#wiki-related-chatroom
1 messages · Page 41 of 1
I thought I could put them on the ground just like the greandes
The description can be confusing, but it basically says that the proxi trigger needs a moment to arm itself, and until that moment (meaning between the moment you fire until the trigger is ready) the grenade will function as if there was no proxi trigger
trying to make this: [[File:Resistance Icon Frost.png{{!}}Frost Resistance{{!}}x24px]] a nolink image
but it does not work
can someone explain to me what I need to do?
add{{!}}link=
What is the Vertical Angle for Defender system on sentry ? wiki says the Horizontal one is 160° iirc
[[File:Resistance Icon Frost.png{{!}}Frost Resistance{{!}}x24px{{!}}link=]]
You can also use the resistance template for that kind of things:
https://deeprockgalactic.gamepedia.com/Template:Resistance
fixed, thank you
@glacial topaz Pretty sure vertical angle is unaffected
another thing. in the creature infobox tabber, the mouseover text for the heat/cold icons is "Common"
and Frost/etc for other variants
oh, I see. the entire infobox tab will pop up a tooltip with the name of the creature variant on mouseover
could we change it to "(variant) (creaturename)"? So Common Glyphid Praetorian instead of just Common when a player hovers the mouse over the infobox tabber?
I think we can, but that would make the tab names a lot longer, not sure it would be good visually.
May be best to just add the full name to a hoverover tooltip
Since anything else would make it hard to click boxes
It's a UX design rule of not changing the size of something when you hover over it (other than purely visual changes like a border or visually looking bigger)
I double checked, the mousehover text only appear when using tabber, the creature tabbox template doesn’t have it.
But any pre existing hoverover text will stay it seems.
The text from heavy armor tooltips and ueviewer are not altered.
So just adding a Heat/Cold hoverover text on the creature tabbox template would solve the issue unless you prefer to display something else here.
I updated the template, it now display Heat / Cold for the temperature icons instead of nothing with a mouseover so it should override the tabber mouseover.
I replaced the creature mouseover name by variant name (ie Glyphid Praetorian by Frost Glyphid Praetorian).
The common variant doesn’t have a prefix.
Well the thing that's happening signed me out of my account even though I was signed in
So no editing for me for a while
😭
Should still be able to edit
Yeah but I don't want everyone to know my ip address
Even though it isn't really very dangerous to be public information
Would rather stay anonymous
Fair
Use VPN then
Database access while they are moving them
You can't login
Ah i was already logged in, not seeing differences so far
Hey I can’t find any information on how hazard level affects enemy status resistance. Do enemies acquire resistance to the heat and cold status buildup like they do with the standard direct damage types?
not really
I’m sorry if this is really pedantic, but do you mean that no they definitely don’t, or not enough for it to matter? I was hoping to get specifics on the data exact interaction.
hazard level don't matter for statuses
Okay cool. Thank you!
How is the XP calculated? I thought it was Primary Objective (egg hunt - 1200XP) x Haz Bonus (153%)
Ohhhhh that makes sense
Would it be possible to add that as a small note under the Primary and Secondary objectives and/or in the notes on the Obtaining Experience section of the Wiki? Or maybe even more simply, just have an example showing a quick calculation?
There has been some confusion over it seem a good idea to add
Wouldn't it be better to just include a calculator
That would be cool - if that's possible to add to a wiki. I'm not sure if gamepedia would have something like that
btw, shouldn't bulk infobox mention immunity to stun and fear ?since it is only mentioned on the text
Immunity to stun should be there, I tested it so if it is missing that means I forgot it.
For fear I just didn’t test it at all so it’s more like a missing info for all creatures atm.
The stun immunity is there for me in the infobox.
Maybe the immunity should be moved elsewhere since it is now under the creature view.
oh. it is below the Umodel, huh
It may be better just next to the elemental resistances and weaknesses though.
(Just moved it here to make it more logical and easy to see.)
Considering the pickaxe page lists the actual damage value and not the one in game, shouldn't LS and Zhukovs RoF be displayed as 15 with a notation ?
So something i have been thinking about for a while... Soundbytes of the creatures in the infobox?
Especially for lootbugs, q'ronar, mactera (+ grabbers), oppressors, bulks, swarmers (when you get too close to a wall nest), exploders about to detonate, etc
Oh and breeders
These days when i start a solo mission and listen around for 10-20 secs I will have a good idea about what's lurking down there.
But that took me a long time to learn, what all the different sounds mean
Humm the mineral page has a empty section of "Crafting/Upgrades"
it's a section hold minerals and other obtainable stuffs but, Is it really talking about crafting lol?
And I think the intro of Minerals can has a small change
These resources are not required for mission objectives, but are required to craft upgrades and cosmetics. -> These resources are not required for mission objectives, but are required *for character promotion, *craft upgrades and cosmetics.
And maybe it can add that minerals can be sell or buy from mineral terminal?
Also I think experience page can merge with promotion page
*sold or bought
not so sure the 2 pages deserve to be together
Also we probably should include the mineral matrixes
So something i have been thinking about for a while... Soundbytes of the creatures in the infobox?
@glacial valve that would be really cool
@glacial valve add the different spawn / contextual sound to the creature infobox would be good, No idea how to get them though, maybe it is possible with umodel?
By contextual I mean stuff like hte 'reinforcement call' for the warden ie any sound with a meaning that isn’t related to spawn.
If it isn't possible in unmodel we can just do it ingame
True, but if it is possible, that would save a lot of time, that’s why I mentioned it first so we can at least check it before trying to get them all ingame.
Yep
last I tried I couldn't get it on Umodel, not that I am the best at it
Modifying the templates to add them will take some time but won’t be a problem, I just need to figure out how to link sound files in the wiki.
check the bet-c page cuz it has a sound in it ?
That should do it if we already have some examples.
https://deeprockgalactic.gamepedia.com/BET-C
[[File:InfectedMulePulsatingA_1.mp3|right|thumb|BET-C's Idle Pulsating Sound]]
Sp just upload it like you would a photo basically
is the Loot Bug eating minerals thing true ? never seen that happen
Yes, they can eat any mineral chunk, they move very slowly though so if you tend to play fast you may never see it.
You will get back any mineral eaten when you kill tthem.
I stopped to watch though, and never seen they turn into a chunk's direction and sometimes even go over it, can probably do a recording when I watch them again
They are slow at eating them, but I haven’t seen them ignore chunks so far.
I see no reasons for it to be removed from the game since it was added intentionnaly.
*sold or bought
not so sure the 2 pages deserve to be together
Well my native isn't English so yeah fuck my grammar
Also I think they can be merged as they are also talking about Exp stuffs
Lootbugs are still attracted to mineral chunck, but there seems to be some limitation now.
They completly ignored a blowed up hoarder (gold included), but they went directly for the leftover mined gold.
They can eat minerals from other lootbugs just fine as well.
is there a reason for there to be 2 electroctuted symbols on the same creature or just my impression
It depend on the source.
Yeah, it can do so
so should be due to bosco and stubby
Default electrocution is a 3 second dots, some weapons got a stronger variant that last longer (4s).
Then you have IFG debuf that isn’t electrocution, but that can triggers some buff such as the zukovs T5.
And the T5 for the stubby that is another type of electrocution with the same icon but other colors iirc.
stacked DoT ?
Well it sounds not good, but can I do translation work on the site?
I mean, translate them into chinese/cantonese?
You can start translating the wiki.
For now create new page and add the sufix of your language after a slash to the end of the new page name.
