the second file, the value was 0.8
Couldn’t open the first one, but a value of 1.6 was present so it seems right.
guards are resistante to freezing and / or ice damage ?
guards resist 30% Frost damage, and takes 80 Cold Damage to freeze as compared to normal Grunts' 30
so only the damage, not the freezing power
Well the 30% resist is for the damage, but their freeze temperature is still higher than common grunts, it’s just completly unrelated to their resistance.
could you combine both emblems in to one image?
Since I've been experimenting with this stuff I may be able to make a template that does it all
First test case works atleast
The clean overclocks look a bit out of position but that's just how they are in-game

We could have them centred properly for the wiki though
Moving them 3px up looks better imho
Only question now is what to call this template
We already have Icon overclock & Icon upgrade overclock
Overclock Full , Overclock Complete
Icon overclock full it is, for now at least, we can always rename it
where do you think it would be good for ?
Well it can be used in any place overclocks are mentioned
Main use case I expect would be on each weapon page in the Unique Modifications section
But could be used to slim down the Overclocks tables
will see if it looks good
Yeah I'm going to have to make some maths run to allow it to scale for other sizes to keep it looking good
forgot how to add those templates
why did Elythnwaen added the infobox tag to some creature pages ?
It's getting inherited from the template
so it can be removed ?
btw, how do I use those new OC templates ?
(also, where does it say temperature mechanic is in Celsius ?)
oooh, all good
saw some people commenting freezing a bulk needs you to put it below absolute zero, so that is odd, scientifically
Well the game already violates some laws of physics so lets violate some quantum ones too
smh
Now has a doc page too
If anything I need to be more active :P
🤔 🤭 still trying to find my niche
Me still trying to figure out the coding language
For templates this may help: https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions
I'm brainstorming ways to make skins gallery better
And I'm thinking
Tables
Sorry for terrible handwriting
There's a rough sketch
Yeah that would work better
how to put the template aligned to the left ?
Should default to that
It is on the left?
I meant to not have such empty space above text / to the right of icon
similar to this
unless you have another idea, think it is fine
Should text wrap now
Though broke the doc page
Just a quite soloution as I'm going to bed now, you can roll it back if there is issues
it works 👌
maybe I should continue tomorrow as well, no reason to do everything now.
So i want the collapsible content button the be on the same line as the flamethrower label
And I can't figure out how to do it
Here's the code
{| class="wikitable" width="100%"
| <div style="text-align: center;" class="mw-customtoggle-crspr-flamethrower mw-customtoggle-cryo-cannon mw-customtoggle-subata-120 mw-customtoggle-epc"> '''[Expand/Collapse all]'''</div>
|-
| style="text-align:left" | CRSPR Flamethrower <div style="text-align:right;" class="mw-customtoggle-crspr-flamethrower">'''[Expand/Collapse]'''</div>
|-
|
|}
(also, where does it say temperature mechanic is in Celsius ?)
@glacial topaz
They never said anything about the unit.
All we know is that base temperature for a creature is 0 and we know their burn/freeze temperature and warmp up/cooling rate.
In some pages I added ° because some people were still thinking -100 cold = 100 frost damage.
The main goal was to avoid the confusion between cold (temperature) and frost (health damage) type if you got a better suggestion on how to hundle that it would be very wellcome since as you said some negative temperature are impossible since it’s below the absolute zero.
I would say violations of psychics is fine as it makes it all understandable
It's not like DRG intends to be a 100% realistic game
Another option would be to just use ° without specifying further.
So it’s obvious that it isn’t damage but it could be a metric from the drg universe.
We will need to deceide on that at some point, didn’t start the temperature page yet, I want to finish the umodels views and armor info first, but I’ll need to find the best way to put it for the temperature page.
would using a 🌡️ help ?
° by itself is Radians
We could use that instead of the degree sign after heat/cold damage that may be enough (I mean the thermometer).
if people understand what it means though
might use a blue, with the bar low for below freezing and red, high bar, for burning
I pose a question, how much would Morkite be worth in the real world? Given how common it is, and the lengths needed to obtain it and quantities? In comparison to say, another common crystal, quartz? Would it rival caviar in terms of price per lb?
not enough information to answer it
All the creatures views with umodel are now done, for the missing one ( trawler, spitball and nexus) I’ll need in game screepcap.
