#wiki-related-chatroom
1 messages · Page 43 of 1
considering my 3 tasks would work best as a team on the stage they are, I won't feel bad for helping with a 4th one
I'm fine to also help out on cropping those (since I did half the original weapon skins, the old ones)
But would want to finish the actual thing that will display them first
Boy the BG could have been more uniform xD
if anything Ely could add on the pins or something
yeah lol
ansel doesn't work on that ?
When I did my set I could use game filters to do it but NVIDIA likes disabling that feature, had to work hard to get it to work for me at the time
Might not even be possible now
i can't even get greenscreen to work for me
if only we could make the cropping much easier
Well cropping is easier with the weapons all being in the same rotation, I could not get that
You only need to do each weapon mesh once
All skins then can be done with the same shape in seconds
there is an easy way to explain, willsee if cyrob will do it
The pixels you need to remove will be the same for each skin variant of a particular weapon framework combo, so once you have done one you can copy paste the edit on all the others
Any image editor
Well once you have deleted the background you can use the magic wand tool to select the transparent pixels and just paste that on all the other skin variants
Not sure if MS paint has that but the free Paint.Net has it
i have done a bunch of those for the CRSPR but it's a ton of work
if anything Ely could add on the pins or something
@glacial topaz
If you mean for the weapon cropping it is already on the pins, for now there is only rotter on it, not sure how much he has done on it.
If that one is a priority, I can switch to it, but I’m doing too much things at once, so I’m not making much progress overall (still saving everything in a file, so nothing is lost, I still have the partial data).
Offtopic, I took a better look at the background for the icons, looks like the background shape will need to be created manually, the best I can do is provide some in game screenshot to show the basic shape for each of them.
I would say it's not a priority since I've still yet even to build the JS to display them
Which icon shapes are needed?
It is related to that message:
https://discordapp.com/channels/257785731072786435/453469452097421315/743174741350940692
We got the icons shape, color and background color, but the shape seems to be defined directly in the code.
e.g. for the stagger the background it is an hexagon while for the dash it is a square.
Hexagon is probably BasicShape_Hexagon01, and the square is likely GreyBox01, or the ButtonMK2_* textures. The square textures are only 32x32px though, so not very useful for the wiki.
hmmm, if I can get the border / proportions of those shapes + the icons themselves it should be easy to create it on an image editing program
if the symbol aligns on the center there shouldn't be a need for any new lines, not sure of the best way to make it center
well, i wanted to have that line to seperate the title from the icon. i can center the icon as well
you just have to use a div tag
yeppers
<div style="display: flex; justify-content: center;">
</div>
that works :)
that looks loads better
the icon line is super long now though
lmao
| style="padding:10px" | Lighter Tanks <div style="margin-top: 10px; margin-left: -10px; width: calc(100% + 21px); height: 1px; background-color: #53a448;"></div> <div style="display: flex; justify-content: center;"> {{Icon overclock full |Clean|Ammo|}} </div>```
that's the line for the first one lol
can't we have it on the template ?? like {{Icon overclock full |Clean|Ammo|Center}}
how it looks without line, want to hear from others too
tried that
the {{Icon overclock full |Clean|Ammo|Center}} bit
nvm
apparently i had to capitalize the c in center
i can give all the templates that formatting tomorrow
Perhaps https://deeprockgalactic.gamepedia.com/Missions should mention how much of the xp/minerals/credits are awarded in a failed mission
How much is it anyway?
25%
Upon digging an Egg free from a nest, a roar will sound and a group of angry bugs will spawn.
It's "might", not "will" though, isn't it?
Ah, gotcha
alright the new format for the overclock table is live on crspr
@glacial topaz do you have the enemy movement speed values in a spreadsheet somewhere?
I do, but we aren't 100% sure on how the values are used, since it has 2 values (iirc)
may i see the spreadsheet? i have a hypothesis of how Fear works
thanks
it looks like the one i need is labeled "Max Speed", thanks Omega!
once i get it coded up in my program, i'll edit Status Effect page with my working theory of how Fear works
doesn't it need its own page
🤷♂️ your call. as a status effect it makes sense to group it with the others. i don't know if there will be enough info to make it its own page (e.g., it would be a stub)
I imagined we would make a list of enemies courage and weapons fear
that sounds reasonable. if you make the Fear page, i can fill out its content soon
do you know how to make a page ? you should do it since you have the base, I can add the tables / lists later, but want to hear from others on page vs only including on status page
i do not know how to make a new page in the wiki, sorry. i've only ever edited what others have written already
If you try to go to a page that does not exsist it gives you the option to make it
it means there is a typo on the original text
wait, how?