Like it was done here for the russian translation:
https://deeprockgalactic.gamepedia.com/Creatures/ru
Once you have done the front page and all the page linked to the front page, you can ask for a sub wiki to be created for that language.
I don’t think you should work on translating the templates until you have the sub wiki.
P.S. the wiki hag quite a lot of content and is constantly being updated, so translating it is a lot of work.
I agree, the wiki is still being organized and re-organized, expanded and rewritten. It's a big project if you want to keep it up to date in another language.
Well
If there is any comfirmed pages, I wil ldo them first as I don't need to change too much since I have to work in afternoon til night lol
there is no such thing as confirmed pages though
also, for todo, I think I can review the weapon skins prices (in place of the biome thing)
Well if there is jo confirmed pages
I will still go for them
But ranking panel may need actual game info
Or if somehow I can find from game data lmao
If you see pages that are marked at the top of the page as up to date for the current version and that aren’t on the current todo list it shouldn’t change much.
Ah okay
Perk page and individual perk page shouldn’t change much, except the See You in Hell since that one is missing data.
Humm
See you in hell... I think that perk exist
I remember I have the perk in game but
I think it is not what you meant
For that perk I mean I don’t know some of its effects such as the electric field duration and range or stuff like that.
Isn't that
It is the one that allows you to explode on death.
Just give extra meele attack after being meele by mobs?
Plus that yes.
Ah okay
The melee bonus is fully documented, the explosion only partially.
I see
https://deeprockgalactic.gamepedia.com/Category:Up_to_Date
Most pages here shouldn’t change much.
The one most likely to change are individual creatures pages, templates, pickaxe and weapon skin.
I may use some unofficial translate for example the translation of "Magma core"
Official one translate as "熔岩之心" which means "heart/core of magma"
The one I use is "熔岩核心", which is direct translated
Is that okay to use direct translate or I just use official one?
Oh btw one major problem
How can I login gamepedia?
I think they're still doing a big migration of their login system so it's kinda broken until that's done
should be finished today or tomorrow maybe?
Looks like it's still ongoing atm
Humm one problem
DRG has two different translations due to traditional and simplified chinese
Also they called some exist minerals in alt names
So umm
Can I just use my own translation if there is no exact trnaslation between traditional or simplified chinese?
@mellow path I'll be available to discuss wiki translation in about an hour and a half/ two hours.
Humm can we do that after some hours later?
It's midnight now and I suppose to sleep
But obviously I didn't sleep lmao
It will be night for me then. Tomorrow if you would prefer.
In 23h from now, if that's ok for you ?
Humm here is 3am
You can decide it
Well tmr I work until 11pm, so is 9 hours later okay for you? @analog rock
Is this fully correct? (regarding power attacking a frozen enemy)
Power attack will do normal damage
(from here https://deeprockgalactic.gamepedia.com/Status_Effects#Frozen)
I though the direct melee portion had one component that did do triple damage against frozen enemies?
Power attack is 100% AoE damage only so it doesn’t do more damage vs frozen enemies.
Direct pickaxe attack has a direct damage and aoe part, but power attack is only AoE.
right, I was thinking of the impact axe, wasn't I?
Impact axe is a bit weirder.
That's got 3 pieces, 1 AoE, 2 melee with 1 melee not being affected by frozen status, right?
It has a part of the melee attack marked as a secondary damage type in the files so that prevent it from doing increased damage vs frozen targets iirc.
AoE part is explosive, the other 2 parts are melee, with only one part of the melee attack being amplified vs frozen targets because of that (both melee sub hits are single targets, but the one doing 50 damage is marked as a secondary damage).
the 20% damage bonus from AC is for ST and AoE ?
i believe so yeah
is the AC aoe 100% dmg at max radius ?
no
values ?
one sec, had to look it up
0.75m max damage radius, 50% falloff at full radius for Autocannon
that's the value Elyth gave to me
I see
when is this username exchange thing gonna end D:
@low hamlet Should be pretty much done last I heard, they had a few hundred fringe users left to deal with this morning.
Seems like a few preferences were reset but for most users everything is back to normal
Was finished 2 mins after you posted that
🤷♂️ I still can't log in
Which is weird, 'cause according to my Gamepedia profile page my name wasn't changed.
I can, though I've always signed in with Twitch
The twitch sign-in is gone now I think
Well I just used it
Oh
Also it going would make my account inaccessable
@mellow path what happened?
nothing
Just being normal
Also here is an excel of chinese translation for specific names
https://docs.google.com/spreadsheets/d/1so5z4shy8OFU79u2_uP0WiNlGwG9aZjP408qQokY-tY/edit?usp=sharing
You can give comments if you know chinese
I need to double check but I think there are some differences in the exploders from normal ones and exploder infestation ones.
Visually there is.
Left is normal, right is infestation.
In the same spot the infestation one is larger and more orange.
The exploder infestation one does more damage when exploding I think it is the only difference.
I didn’t check their files again, but this is what I remember.
I can confirm there is no health/resistance/temperature difference with the original.
wow, i never noticed that. that's so handy
Done with weapon price review, anything left to check ?
also should there be a page on "mechanics" for damage types ?
You can have a look at the pinned message
Other thing would be added the updated template to up to date pages
and how would I know which ones are up to date
Well ones you have done a review on
I think rn most pages are up to date unless they have not been touched in a while
should we do some work on the Karl page ? reconsider what should be on it and not, and other things
If there is anything we can add to it
I think speculation is fine to be one there if marked as such
Avoids people just adding it without marking it
not a big fan of having fan theories instead of narrowing it to in game mentions
consider it an easter egg.
"congratz, you found an article not based on facts or research, it is all about fan theories"
yep.
when someone spreads false karl information, just point them to that page and boom, done
@glacial valve so what's your plan for skin gallery?
tabber?
what we also use for the creature infoboxes when they have multiple variants
but we use icons in the tabs
for the frameworks
(on the horitontal tabs)
then paintjobs for those frameworks displayed vertically in a column
can you link to a page with an example
hm
I don't think we need to change the overall formatting really
Just small tweaks tbh
if we add ALL those skins
it will take forever to load
and it will be messy
so i think we need to not have everything displayed at the same time
wouldn't it be the same way with the tabber?
@weary sonnet you had some ideas right?
we could
anyway we might have to do a subpage for the combinations
have a thing
nvm
anyway shoot, i wanna hear your ideas
i have been mulling it over as well for the past days
agree
also @weary sonnet how about we add the armor images from the infobox to the creature's gallery at page bottom as well?
So that's kinda what I was thinking
And the classes are buttons
To open them up for each class
And we could have a more complicated button thingy going on as well
yes. i was thinking maybe a drop down on the left row for the paintjob, the framework as column header tab (or also dropdown) to pick the desired combination?
or if you want to display all combinations vertically (bottom row right?)
let me also sketch it
yeah
wait i have an idea, 1 min
what I think we should do is keep it like it is now, and you can prototype on your page or smthing
oh of course
i'll just make a sandbox
so this is when for example driller tab is selected, then for the frameworks there are tabs as well
then we can have all the paintjobs vertically
or it could be per weapon on the 2nd row of tabs actually
hmm
see this is what is messing me up 😄
yeah it's gonna be a proccess
I think the only way to do it well is by making custom JS, which I should be able to do but I will take a while to get it done
If anyone knows JS well they are free to try their hand at it thuogh
i don't know enough to do that
I don’t think it is a good idea to put all images in the same page since you will need to load all of them even if you just want to check them for one class (it is still the case with tabber afaik, not sure if you use JS), and that can take a while if you have a slow connexion.