Ok i figured my problem out
Oh sorry just saw your message about what you were trying to do, looks like I read past it.
you want to put the expand button at the same height as the title?
But without it being in the title
Is that it?
You can do that without using float, a negative margin and right align should do it.
Hm
I'm making a table sort of thing for it rn
Can you give an example if what you are talking abt?
What I used here is just this: <div style="text-align: right; margin-top: -37px;"
So I moved the div to be on the same height as the title.
Ooh
I mean the float thing is working so do i need to change it to that?
Good to know though
With default zoom the alignment is at the base of the text with that margin
If you zoom up or down at the max there is a maximum of 1px difference vertically so it should still be fine.
So basically you just moved it up
Yes, that’s what I did.
It may be better to see if it play nice with phones or not, but I think it should.
If the window is too small, the text [Expand/Collapse] will go above the title, but the windows would have to be very small for that to happen.
The changes are live for the flammer if you want to check it.
Feel free to revert them or use it for all other weapon depending on what you think is best.
@low hamlet ^
Awesome thank you 🙂
Here's a rough draft of what I'm thinking it should look like
trying some options
@weary sonnet for some reason adding in the thing that you suggested broke the table. I didn't put that line in the table so I'm not sure why
I put in a line break and that fixed the weird table
But it puts a large space in between the table and the header
Which doesn't look great
So I got it to be on the same line as the title without breaking the table
But the text is the same font size as header
Ooh
I just gave font-size:(x)px; a go
And it worked
Thet text size shouldn’t be influenced unless you put the div in the wrong place.
I put the whole div line inside the === Driller Weapon Skin Gallery === header thing
So it will be
I'm trying to adjust it so it looks good
Putting the div here is a bad idea since it’ll add the content of the div to the title and link of the table of content.
That’s why I choose to put it below and use a negative margin instead.
Yeah
But the negative margin messes the table up
Look at the imagine where I pinged you
That's what it does
you can just add a magin-bottom to fix it or a {{clear}}
Not sure which one would be better since the page isn’t live so I can’t try
You can do it
I'll link my page in a sec
What I have right now looks pretty good I think
Minus what you were saying about the div being inside the header
You can save edits if you like
I can’t see what you did with just your profile page unless I missed something.
Oh on the second page, my bad
Yep
This will allows you to keep the default alignment for anything bellow:
style="text-align:right; margin-top: -37px; margin-bottom: 15px;"(With the div below the title.)
And it doesn’t change the links and TOC anymore wich is the main problem of the other solution.
Any suggestions for formatting of the table?
Depend on the reason you choose to use a table and what was your goal with it.
Good answer
The subata section isn’t linked properly it seems, there is probably a typo is the id/class.
As for the current table, it works well for wide screen, but for small screen and mobile it won’t work at all. About half of the content isn’t accessible.
The expand/collapse button for the subata is linked to the cryo cannon, the rest of the link have been fixed it seems.
It resizes well since I set the table width to 100% and not a pixel amount
Tried it on my phone and it works as well as it's going to on a phone
You can set some column to a minimum size in pixel if needed.
Usually if it displays well in half a screen it should be fine on mobile.
Yep
What I'll do is once I feel like it's good enough to put up, I'll put it as a second section for driller to see what omega/cyrob think
Or other regulars
I can tell if something is bugged and get it to work but if you need some visual feedback/ideas they are better than me for sure.
Depend on what form the page end up taking.
It’s always possible to make a template, but in some cases it’s just so complacted it isn’t worth it.
k
I think I've got it pretty much the way I was thinking it should be
Why did you add a white-space:normal; style?
Oh
Dunno
I think that was me trying to get it to be not wack
It isn't doing anything as far as I know
Some of the things I would change: use a custom class or title for the weapon name and put the gallery in another cell.
This would look like that by default, but we can change the style if needed.
And maybe change a bit the style or add a small margin below the sub categories like "Stock Framework & Paintjob".
We can make one of the border invisible so there is no double border when collapse if needed.
I can do that for one line if you want.
ok yeah that would be awesome
Done for the first line, I didn’t manage to change the border for some reason.
! means it’s a header in a table.