it is "Flechettes" not "Fletchettes"
"The Latin adverb sic ("thus", "just as"; in full: sic erat scriptum, "thus was it written")"
ahhh ok
that screenshot
it's pretty much what i envisaged
and how to potentially get the elements to align by using 2 rows
wp
"[sic]" could mean there's a typo but not necessarily. could be grammar or stylistic
it can also be used if the word is very old or used in a nonstandard way
The Latin adverb sic ("thus", "just as"; in full: sic erat scriptum, "thus was it written")[1] inserted after a quoted word or passage indicates that the quoted matter has been transcribed or translated exactly as found in the source text, complete with any erroneous, archaic, or otherwise nonstandard spelling or punctuation. It also applies to any surprising assertion, faulty reasoning, or other matter that might be likely interpreted as an error of transcription.
anyhow in DRG it's generally typos or small mistakes, for example "...where we Honor the fallen" (when entering the promotion chamber)
I don't think Honor should be capitalized but there it is
yeah that makes sense now :)
aw man, the person that did the nice status icon for neuro didn't edited the wiki for 4 months
Jakapoa
just hoping I am doing something wrong when trying to get the status icons
@glacial topaz here's my first draft: https://deeprockgalactic.gamepedia.com/Fear
it could probably use some stylizing and maybe some rewording? but that's my working theory about how Fear works...
will check more soon, wonder if it is best to use 0.5 or 50% for courage
0.5 works better in the formula
formula could change tho
update: goal distance from TSK_FleeFrom_C.distance is 1000, or 10m. updated page accordingly
some witchcraft happened and now I got icons to work with, will think some more on the BG so all icons can have nice colors, didn't try finding the assets, would be too odd for me if the game didn't have those
For the OC display feel free to make other changes, let me know once it is final, I will try to make a template out of it.
This one was the example I think:
https://deeprockgalactic.gamepedia.com/CRSPR_Flamethrower#Overclocks
The line between the name and the icon makes me want to get rid of it, but I'm aware of just how much trouble that would be
Also, congrats on being the employee of the month
The easiest solution, I think, is to make it a single cell and nest another, borderless table within it that only has the name and the icon
It was a single cell before, I think the line was added by turtle.
So it must be his new look proposition.
I know it was, and also both text and image alignments were all over the place. That's fixed now, thankfully
I remade the OC template to allow a left align when used inside a paragraph and centered alignment when used inside a table.
The new appearance inside the OC table was made by turtle.
Another solution would be to remove class="wikitable" because that allows setting individual borders' thickness, but I have no idea how much of the current table layout it will break
The wider border are used as a separation for the different types of overclock.
This is something that is used commonly on this wiki.
It is used in the mod tables, perks and milestones tables too.
Hmm
If you come up with a better solution than that to separate subcategories within a table we could try it, nothing is set in stone.
Woah, haven't seen this kind of magic yet
I used that kind of thing on some of the template, it can be pretty useful depending on what you need to do.
You can also use the wiki {{#expr: }} to do the calculations.
height: {{#expr: {{{radius}}}*{{{scale|30}}}+3}}px;
I prefer it that way too, maybe with bold names, but I will wait for everyone to agree on the apearance of the page before trying to make a template for it.
Sure.
It turned out to be an easy change, too. All I did was replace <div style="margin-top: 10px; margin-left: -10px; width: calc(100% + 21px); height: 1px; background-color: #53a448;"></div> with <br>.
Which, honestly, felt to me like pushing a Ying dynasty vase out a window
I have a question though, do you think we should use the same template for both mods and OC or make separate templates?
I'd go for separate. They follow different unlock structures and so need different info to be displayed
Most of the table content is the same (icon/name, effect, description, price), so my point would be that using the same template would allow them to be perfectly aligned.
I quite like how the mod table shows class rank required to access the mod
It's easy to read, it's unobtrusive
I wouldn’t remove it, more like trying to fit it in the table while keeping the alignment for both table.
Not sure if it is a good idea, that’s why I am asking here for people to think about it.
Ok I'm gonna leave this here so people can take a clear look if they want to have an opinion on this
tbf I don't think that making such a big / long change should happen without checking if others like it too, at least that I can remember
I'm not going to commit any changes yet.
the one that happened, the lines
I just saw it, I was thinking it was only on the crspr pagse as an example, but it was on all of them it seems.
are all icons an hexagon ? just had to look for "hexagon" xD got "BasicShape_Hexagon01"
I think most status and temperature shock are, if not all of them.
I think I was only able to export statuses from players (missing temperature check icon for example, but I got it from the "upgrades" section?), can you confirm that is the file used for BG ? will see how I can align them later and show here
I have been doing more on the SkinVeiwer JS (and made a cleaner mock-up) Turns out there should be a way to make it without JS if needed but it's not optimal
Would cause user to load all images at once and not look to good so still working on JS for now
what is the "X" for, isn't there always the base version ?