As for how to do it, the only way I see for now are tabber or custom JS and I have no experience with the later.
Depends how it's done in JS but I planned to have it load the image only when it's showing it
JS is definitly the solution then, I just checked, tabber load all images first, not a problem for creatures infobox, but it would be for the weapon skin since there is a 200+ images.
Just will take a while to make as wiki JS has to build half the page, you can't put listeners or anything useful on the page
Once you know how it will be done, let us know what can be done to the page will normal wiki code/tabber so we can get the page ready.
Maybe we can already prepare the page using one of the layout rotter/turtle proposed.
(Not sure at what level you expect to use JS, so I don’t know how much can be done to the page.)
It should be able to do anything, but at my last round of testing it broke when I did not make any changes so not 100% sure on anything
I mean I don’t know if you expect to make it at the image level only so we can work on the rest of the page or if you expect to do the whole page layout or anything between the 2.
You're fine to make the layout, just when JS is added classes and/or IDs will need to be added to any element JS will interact with in any way
But If i'm doing the JS I will add those
This was what I was originally thinking a JS layout would look like
Just unfortunately will be a lot of work to make
now to add 3d rotation
We looked into it but it's not feasible
Sad
man that JS proposal looks great cyrob!
personally i am just a wikimedia peasant what types with his forehead so i'm fine with entering big blocks of code or layouting tables, but when it comes to scripting i'm a greenbeard
anyone knows where comes the idea that flowrate affects pressure drop / gain on cryo ? recorded 2 videos and playing them they do everything at the same time
I'll have to type with my forehead a bit to try get even the basics needed for it to work, so that layout may come at some point won't be for quite a while yet
Florate is just fire rate, it shouldn’t have any efect on pressure drop/gain rate.
someone mentioned it would affect, so I recorded 5 videos to compare, interesting how there is a minimal pressure for it to start shooting, can you even shoot before that point with some mods ?
from what I understand it is more like some of the pressure/ammo is used for the spray to expand and reach the target.
like, if you keep shooting until >100% and you don't let the fire button go the cannon will only resume shooting after getting 25% pressure or so
Ah, that part is different, it is related to the overheating part of the weapon, I didn’t check it in depth tbh.
@shell frigate it's gonna take me ages to get all the backgrounds off of the images anyhow so i'm not in a hurry
if it happens, it happens. i don't consider that part essential for having the wiki "complete"
You are using a mask to do all the weapons with the same shape at once right?
yes
Even the most basic JS has broken for me now, guess I have some typo, at least this will be a good refresher
I did 1 more test
you can't shoot at all while the pressure isn't at least on a certain level, but only if you go above 100% drop
(even with that "Bypassed Integrity Check" )
You're free to ask at any time
I see Dragon in that JS idea.
Okay so
Got to build it for if it comes out :P
I have make a excel list of translation
But some of their translate is...... weird I would say
First, glyphid thingy
The mobs are calling with some prefix, but glyphid in translation belike, weird you know
About translation "Glyphid" as categories, should I use the translation of "arachnid" or just something else?
did some work on correcting british to american spelling where i found it.
"correcting" not meant too literally
armour vs armor etc
Glyphid doesn’t mean archnid in english, the devs chose a completly new specy name.
For the translation some languages chose a new names, other tried to stay close to the Glyphid name, just altering it a bit to make it easier to say in their respective language.
It sounds easy but uhhh
Due to my poor acknowledgment, I think I may not come up with things similar to that
Think of it like a company name, does something like McDonald's get its name changed in your country, or do you just say McDonald's. Glyphid would be a made up proper name, so if possible you can keep it as is.
McDonald's are translated in similar sounding words
But glyphid ehh
It's a catagory of shit ton of hostile mobs
BRUH
Should I just call it "wild spiders" in chinese? Lmao
There are few of them are tamable but most of them don't so I only came up with that name is so dumb lmao
If the game is translated even partially in chinese, you could discuss it with the community translators.
So you mean the game has a chinese version but they didn’t translate the word glyphid?
there are 15 languages for it, including Chinese simple and traditional
If that is the case you should still talk with the community translator, as using the same terms in the game and wiki would be better so users don’t get lost.
both subtitles and UI , not voice acting
This is the list of traditional translation
And everything with the word "glyphid" are translated to archnid as it
I am not sure who is the community translator tho
I tried to find out by crossing the crowdin names with the discord names, but they don’t seems to match, the best way would be to ask in #babelfish-lounge I guess.
uh... why is the flag 🇵🇹 when it should be 🇧🇷 ?? , if they are even specific on the type, doesn't make sense to use the incorrect one
I mean, they are called spiders internally.
Can you check the praetorian page and main creature page and tell me if I should modify the 'mini' version of the creature health template to make it less wide?
you know they speak portuguese in brazil right
i don't think it's that different from iberian portuguese
(written)
it is
it even is very specific on which variation is used
There is only 1 (one) Country that has it as official language
Is there anything which affects chance of drednought random spawn? How small is the chance by default?
Was it 1/70?
something like that, yeah
How about the former question?
I think they can only spawn on haz3+ but i might be wrong
it's been a while since i read that
i dont want to give out false information so there's my caveat
they can only spawn in certain mission types
it do be needing many plasma blades are needed tho 😳
Doesn't do bonus damage to weakspots sounds very wrong.
Actually, maybe not.
Need to go murder wardens again.
It is meant to say there are no weakpoint bonus mods
As there are similar claims near by
Oh, alright, that makes sense but should be clarified.
BC is incredibly inconsistent vs dreads even with triple split line.
Goes pretty good on health phase
Unsure about armor though, haven't played engi for a while
Random dreads can spawn on any mission with random announced swarms.
So basically only egg hunts can't have them afaik.
Elimination?
random announced
Elimination
HMMM
Does that mean that cocoon is actually a wave trigger?
that is another thing
It wasn't Mixer or anything, just vanilla.
I've only had it happen 1 other time.
And yeah, it was different.
Random dread is ScriptedWave 1
is there an overview of the scripted swarms?
i like being able to have some control over the enemy spawning in the egg missions
would be nice to have some more tools for other missions
shatter wont work at all on some enemies if their hp is too high ?
For each fuel spent on enemy if hp is less than X you have a chance to shatter it instantly
X being 100 afaik
is there a list of glyphid base movement speeds anywhere? the movment sectoin on the wiki only lists dwarf walking and running speeds, and I can't find concrete values for the glyphids anywhere.
It hasn't been documented yet afaik.
challange accepted
won't be a simple challEnge with so many variables, not sure how to make it a not so long process, and how to calculate the values
i've come up with a bit of a game plan:
get 2 players, probably scout and engineer.
use unbuilt engineer turrets gemini system to place markers 10m apart with the laser pointer
1 dwarf records video while the other runs the chosen glyphid between the markers a few times
time the glyphid between the markers, discard any obvious anomalies. (obstacles, attacks, roaring, etc)
average the results, calculate speed.
just gotta remember to take the hazard level into account, as it also affects glyphid movement speed speed
hopefully that's accurate enough, won't know until I try though
update: this is harder than I thought
the laser pointer works wonderfully for figuring out how quickly something is moving, you can just ping it and look away and it will tell you how close it is as it aproaches.
problem is nothing wants to walk in a straight line
Try playing a point extraction mission, they generally spawn with open flat ground that will make the shortest distance a straight line on the ground to you
lots of "armour" to "armor" changes, gg
one of the fixes conflicted with the official report though
Hey guys, I've a question relating to deep dives and their xp earnings; How is mineral XP calculated here? Is it a per mission basis? is there an overall final multiplier for the entire dives earnings? Or do dives just give a flat completion bonus?