It’s not necessary, but it seems more appropriate in that case.
Yeah
I did it for all of them now
It looks a lot better for sure
How would I hide the lines only when its collapsed though since doubled up tables looks weird
I’ll check if I can do something about that.
Got a solution, check if you find it good enough.
If you still want the line separation, we would need to add it using a colored div with 100% width and 1px height that would be at the top of the collapsible area.
for the margin css property, the order is top right bottom left
let me know if you need help for that
Just to move them around like any text.
You can do it with something else than a div maybe, not sure what would be the best, div just seems the easiest option to me.
So something like <div style="color: #FFFFF; width:100%;">
something like that yes, I’m trying it, it’s 3 pixel too short on the edge it seems because of the table padding.
yep
Look like there is a good workaround for that.
Here it is!
<div style="margin-left: -3px; width: calc(100% + 6px); height: 1px; background-color: #53a448;"></div>
I just learned about that calc part, pretty useful.
the negative margin and 100%+6% allow to counter the 3% padding on each side of the table so it looks like a normal border.
thoughts ? trying to see how to make it more thin, or if adding more line divisions would be neat
If you want to really add some line division, you could split the line for unstable overclock in two and regroup it for all cell except the effect one.
Thank you so much ely 🙂
I think allowing a fix width for prince/type and OC colomn could be good as well once we figure out which one are the widest we need.
It may be worth doing a template for it though.
I mean a template to automatically create the table not a separate template per OC as it’s now.
line division would be for effects, like a list and price
So if we want to change the style we only have to do it in one place.
oooh, I could add clean - balanced - unstable above the OC tab itself
... not that I know how to do it rn
I didn’t get what you wanted to do, if you reword, I should be able to do it. Or to explain how to do it.
I was thinking about a single separation for the effect: ie one case for positive, another for negative.
We could make more lines but it would be a nightmare to make as a template if we want to do that later.
I can already try to make that schema into a template that shouldn’t be too hard.
(I’ll do it on a copy)
one line for positive / negative works, assuming that new effects would be on positive side , and some effects I don't know if they are positive or negative, well maybe it says in game
So far anything above the –––– is positive, anything below it is negative.
do you know if the randomized damage is considered positive or negative ?
positive
ok
I tried to cheat a bit to get a nice display but it seems like you can only use the minimum possible amount of rowspan (is fused cells) otherwise the table won’t form properly.
So this doesn’t work well.
aw
We can still do something like that though:
adding something to show a effect is positive or negative would be neat I think, like in game
The first solution would be doable if we set the dimention of each cell individually in pixel.
But I don’t think I can automate it.
I thought more like that crafting mineral symbol on the price tab, the "green up arrow" and "red down arrow"
We can just color code them green for positive, orange for negative.
I thought using different cell would make it oubvious enought, but that may be because i dug too much in the weapon stats.
want to see how both would look, not too sure on using non white text
I used the color code already on the creature main page for the resistances.
fair , looking forward to how it will look for OC
Well there will be more text here so not sure if it’ll still look good.
I’ll try it out on this small sample.
If you got a small arrow up/down image feel free to link it, no need to upload it, I’ll just replace it locally for a preview.
colors can be changed for OC table globaly, right ?
It would be easy to do.
But the best way once we decide on an appearance would be to create a template for it.
working on symbols
maybe ⯅⯆ or ⮝⮟ or 🢁🢃 ?
I am not sure. think the first 2 are more similar to what we have in game, but I kinda like both options.
I think with arrows we don’t need the separators anymore.
Changed it to red for the arrow.
meant ⯅⯆ / ⮝⮟ btw, and yea, no need for the line, and it is easier to see positive vs negative effects
All arrow styles are there.
I think we should go for arrows rather than colors in this case.
I can try checking for other arrow styles, I think the 🢁 one fits better. thoughts ?
🠝🡅
⮝ 🢁 ⯅
This is my order of preference.
🢁⮝⯅ here
I'm in favor of the triangles personallly
order of preference ?
how does randomizide damage works ? and I don't mean just damage x 0.8 to x1.4
It’s a straight RNG roll
Every time a projectile with randomized damage gets fired, a pseudo-RNG method picks a number between 0.8 - 1.4, all numbers having equal chance to be the result, and multiples the damage of that projectile
Mathematically averages out to 1.1138 if memory serves 🤔
((Integral of x dx) from 0.8 to 1.4) / (1.4 - 0.8)
how precise though, 0.81 ? 0.800001 ?