It's extra, there is nothing for it to be used for
For frameworks it's a reserved space for dragon
For Paint jobs it's to make them a non-prime number so they be neat
weird, the stun icon is out of bounds ? not sure if I got the right one, but when looking at the example ely posted it has some parts outside the boundaries
The one I posted is from shooting a lootbug with the bulldog.
like, the only thing I got was from looking for "staggered" and "stun" and both are related to upgrades, not statuses
PAF_staggered is the name of the stun status in the files.
"there is no visual objects loaded now"
so should be why I was so unlucky exporting those
;0
there's no pages for complexity and length i think
I think it might be a good idea to remove search and extract from this
I think that's a good idea. As long as there's a way to get to the "removed content" (category/list/etc) 🙂
@weary sonnet can you add adding gloomstalker and picaxe part assignment gallery images and details to assignment page?
Hi guys, I found this in bug channel, is this correct?
what is wrong ?
I think he says the temperatures are wrong
what was used for that claim ? observation ?
it is possible to recheck the values, but curious
Just that -300C is impossible in our physics
I / we mentioned that before, but that is a style choice
I suggested getting rid of C, but Ely mentioned people are bad at understand it or something
It's not like other parts of the game violate physics
Not a wiki issue
The wiki is supposed to reflect in-game data, current numbers agree with the game data 😛
yep
my argument is the rest of the game is absolutely riddled with impossible things, so who cares about this
heh
i guess gsg devs dont want to be tied into the restrictions that earth physics and science stuff would place on the game
I don’t think that temperature values are in terms of Celsius in the first place. Enemies start at 0, which means that water would freeze on them. I propose that we adopt a different unit for temperature measurement.
as I mentioned, C was only used for people to understand
Cave room temperature 😛
Time to pull a murica and create our own freedom unit.
should this have more columns with the fear chance for different fear values ?
- should it be ordered based on courage
Fear change would be nice to add
Also may actually get the JS done soon, may want to thing about the naming schemefor the images
one thing, should 200% chance be displayed as 200% or 100% ?
considering chances above 100% don't really exist
Either could cause confusion, but 200% should cause less
Tested out most the JS on the Wiki and it looks to be working
Needs completing and a tidy up
But after that once the images are ready it should be good to go
i'll work on updating the table in Fear, sorting it primarily by Courage values, secondarily by alphebetical. also add columns for common Fear Factor values. i started it, i'll keep working on it
I will keep reviewing it and all
It's Working!
The Wiki Hates spaces and added in some underscores but that's not too bad
The image is just a textbox for now since the images are not yet done
Can be found under: https://deeprockgalactic.gamepedia.com/index.php?title=Template:Weapon_Skin_Viewer Though the JS is my user custom JS so will not work for anyone else currently, also open to the icons being reordered
alright, Courage vs Fear Factor probabilities added to table, and sorted by courage values.
you probably should add something like "chance to get fear" or something to explain what the columns mean, you see ?
i added that in the sentence directly above the table
"what the probability that the Fear Status Effect would be applied depending on the Fear Factor value applied to that enemy"
also it probably is easier to read if we use "13%" and not 0.13, at least it is how it is presented in game, might be different in the code, but
if we change Fear Factor from decimals to percentages, the formula P = F * (1 - C) is a bit harder to wrap your head around, since it's using a % for F and a decimal for C
i was intentional to make them both decimals to prevent needing that mental jump
additionally, saying Fear Factor is "13%" leads users' intuition to think that it would apply fear 13% of the time
which is demonstrably false
personally, i value clarity of presentation more than trying to match what's listed in game
(also in code it's a decimal, but that's irrelevant to the points i'm making)
not sure about what people get confused about or not outside just guessing
- 13% is actually 13% chance, just that courage changes it, so it wouldn't be that off
i think we should get a third party to weigh in on decimal vs percentage Fear Factor values, i don't think we'll be able to convince each other
FWIW i'm with meatshield on this one.
Yeah, decimals sound like the better solution
How about using word to explain it first, that would match the formula pattern?
Something like thit
P = F * (1 - C)```
Actually renaming FearFactor to Base Fear Chance and Courage to Fear Resistance could just be enough to make it clearer I think.
yup
Am I the only one getting unparsed characters before every perk name?
This is a unicode character for a full circle, I was thinking this one was widely supported.
Firefox 79.0
User Agent Mozilla/5.0 (Windows NT 6.1; Win64; x64; rv:79.0) Gecko/20100101 Firefox/79.0
OS Windows_NT 6.1 7601
This character one is from 2008 it seems, Unicode 5.1
You probably don’t have a font that support that version of unicode on that pc.