It is normal afaik.
So if you fail at stage 2 you get the earnings of the previous stage + whatever you got before failing.
And when you beat all 3, all 3 missions worth of stuff is counted at the end.
Normal as in normal multiplier per map or normal as in normal xp - no multiplier?
Oh, I guess I read your message incorrectly.
This is what I got from just completing the missions without exiting the spawn pod if that helps.
Also, random note, generic hero is just a gunner model.
Yeah thats got me curious, I was asked by a commenter on my video about mineral rewards over the quota but saw no mention of minerals under XP for deep dives.
Deep dives no fair :(
I think this makes you want to play simple missions more
Since DD is always the same
how come the glacial strata variant of the praetorian on the creature page has no resistances? Doesn't it have increased cold resistance and a weakness to heat? For that also the goo bomber variant has no changes to it's resistances from the regular variant.
WIP
so I've done some work towards figuring out how fast bugs move, and it is not very consistent. I've clocked the same grunt moving anywhere from 3.13 m/s to 2.33m/s on an identical stretch of environment. maybe it got tired?
I also noted that bugs seem to slow down once they are within a few meters of a dwarf, and i'm not sure how to factor that in. praetorians especially seem to get a speed boost when not within a 15m radius of a dwarf, and it's enough of a boost that you can hear it in their footsteps.
Chase speed sounds the most important one, but not sure how many speed instances they can get
I know they can get random speed boosts.
I wonder if they loose speed over time?
Lose speed and never get it back ? maybe it is more like random speed boosts and random slowdowns
maybe. I know most of the glyphids will fall somewhere between 3m/s and 5 m/s on average, as they can consistently catch a walking dwarf, but can't chase down a running one.
wonder if making a floating bridge ring with platforms would show interesting results, having someone record and check how often it speeds up or down, eventually I expect some magic will need to be used for testing
i've been doing this on haz 3, which has a movespeed modifier of 1.0
solo ?
yeah
I don't think number of players has any bearing on movespeed but now i'm not sure
not for that , but to have someone record from an outside view, sounds easier than running between 2 points
that probably would be easier, i've just been using the ping system.
ping the bug, run across the room, record how long it takes to reach me after I reach a standstill.
2 people would make that a lot easier
unfortunately I do not have easy access to another person with low latency to test this with, so i'm going to have to put my efforts on hold for the time being.
maybe there are other creative ways
We should be able to pull some speed numbers from the files or console but they would be in Unreal Units
I feel I could get that, not sure... would love though
Are “Unreal Units” anything like Source Engine “Hammer Units”?
I'm only looking comparing the glyphids to each other, so the units don't really matter to me.
hammer units are fun
I would assume so but have not looked into it just know it's numbers around 300 etc.
Also you should take the haz speed bonus into account, but those numbers are on the wiki
it will probably be easier to figure out a conversion form unreal units to meters in game than measuring the move speed of each and every glyphid.
there would be a lot of triangulation involved with the webspitters.
Yeah, molly may be best to measure, I thought she had a speed of 300
But not certain
that's actually a good point, molly would be an ideal candidate for converting one unit to another, the call function would make it much easier.
Glad you guys are looking into this honestly. I've noticed and asked around in the past about a random speed boost that grunts seem to get, but nobody was ever able to figure out what exactly is causing it. It's almost like some sort of crazy bloodlust. Hope you guys can work it out I'd love to finally know the reason behind it.
how come the glacial strata variant of the praetorian on the creature page has no resistances? Doesn't it have increased cold resistance and a weakness to heat? For that also the goo bomber variant has no changes to it's resistances from the regular variant.
@sleek jackal
All infobox info should be reliable, unless I made a typo when making them.
For frost praet and ice bomber it was not a mistake, their resistances don’t change in glacial strata.
Their temperature stats do change.
so, won't be able to to do much for a bit. latest windows update broke my laptop's ability to use any kind of mouse
can't game either
it's utterly borked
@weary sonnet ahhh right. That makes sense. Interesting.
Thanks for the explanation as always. 👍
some of the values I could get, we have to check what they mean and other things
Ah I was right with Molly being 300, having all those number now is quite nice, just need to find out what the conversion is
there is another interesting value to get, but playing the game normally for now
what a nice thing to wake up to
if you want to test, know that Dwarves also have 300 as speed value, just no idea if it is for walking or sprinting,
Walking I'm pretty sure
I would guess walking, as molly is not fast enough to keep up with a running dwarf
Molly definitely is not a sprinter
@glacial valve on the weapon skins page, I'm going to remove the bits with the icons since it doesn't look great the way it is rn, and I'm gonna put the code on my page. Let me know if you want me to send you the code
dwarf walking speed also happens to be recorded as 3m/s on the wiki..
is m in game just unreal units / 100?
Hopefully
now that would be very convenient
centimeters / s ?
well speed is generally measured in distance over time, so it would make sense
so 300 = 3m/s
When I tried to mesure speed in game it was a bit off so far when I compared it to m/s.
yeah
Measurements ingame are off
stuff doesnt match up
i tried using the round lengths to get heights of dwarves and it did not work
super off
Molly speed testing should give us a good conversion number
success!
when molly is moving in a straight line at full tilt she will cover exactly 3.0 meters in 1.00 seconds
it took a bit of angling, but I got her to walk in a straight line for a few seconds wit the laser ping on her, and that was the result
Glad it is an easy conversion
go for it @low hamlet
I now have some more voice lines to record for my next video, cheers
max shooting distance for mactera seems nice too, which other values we should be looking to find ?
If you manage to find the class/parameters for status effect or clouds let me know, I couldn’t find theses.
Things like damage interval, cloud radius/max radius, duration, damage type… same for some attack like acid/cold breath.
I know enemies also have an aggro range, this one should be too hard to find, not sure how useful that would be, but I think I have the parameter name for that.
Useful for Spitballers/BET-C/Huuli
Cloud damage is done by status effect
E.g. \FSD\Content\Enemies\Spider\Tank\STE_Spider_Tank_FrostCloud
I found theses classes, but I couldn’t get anything useful out of them.
They have some stuff in them ```JSON
"DamageClass": ["DMG_Cold", "/Game/GameElements/Damage/DMG_Cold"],
"ApplyEffectsInterval": {
"Min": 0.5,
"Max": 0.5
},
"Duration": 0.5,
"ApplyDurationAfterPop": true,
"ExcludeTargetsWithTags": {
"gameplay_tags": ["Creatures.Glyphids.Tank"]
}
}, {
"export_type": "HeatSourceStatusEffectItem",
"Temperature": -100.0,
"Intensity": "ETemperatureIntensity::Cold1"
}, {
"export_type": "StatChangeStatusEffectItem",
"Stat": ["PST_MovementSpeedPenalty", "/Game/GameElements/PawnStats/PST_MovementSpeedPenalty"],
"StatChange": 0.5
}
For the aggro range, the parameter name is 'TargetingRange', the class name should be 'BTService_FindAttackable'
For the normal cloud JSON "PawnAffliction": ["PAF_Coughing_Poison", "/Game/GameElements/PawnAffliction/PAF_Coughing_Poison"], "DamageClass": ["DMG_Poison", "/Game/GameElements/Damage/DMG_Poison"], "ApplyEffectsInterval": { "Min": 1.0, "Max": 1.5 }, "ExcludeTargetsWithTags": { "gameplay_tags": ["Creatures.Glyphids"] } }, { "export_type": "DotStatusEffectItem", "DamageAmount": { "Min": 3.0, "Max": 3.0 }
Cyrob, do you think I can remove the old health templates now?