[0.8, 1.4] inclusive
well, I imagined it went from 0.8 to 1.4 , but not sure if it was 0.80 , 0.81 , 0.82 , 0.83 or 0.8001, 0.8002, 0.8003, it is probably even more, but now I think I know how to work with it
If I had to guess, it’s probably a [0, 1] RNG method that gets multiplied by 0.6, and then has 0.8 added to it. You could probably figure out how many decimal places of precision it has by reverse engineering the number of bits needed for a C-style double to store 6 digits. Take the index of the last bit used, and I imagine the precision would be somewhere around 1 / (2^n)
But that’s a lot of work for very little reward
wait, does the damage gets rounded or something ? or having 12.57343242323213 is fine ?
My best guess is that the damage doesn’t get rounded, but I have no data to support or oppose that. Just from how the game feels and how they’ve handled other stuff I would think they let doubles stay unrounded
I would assume like most things in the game it's using floats
we be getting glyphids surviving with 0.0001 HP gg
May be some rounding done, hopefully
cool ty
what do you guys think about the OC table things ?
The Collapsable tables? or the changes to Zhukov NUK17
not really collapse, but getting rid of the "type" tab, and add the OC type above the "Overclock" tab and use colored arrows for positive / negative effects
original:
we are unsure of which arrow type to use though (🢁⮝⯅) we talked about order of preference too
Not sure about having the extra descriptive rows
The bit saying Effect , Description etc.
The tables are not that large that they need multiple of them
& I guess I prefer ⮝ or ⯅
I think it was the only solution, we wanted to only have the "clearn overclock" / "balanced overclock" headers
well... now, do we really need to say it is clean / unstable if we already list the effects / names ?
so I solved my issue
! style="border-width: 1px 1px 0px 1px; text-align:center; padding-left:2em; padding: 10px; background-color: #072B16; width:100%; position:relative;" | ''' CRSPR Flamethrower''' <div style="float:right" class="mw-customtoggle-crspr-flamethrower">'''[Expand/Collapse]'''</div>```
It isn't pretty
But it resizes well
D:
So I'm ok with it
I've spent
upwards
of 4 hours trying to figure it out
so I'm good with that
We could remove the Clean / Balanced / Unstable since the icons are there
we also want to make the description column more thin if possible iirc, not sure for price tab changes
that "1.1138" random dmg average sounds odd
you're right, it does sound odd. I arrived at it: (sum of integers 80 -> 140)/60.
but changing it to the more precise (integral of x dx from 0.8 -> 1.4) / (0.6) results in 1.1
i'm going to change that in my program. you're right, 1.1138 is a really odd number, it's not as precise to use a sum instead of an integral, and 1.1 is the intuitive average. thanks for calling it out, omega!
Hello again guys, got another question if you don't mind. In relation to the boomstick double barrel OC, are both shots treated as indivudual simultaneous shots or is it just double pellet count with double ammo consumption?
instead of arrow we could simply color the positive or negative texts
Ok the new table version for driller weapon skins is up
And I want to thank ely for helping me out a ton with it
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...
Let me know what you think
One easy thing to fix that bug me: wrong title level (h4 instead of h2).
You can see that in the TOC.
hey , how do you make the colored ⮝ ?
I just pasted the ⮝ and put it inside a span tag with a color css tag.
<span style="color: #00ff00;">⮝</span>
and for ⮟ ?
Same with the red color code so ff0000
@low hamlet Other than that the only thing bothering me is the alignment hack you add to use because you put the expand/collaspe text in the first cell with the title.
And the fact that a div block that is only 1 line long is supposed to be a span, not a div.
how is this ? not counting the width that we can work on later
The alignment of the OC icon looks off, the rest seems good.
OC icons is a bit too much on the left.
how to fix ?
oh, I think I know why, it must be a property of the icon template cyrob made it to stick to the left so text could wrap around it iirc
Ah, we may want to change that, at least on the OC page either that on add a margin left, but then we need to decide on the OC cell width first.