The new one is used everywhere, the different 'cases' can be seen on creature main page, individual page and on creature armor page:
https://deeprockgalactic.gamepedia.com/Creatures
https://deeprockgalactic.gamepedia.com/Glyphid_Dreadnought#Health_and_Armor
https://deeprockgalactic.gamepedia.com/Creature_Armor#Health_per_Plate
Yeah should be good to be removed
The creature sandbox and cell aren’t used any anymore either right?
They are not
Hi! I was sent here from general chat with my questions 😅 I'm trying to make proper calculations about mission effectiveness and most of the numbers seem okay. There is one exception though: Base mission objective type XP. I'm looking at this screenshot https://take.ms/reGeN and it appears that Mining Expeditions give different amount of XP for different amount of Morkite required to mine.
But what about other types of missions? There can be 4/6/8 Eggs, 2/3 Mules, 7/10 Aquarqs, 2/3 Dreadnaughts. I mean 4 vs 8 eggs is literally double the amount, shouldn't the amount of base objective XP be also doubled? With Morkite we have 200 = 1700 XP, 400 = 3400 XP, but Eggs go 4 = 1200, 8 = 1200?
Two main things that bother me is that Experience article has "stub" and "may need cleanup" tags. And also if I go to the Point Extraction article there appears to be different numbers for 7/10 Aquarqs https://take.ms/d8AUs. Judging by the numbers it seem that 1750 base XP is rewarded for 10 aquarqs, while base reward for 7 aquarqs is ~1211 XP. But then again Experience article says that both 7 and 10 aquarq objectives should give 1750 base XP.
only mining expedition got different exp values
if you want to suggest it to give different values we have #suggestions , just make sure it wasn't suggested before
but why in this case the base amount of XP is different in the Point Extraction article on wiki?
The Point Extraction numbers are just with the length complexity bonuses applied as that is how they were shown on the mission map
The last row is the base valve
Yes, that's the problem
(why is the base value less than the one with the bonuses applied)
exactly
on the 10 aquarqs section we have +20% for Length, + 20% for complexity, so 1750+40%=2450 XP, which is correct
Unless the values have changed consider the base valve and the ones on the experience page the accurate ones
on the 7 aquarqs section, there is +10% for Length, +20% for complexity, so we have a 30% total bonus. Judging by this numbers, the base amount of XP for 7 aquars should be 1575 / 1,3 = 1211,5
That's assuming the 1575 number is correct, which presumably it is not
well yeah, that's why I'm trying to figure out what is correct. Because if there is one miscalculation on wiki, it could be anywhere else as well
Yeah if they conflict the base valve would be the right one
I didn't review those values though
interesting to note, that on Elimination section, there is no XP for 2 Dreadnaughts at all
As I got all them and did proper checks on them, and I don't think they have changed since
I guess whoever was adding that section did not find the number
but you say that it's the same for 2 and 3
For the base values section you should leave the length/complexity/objective boxes empty
as is it kind of implies there's a missing row
The base values are the same for all mission numbers except Mining
right, so why is the base values labelled as length/complexity 3?
The base values are the same for all mission numbers except Mining
@shell frigate okay then, i'll make my calculations basing on this fact, thanks 👍
The whole doing payout by objective number does not work as the payout is mainly multiplied by haz at the same time as it is length & complexity
You should be able to check the numbers if you have a screenshot of the end mission screen
end of the mission screen is the most messy thing I've seen, I can't get any reliable info from there
E.g. 5040 / 2.88 = 1750
Seems good
E.g. 5040 / 2.88 = 1750
@shell frigate Hmm, why do you divide by 2,88, shouldn't it be 1,88?
Hazard bonus is +188% it has a base 100%
Had 4 people just this week in this channel get confused about that, so it's something we plan to explain on the wiki somewhere
@shell frigate @austere fossil ah indeed, makes perfect sense now, I'll be doing some extra calculations based on the ending screen then, many thanks!
Oh, and one more thing, am I right to assume that numbers of objectives is always tied to a fixed Length+Complexity? I think that's what @shell frigate mentioned a bit earlier: there is real point of using base values, so generally speaking 2 dreadnaughts will always have Length/Complexity 2 and 3 dreadnaughts will always have Length/Complexity 3. And same with aquarqs? Collect 7 pieces will always have Length 2/Complexity 3, while 10 pieces will always have Length 3/Complexity 3.
there is no real point*
Yes they are always fixed to those
superb, things are much clearer now, thanks again!
is aggressive venting mod 10% or 1000% fear ?
as with most things in this game, it's more complicated than that
@floral drift did some testing to suss out the most likely formula for it but I'll try and sum it up
Enemies have a courage value
I mean, I just wanted the raw value, but sure
so that's 1000%
I wouldn't call them %s
it is in game, fear is %, sticky grenade has a 250% value in it
it's just that the formula looks something like (1.0 - Courage) * Fear Factor
And while Field Medic and SYIH have a fear factor of 10, they still fear things with >1 courage
These are the enemies with non-zero courage
Acid Spitter 0.3
Web Spitter 0.3
Grunt 0.5
Slasher 0.5
Guard 0.5
Warden 0.5
Huuli Hoarder 0.5
Dreadnought 1.0
Bulk Detonator 1.0
Oppressor 100
Menace 0.7```
yeah, for some reason the oppressor has 100 courage despite 100 and 1 being effectively identical
also , guard page
I have added a bunch of the "unique Mods / overclocks" to a list for me to try finding more info about them, not sure about weapon base stats though
Yeah turns out 9 pages used template we deleted, did not catch it as they were not using the main one they were meant to
Huh the missing template is still there on the slasher page
got 15 things to try to check and that is because I excluded BC from the list, should be fun, I will report on them with methods and discoveries
The health tables should be fixed now
It seems that https://deeprockgalactic.gamepedia.com/Accessory_Shop#Headwear is missing the hats from https://discordapp.com/channels/257785731072786435/565850434376302613/737944119506108416
Is new headwear added frequently?
This one
@acoustic scarab
Some cosmetics are also planned to be added in next update
I'm making a spreadsheet for tracking unlocks, is there a way to see the names of the prestige assignment helmets?
I'd love a link to it
I sent you one...
Thanks!
Which Enemies are resistant, but not immune to electrocution ?
I don’t think there is such a case, some a resistant to electricity or immune to electrocution, but resistant to electrocution I don’t think so.
if you want you can add sounds and Weapon unique effects research for me, trying to learn more about m1000 electric shots OC and shotgun jump
I know that the electrocution for the M1k is purposely longer than normal, its duration is 4s while the baseline electrocution is 3s.
This was confirmed by MikeGSG.
any suggestions for how to present the sound effects ? starting with enemy ones, will start by sorting the more interesting ones
For the enemies we could directly add them to the infobox as there should be 1 to 3 sounds per creatures so it shouldn’t be a problem.
If there is more than that, we can use a dedicated section.
even with some sounds having 3+ variations ?
which category should I put the audio on ?
Up till now they have had their own custom category e.g Mission Control Audio
Could have them all under Enemy Audio for now
guessing you can't bulk add a category to multiple articles ?
Nope
zzz
Well we as the admins may be able to make the find and replace do it, the time to set that up would probably be the same as manually doing it
guessing you can't bulk add a category to multiple articles ?
@glacial topaz Bots. That's what bots are for
Or at least if it's easy to recognise what pages to add it to
Those have some time to set up, and manually doing it takes <5 mins
some sounds have a version for playing at a distance, I uploaded some of it, but not sure how useful it will be
hmmmm, how is this ? would like if the "dots" weren't so close to the icon
Short and sweet
mind that it might be bigger than 100%, but since everything is either immune or neutral to it...
how is this
I'd use "pushed" instead of "propelled" to help convey that it preserves momentum
so "...get pushed in the..." instead of "...get propelled to the..."
in the first sentence
The last one is a bit weird as well, regardless of push/propel
new version
could change bullet's to pellets' since it's a shotgun
anything other than that ?
you've got the Player in the first line and The Player in the last
("The" being capitalized in the last line)
I think that's it though
Looks good to me.
If you want to get a better control for the alignment, we could make a small template to create an invisible table around the OC icon and text (once you know how you want to display it).
sounds good to add it later, gonna focus on getting the base info for now, working on LS bullet hell and brt electro shots
also, accepting suggestions of which other sounds I should upload
interesting, seems bullet hell will make bullets search in a 9 meters radius for a target, loot bugs don't count
bit hard to check the distance when everything moves... and spitball keeps hitting you
suggestions ?
get another player to shoot the spitballer's projectiles?
Make the spitballer blind so he doesn’t shot you?
having more non moving target options would help too
thoughts ?
Found an interesting thing, unsure if should be noted on wiki:
https://cdn.discordapp.com/attachments/704785395321143457/738055791935750204/unknown.png
https://cdn.discordapp.com/attachments/728981087065342004/738056184468078602/unknown.png
Yeah, they are certain objects that randomize the pickaxe parts.
Spawned a few the other day and thought it was cool.
It looks like shellback ignore even absolute fear
One passed through SYIH field not caring at all
Unfolded
tf is that
where does it say absolute fear, also the fear mechanics aren't 100% known
I'll just confirm something for you.
Well, jumped straight into conclusions
But amongst all creatures I can only remember shellback passing through gunner shield. Maybe nayaka is also like that
Think grabbers can too
That was fixed afaik
Shellbacks and Trawlers have a different movement type than most enemies and therefore shields and fear do not work for them.
Ah yeah definitely did happen a lot before
I asked one of the developers about Shellbacks and Trawlers and they can't fix them going through the shield atm due to different movement type.
Only one they could fix was the Grabber.
what if they make them stop rolling ?
if they are near the shield, they open up , and curl up again to roll away
@bold plover doesn't unfolded shellback move normally?
so they can't turn ? or is there another flaw on what I suggested
How would I know?
by remembering if you have ever seen a shellback roll to a direction that is not the same as the one it had when it stopped rolling
A developer said that they use different movements and don't work well with the shield and they can't do much about it atm so I'll assume that they have thought of that.
what are you guys working on
No wiki stuff today, got Discord assets to make for an event (for another Discord)
not right now, as in, this week
Tried to get copies of DRG private alpha from Soren, not really sure if it was successful
Write a proper documentation for the health template, then slowly gather all the data for creature attacks.
Sometime this week I'll work more on Weapon gallery JS
If you can provide the getalls for whatever needs to be documented I can do it.
I just don't know the respective objects parameters.
we kinda already have the numbers, just not 100% sure on what triggers each type of speed
turret arc seems to have a lot of variables on it, bit hard to understand it
I think I am done with the health template and removing the old one/unused pages related to it.
If you notice anything not working related to that let me know.
The only think I could add at this point is an optional title for the table so we can use it on some pages to display something else than enemy health and tell directly with the title what it is.
number of shots you need to activate it seems to not be constant, as well as the time it stays active, however it seerms like it uses the same effect as elector crystals from crystalline Caverns
I think it is a fix chance to activate it each time you shot it.
couldn't find any variable for that, maybe it is related to stubby and not the turrets ?
You can try a ListProps on that class if you didn’t try it already:
SCE_SMG_EMPDischarge_C
isn't that one for the aoe attack ? I am checking the gemini ones
Ah my bad you are checking the link between the 2 turrets?
I got pretty much nothing in the files for that one.
The only thing I see that could be a class is ElectricalSMGUpgrade
so far I got something like
Min-Max unlit time = 0.2
Min-Max Lit time = 0.1
as well as the part it seems to use the same effect as the electrocrystalls from the biome
and it seems to work as a vertical arc as well, but I have to check some more
OC_SMG_Turret-Beam_U
Bonus_PlasmaBeam_SMG
I found theses 2 as well, nothing else in the files I can access.
searched dor stuff related to ElectroBeam , seeing if "SMG" got anything going for it
We got some concept art for new biome features https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/2729696656286126133
hmmm
@glacial topaz i don't know this for a fact, but from when i tested Turret Arc OC a few months ago, this is how i think it works: if the bullet fired from Stubby SMG would have electrocuted an enemy (positive Electrocute proc), it instead electrocutes the turret for 3 seconds (normal electrocute DoT duration). during those three seconds, it has a small (1.5m?) radius that electrocutes both nearby dwarves and enemies like shocking crystals in Crystalline Caverns. If another turret within 10m gets electrocuted in a similar fashion before turret A's DoT wears off, both electrocute DoTs get paused, and a lightning beam arcs between the two turrets for 10-12 seconds. once that lightning beam expires, the turrets must finish their current Electrocute DoTs before another beam can be proc'd. effectively, you can't proc a beam between A and B, then B and A using the same DoT on B.
take this all with a grain of salt, since it's just testing and observation, but that's my best guess about Turret Arc. it's tied to the SMG Electrocute chance for activation.
based on that, it should be tested with a 0% chance stubby and a 100% chance one
yeah, that would be a good "litmus test" if my hypothesis is on the right track. 0% chance SMG proc rate would quickly confirm or invalidate
did you test if ricochet can proc twice ? so bullet hell, you hit the ground , the bullet hit an enemy and the same bullet goes to another enemy
i don't have good data on that. i did a couple missions trying to test that, but at the time i didn't have access to things like invincibility or slowing time to carefully observe the bullet paths. as such, i wasn't able to observe a double ricochet if it happened.
guessing that changing the chance to 90-100% would help , or just try firing 1 bullet on the ground near 2 enemies
IIrc, Ely tested that and had gooten a 50% chance on each hit to bounce...
The bullet hell thing
well, yes, that part is clear, not the thing though
yeah, 50% chance to ricochet at all. not clear if it can ricochet more than once is the question
the point for 100% chance is that it would keep doing it
the only thing I know is the chance and the range the bullet can search for a new target
I have the object for the beam, will have to grab it when I am back on my computer though.
eh ??
i think he's talking about the lightning beam between two turrets with Turret Arc OC
Yes
and what will you do with it
Give it to you guys.
and what are we gonna do with it
It seemed like Ely had some idea for it.
Some ideas about what?
The object for the turret arc beams.
Not sure if that is helpful at all though.
Have it for the coil too.
As well as discharge but that one is obvious.
It could be to check its properties, but it won’t help to check how to proc it.
Better than nothing, lol.
well, might as well check if there is any differences betweem it and electrocrystals, it seems to be the same , but let's confirm and we can use both info
BP_EletrocutedSentry_C BP_Sentry_PlasmaBeam_C BP_TurretEMPDischarge_C
Yes, it is "eletro" cuted.