Looks like it’s sticking to the left indeed.
And the fact that a div block that is only 1 line long is supposed to be a span, not a div.
K
This one is a detail, in practice it works it’s just that the spawn block is an inline block while the div block is a block-line block by definition.
how should I continue ? wait or keep reformatting tables ?
you can contifue
It’s a 100px image with a float left atm.
I’ll check if I can cancell it directly or not.
Ely where are you suggesting that I change div to span?
You shuold be able to do it for all your expand buttons as they are now.
all of them? Or just the ones that are single line
Pretty sure all of them are single line atm.
k
Trying to check for the rest, but I think there is an error with one of the divs.
Welp it broke something already lol
revert if needed
I’ll change them and check if it still works.
You probably didn’t select the good end tag.
the what?
The </div>
I’ll try on my side and see if it bugs or not.
<div style="text-align:right; margin-top: -37px; margin-bottom: 15px;" class="mw-customtoggle-crspr-flamethrower-1 mw-customtoggle-cryo-cannon-1 mw-customtoggle-subtata-120-1 mw-customtoggle-epc-1"> '''[Expand/Collapse all]'''</div>
Right below the header
It's gonna work for these monstrosities
! style="border-width: 1px 1px 0px 1px; text-align:center; padding-left:2em; padding: 10px; background-color: #072B16; width:100%; position:relative;" | ''' CRSPR Flamethrower''' <span style="float:right" class="mw-customtoggle-crspr-flamethrower-1">'''[Expand/Collapse]'''</span>
Changing this line to spans breaks the false table line that you added
<div style="margin-left: -3px; width: calc(100% + 6px); height: 1px; background-color: #53a448;"></div>
For the false line, we don’t have a choice, we need a div since a span can’t have a background.
k
All the other div should stay.
<div style="margin-left: -3px; width: calc(100% + 6px); height: 1px; background-color: #53a448;"></div>```
Those are the ones that I found couldn't be changed to spans
Without breaking stuff
As for centering the title, the problem is that the full title isn’t "CRSPR Flamethrower"
But CRSPR Flamethrower [Expand/Collapse]
Yeah
I was able to change all 5 of them as span without problem.
Not counting the line, not sure that once could work.
I tried to find a way to have it ignore the [Expand/Collapse] thing when it was doing the centering
I know the way to ignore it, but you need to count the number pixel the tite and the expand collapse have.
I have no idea why, but it seems to center it even with variable screen size using non breaking spaces.
at least on chrome.
Well to be fair edge don’t exist when you want to make something work
There is way too much things it doesn’t support.
If it works on chrome, Firefox and mobile, that’s all you need (and safari if you can test it).
Awesome
Retech got this somehow
I'm asking them what browser they're using
Firefox
So Firefox version is bugged on that cell only
No clue why
And it's also bugged on my user page version as well
I just checked, the border is set properly.
@ Omega Sentinel I can’t find a way to properly align the image as it is now for some reason.
hmm
New gallery is up for driller. Finalized version
Just want to mention this real quick. Checked the promotion page to see if there is costs for each promotion badge but it doesnt have it. Do you guys need it or is it somewhere else in the site? I have the list of costs for all if needed.
did they ever changed ? not sure how long ago you have been taking notes
Only changed it last in the end of that one experimental update for the star badges I think. Either way, I just checked all of the costs two days and wrote them down. Very up to date
I'll post them here in a bit, and you guys set it up how you like it

anyone is going to add it ? I can do it later
don't you want to send a txt instead ?
guess I will be generating some program to convert that into a wiki table, hue, maybe
|| making me do more work eh? ||
it is just pasting on notepad and posting here
I have 15 tables to reformat so regardless I wouldn't be able to add now / today
Here we go. Sorry for anyone with OCD.
I can start making a table for it tmrw unless someone else wants to take it
I should be able to generate the whole table as long as we choose the format.
Ok it sounds like you can do that a lot quicker than i can so
I would use multi line editing and some regex search / replace if needed to do that.
Columns = Class 1 , class 2, class 3 , class 4
rows = Bronze 1, Bronze 2, (...) , Legendary 3
That's gonna be a fat table for sure
Should we use normal or roman numbers for the ranks?
roman should look better ?