Not sure if those are the type of objects that are useful, but that is what I have and should give the idea.
pretty sure I already got the variables for those, and don't think last one is related
It is for EMD, which is what I said I'd also provide.
There's also a ton of different turret objects.
Redeployable, placeable, stationary, placemarker, movemarker
if I want to check the time bettwen bullets in a brt burst think that recording it being used and checking how often the hp bar goes down would work ?
If you have something to record at a high fps and do a couple test to get an average that could work.
could go by ammo counter instead of watching a healthbar
The ammo display is pretty accurate so that should work indeed.
nice, well, I will do it later, unless someone wants to do it and sent it to me to check, taking a break to play other games
did a quick check with a 30 fps one I had, seems to be 2-3 frames between each shot, wonder which frame speed I should use for it
oh, the BRT?
it's 20 RoF between bullets
0.05 sec
so, 80 fps would be 4 frames between bullets
how is it possible that it took up to 3 frames though ? 1 frame is 0.033... seconds for 30 fps, I can try highest fps possible to be more accurate
how can it be refreshed if it only procs once in a bug ? (Neurotoxin)
that's the thing about framerate, though: at slower FPS, things that change faster than the framerate refreshes get omitted because they aren't "drawn" fast enough
also, are you watching the ammo counter on the BRT gun itself, or the ammo counter in the bottom-right?
the ammo counter on the gun model itself is the most accurate -- bot-right counter is always a frame behind
set to 100 fps now, just have to remember to change it in game too, does it support 100 fps ?
I believe that means that neurotoxin doesn't stack damage wise or slow wise.
Just duration.
I did a few test at 100 fps, it worked fine.
that makes things easier, what did you learn
So what is wrong with that statement then?
Not on that, I mean on something else, I tested heat and dots using 100 fps before, I didn’t do the test today.
to refresh you have to do it again, but it says you can only proc once
Should be stack or something then. "The timer can be refreshed but the effects do not stack with multiple procs."
Since you can increase the timer by inflicting it again.
that page needs to be worked on it seems , might want to add that one
Ok.
a lot of information is missing
What page is that?
Bulldog, AC, grenade?
Ah, thanks.
I think just removing that parenthesis bit would work.
Eh, I'll just add a new line with some info.
Has anyone tested to see if damage reduction from AC or VD work for suffocation?
I know the drop pod zone reduces it.
* Suffocating dwarves will take constant damage, ignoring [[Health|shields]].
Is this right?
Pretty sure it goes directly to health damage.
Wait, display
Never mind, lol.
think the page should get a complete rework ? not sure where it fits to add the missing info and check if they are up to date
Suffocation does ignore shiels.
Yeah, I just forgot that the separator allows the link with a different name. Thought it was saying both health and shields were ignored.
so... about that, is there any recording of the streams and the time stamp for one to check
No idea about that.
leave it like that and fix the "22" to "32" or remove ?
yes, the next one, for the 2 new mission types
I thought it wasn't a good idea to add those pages, but better not forget about them
already in that part
Ah.
https://deeprockgalactic.gamepedia.com/Achievements
"Like a well oiled machine" achievement doesn't list the requirement that there are no downed dwarves. It does in Steam, and I just tested it. We had 0 resupplies, but someone was downed, and I didn't get the achievement.
in Steam "Successfully complete a Hazard Level 4 mission from start to finish where no dwarf goes down and without ordering a resupply."
I didn't do a review on that, feel free to add that one for the future todo list
I can check over them real quick.
nice
Alright, updated some of them, will add more links in the text either later or tomorrow.
for spitball page "Its only attack is to fire acidic mortar globs" does mortar even fits ? on another note I guess a screenshot of it would be neat... might try my hand on some projectile screenshots after I am done with this weeks stuff, what you guys think
Mortar is the name the devs use in the files, might also be the name of the attack in the MM. Needs to be checked.
"Acid Mortar" is indeed the name of the attack in the MM.
Acid doesn’t really makes sense since they do kinetic + explosive damage unless it has changed since the last time I tested them.
Hmm. So more like a field gun than a mortar actually.
not even a howitzer. direct fire. explosive and kinetic
I think they put acid in the name because the animation is made to resemble a semi liquid blob...
I think the name should be related to how it looks and not the in scripts name, is there anything in game ? only remember laser Pointer saying "spitballer projectile" iirc
-test how many times the same bullet can ricochet
-try to check if turret arc OC activation is related to electrocution chance on stubby
-make a list of which creature sounds would be nice to have for each one of them, havent uploaded all yet
all things I will do later, but
I could compile list of creature sounds
That we need
Are the ones you uploaded on their respective creature pages?
Oh that's something i could do
Fill out creature page info
*creature pages
better to just give you a list, they are nowhere because we are figuring out how we want to show them
-grabber scream
-opressor idle
-menace unborrow
-breeder laying egg / idle
-trawler scream
-warden buff loop
-Bulk idle
-ghost ambience
-exploders (scream and wind up)
-loot bug (hurt)
alright
I can make a full list of sounds we could add
also
should there be links on achievements page or no?
(Unlocking two rocket-related Bosco upgrades seems to also count) is this still a thing
can anyone check which levels you need to unlock the pickaxe mods ?
you mean the assignments?
nay
oh right
wiki is missing them, and I know you can't buy them right after you start
im 90% its 4 and 8
i could make a backup of my save and reset to check later if you want
no rush, also, why not use experimental version, there is nothing on patch notes saying it got changed
oh yeah i forgot that existed
im compiling a list of things that need to happen for creatures
yeah it was 4 and 8 for pickaxe mods
lol, you even lost your dirt digger role, gg
worth

noooo
the formatting gets all messed up
when i paste my document here
:(
Glyphid Spawn
| Tips, gallery, trivia
Glyphid Swarmer
| Combat, variants, tips, gallery
Glyphid Grunt
| Variants, gallery, trivia
Glyphid Grunt Slasher
| Variants, tips, gallery, trivia
Glyphid Grunt Guard
| Combat, variants, tips, gallery, trivia
Glyphid Praetorian
| Ebonite mutation variant, gallery, trivia
Glyphid Warden
| Gallery, trivia
Glyphid Oppressor
| Attacks, gallery
Glyphid Dreadnought
| Attacks, gallery, trivia
Glyphid Exploder
| Combat, attacks, variants, tips, gallery, trivia
Glyphid Bulk Detonator
| Combat, attacks, gallery, trivia
Crassus Det
| Gallery
Glyphid Web Spitter
| Attacks, gallery, trivia
Glyphid Acid Spitter
| Attacks, tips, gallery, trivia
Glyphid Menace
| Attacks, gallery, trivia
Carnivorous Larva
| Attacks, tips, gallery, trivia
Nayaka Trawler
| Attacks, gallery, trivia
Q'ronar Youngling
| Attacks, gallery
Q'ronar Shellback
| Attacks, gallery, trivia
Bet-c
| Attacks, tips, gallery, trivia
tyrant weed
| Complete
Mactera Spawn
| Attacks, gallery, trivia
Mactera Grabber
| Attacks, gallery, trivia
Mactera Goo Bomber
| Attacks, variants, gallery, trivia
Naedocyte Shocker
| Attacks, gallery, trivia
Naedocyte Hatchling
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YES
it worked
that's everything that needs to happen for dif creature pages
thought it would be the sounds needed
yeah im gonna do sounds list soon
1- doesn't explain what "higher AoE" is refering to
2- it uses "the Spawn" when talking about Swarmers, no need for "the" and using just the plural should be better
3-"more" not "most"
will try to do a rewrite of it
re #2: You mean on the Glyphid Spawn page? https://deeprockgalactic.gamepedia.com/Glyphid_Spawn
Spawn are the green ones that come from a Brood Nexus, Swarmers are the ones that can spawn normally and from the purple tunnels.
"with higher AoE radius" still feels weird to me
I think it's the missing "a" between "with" and "higher"
so "with a higher AoE radius"
should I mention the part of coming in groups instead of just low hp ?
not sure how to word that part
also I don't think Weapons needs to be capitalized
also
effective against taking down swarmers is weird
"Due to their low HP and tendency to spawn in groups, weapons with..."
you would say "effective at taking down swarmers" or "effective against swarmers"
Triggerhappy got the right idea
but i would go one step further in clarifying it
since this formulation implies that the weapons have low HP and spawn in groups
Due to the Swarmer's low HP and tendency to spawn in groups, weapons with a large AoE radius are very effective at dealing with them.
version 2
Should make "Weapon" in the second sentence lowercase as well to match "weapons" in the first
and if we're making those lowercase, Ammo probably should be as well
same for Ammo
yep
also i would not recommend regular pickaxe attacks as a way to eradicate swarmers
it's not a good habit to learn on low haz levels
(speaking from experience here)
what do you recommend
I would note that small numbers can be killed with the regular melee attack, but that on higher haz levels and in larger quantities, it's not a good idea to use normal melee
the bit about power attack is spot on though
they die to 1 swing, don't they ?
Yes, though they tend to surround you, which is made easy by the slowdown attacking with your pick causes
and not to mention being able to bite through thin walls, floors and platforms
if there's 1 or 2 stuck under an engi platform on haz4 that dwarf's HP is going down fast
btw supposedly thorns perk has a cooldown, anyone got the details on that?
I kind of get away with pickaxing swarmers on haz4 since I also have Thorns and jump around a bunch
iirc it is like 0.6s
global
i see. and it's 1 target per application? no area dmg on thorns?
correct
glad i swapped it out for deep pockets then
it's good don't get me wrong
The cd is meant to make it so 2 swarmers/jellies attacking at once don't both die to it
yeah, that would be too good tbh
So you gotta let Thorns kill one and swing your pick at the other
version 3
yes
good work
you can copy this to the spawn's page as well
since they are functionally mostly identical
now for the jellies... i'm undecided on the effectiveness of AoE weapons against them since they tend to be spaced apart more and move around in a 3D space (vs. ground based small glyphids)
lol, I pressed send edit by mistake, at least it is correct
IME usually the regular pickaxe is pretty OK against jellies
maybe run some tests on trying the power attack and different aoe weapons on jellies ?
autocannon (at least how i've tried to use it) is not great for me against jellies, minigun fire AoE OC however is amazing
BC it really depends on if you can get a good shot in and how it's modded
pickaxe power strike almost always works great vs jellies for me,
i think in general if we're talking AoE weapons then hitscan and area saturation are a must
this brings me to a question i've been pondering. what do we know about the LMG turret's targeting priorities?
bosco is absolutely amazing at clearing hordes of swarmers/jellies/etc
very quick target acquisition
I didnt check that yet, I think I saw plenty of variables for that
one strafing run he can kill a dozen enemies. the LMG takes way longer to find new targets.
I didnt check that yet, I think I saw plenty of variables for that
@glacial topaz iiiiinteresting
that would be very useful information I think, in a general gameplay knowledge sense
had a crash, as soon as it loads I can see what they are
computer itself
and Thanks 
stuff like "OnNewTargetRequested, PrioritizedTarget, LastTarget , DissallowedTargetTags, AquisitionRange"
I think the turret just takes time to switch between idle sweep and firing
It'll kill several jellies in a single burst
but takes a second or so before it starts firing once they get in range/view
I would have left the regular pickaxe attack as a way to deal with the swarmers/spawn, it is better than the power attack unless you took bonus range on it.
If they aren't all going to reach you at the same time, yeah, you can melee them all, but if you get several from multiple directions I'd advise against regular pickaxe swings
^ that
perhaps we could add some notes on how to deal with groups spawned from the wall holes
Well in that case the slow from melee could kill you, but that is just common sense to me.
i notice that a lot of people dont even realize they spawn when you walk past those
what happens if you C4 the glyphid nests in the walls (the purple holes), does it remove the swarmer spawn trigger?
and what's the activation radius? seems to be about 1.5m?
based on what I heard from wind tunnels I guess they will just keep spawning on thin air ?
I think it moves it away a bit unless you completly destroy the nest.
Could add a note to the Swarmer page about the tunnels
Do the tunnels have their own page?
I remember we were wandering how they worked, for spawned quantity
where the purple bit would be the wall
I think as long as any part of the purple material is left, it can still spawn swarmer, still need to be confirmed though.
Afaik there is no way to prevent the nest from deploying swarmers.
so even if you destory everythink in a 15 meters radius they will just spawn in thin air ?
Yes.
fun
I'll go test it.
Let me know if you need something for that test.
Yep, they still spawn.
Waypoint is the old nest location.
I started 8m away from the nest and then walked to the waypointed old location after blowing it up.
^
if anyone wants stuff to test, I have to know if ricochets can do it twice, only thing missing to add them to the wiki
I don't think any can.
easiest to check would be bullet hell, but still only a 25% chance of happening
well, I can just make the text and leave out the part saying it can or can't proc twice, if that is fine with you guys
It is fairly hard to test since the bullets have pretty good aim.
But from what I just tested it only does it once.
I mean, it says it can ricochet on walls and enemies, so I thought something like: Wall -> enemy -> enemy
weak pls buff
outside hulli hoarders, know about any other passive creature it will try to target ? I know it ignores loot bugs
Magic bullets does not ricochet twice either.
also now wonder if their target list is the same, probably, and if the priority is completely random, or if it targets the closest / weakest one
Closest, then if two are close to each other it is random.
Hoarders are not considered critters.
But the 4 that are do not get targeted.
so I can just use critters as a word or is there a better one for that
Hoarder are in the critter folder though FSD\Content\Critters\LootBug\Hoarder
Ah, for the spawn group, they count as a rare encounter
Same with fleas being considered enemy.
so it targets fleas I am guessing ?
I can try real quick.
maybe miner's manual should help find the right word
Does not work on fleas.
So there is a crap ton of inconsistencies, as expected.
Well, the list that has the 4 is literally called "Spawn Critters" and the pool they are defined in is "Critter Pool".
Omen modules ? kursite enemies ? ebonite ? cacti ?
ricochet
I mean, just curious, no rush
should be fine to use "Hostile Creatures and Hulli" for now
Yeah.
The weird thing though is that the passive creatures are considered enemies.
ENE_LootBug_Gold_C
Maybe that is the base they came from.
early versions didn't use anything beyond ENE ?
CritterDescriptor CD_Harvester
Maybe it stands for that.
EnemyMinersManualData EMMD_Harvester
ENE_Harvester_C
OK, so all of the critter base are ENE but they all have CritterDescriptor.
RareCritterDescriptor CD_SpiderHoarder.CD_SpiderHoarder
Then there is EnemyDescriptor for everything else.
tf was that edit to remove a period https://deeprockgalactic.gamepedia.com/index.php?title=Karl&curid=878&diff=18297&oldid=16417
I think someone tried to use backspace to go back a page