Yeah, must be not a browser issue
To make it work we will need to use image instead of a unicode character or to use an older character if there is something similar.
Let me play around with it
Can you see this image well?
On the area damage page:
https://deeprockgalactic.gamepedia.com/Area_Damage
Welp, nevermind 😄
If yes we can use a small div with round angle to replace it.
Ok, that should work then.
Ok, just tried something.
Can you check if you can see the first circle now? For field medic lvl 1.
Yup, a teal full circle.
Ok I managed to make it look very close to the rest so it should be fine to make the switch I think.
I just need to verify the colors.
This new circle has the benefit of actually being a circle and not an ovoid 
The new circle is an empty div with 50% round border on all sides and a colored background.
the wiki editor has a character picker right
does that not give the desired result?
Not with older computer/some special characters.
It's possible to tame a Glyphid Grunt, Glyphid Grunt Slasher, Glyphid Grunt Guard, or Ebonite Glyphid.
Does the ebonite grunt crumble to dust like the rest of them do at the end of the machine event?
They die if the event end and they are in the radius of the explosion, if they are far enough they should be able to stay.
I know they could survive if you go very far, but it was a long time ago, I didn’t retry it recently.
Do we have stats for ebonite creatures anywhere?
I didn’t gathered them for now.
Getting their health and resistances shouldn’t be a problem, but it will be time consuming.
Anyone know if there is a direct relation between this kind of variable and the cold damage done?
{
"export_type": "HeatSourceStatusEffectItem",
"Temperature": -100.0,
"Intensity": "ETemperatureIntensity::Cold2"
},```
like the mactera that take more heat / cold damage compared to others ?
No, this code is used for some attacks/environmental damages instead of the cold damage, mostly for clouds/dots/vents…
no idea
How are we on the weapon image cropping, I though I heard one weapon was done but I may be misremembering
i did a few skins for the crspr but it's a ton of work to get it to acceptable quality
*sets of skins
Fair, have you uploaded the ones you did?
@glacial topaz @weary sonnet I think Elyth's suggestion is a good compromise, what do you think Omega?
@shell frigate not yet, i could do that if you want. will take a little time to sort out the files
If you can would be great, do want to test out the viewer
Current naming scheme it's build for would be Skin_[WeaponCode]_[FrameWork]_[PaintJob].png
E.g:
Skin_CRSPR_Stock_Digital_Danger.png
Skin_CRSPR_Custom_Engineered_Default.png
Skin_CRSPR_Neon_Band_Dark_Future.png
But it can be changed if you have one in mind
is neat
ok, i'll go update the Fear page to implement Elyth's suggestion
For the second formula, you could link to the hazard level page and use the same name as the variable, at least mention it where you define the variable (for the Enemy Movement Speed multiplier)
sure
what happens when there is a way in the way of a feared enemy, do mactera simply keep attacking ?
i've only seen Grunts or Praetorians unable to path to the goal distance a few times in my testing, so I'm not entirely sure. It seems like they abort the Flee command and resume normal behavior about 0.5 sec later, but I have no data to support that.
as for Mactera: I'm uncertain how the Fear mechanic interacts with them. the vast majority of Fear sources are tied to Damage types that kill Mactera faster (explosive, fire) so i haven't done any testing on them. would need mods from Elyth to get no-damage Fear sources like PGL
shouldn't kill goo bomber or grabber, right ?
according to the Courage values mactera dont have any Fear Resistance so the proc rate would just be listed..
Grabbers already flee on any damage
so it would have to be tested on Bombers
i'll go do that later this afternoon
iirc grabbers sometimes don't flee and need more damage
I got a couple mods for the PGL already, one of them reduces the damage to 20, so it should be good enough to test it.
M1000 would work too, right ? precision terror or the fear the boomstick for Scout
2 spawns, kill 1 on the weakspot, good luck missing it
Elyth, if you could hook me up with the 20 dmg PGL mod in DCT server #modelers channel i can use it in testing Mactera this afternoon
yep
i could use some help with formatting the Fear page, actually. i changed the Fear Proc formula from <math> to just a four-space indent and now it looks like it got wrapped by a <pre> tag? looks weird.
Wiki code doesn’t like indent at all.
I use indent when working on template and I need to remove all of them or almost when posting the final version, otherwise I got spacing issue or white box like that one.
If you want to have it with an indentation you will need to use a span with a margin left.
alright, i think i've made all the requested changes (except mactera, which i still need to do tests for). Elyth or Omega, would one of you be willing to do another review of the Fear page?
I will check it again later today.
later, maybe it could use some images / animations if it doesn't yet ?
I think we could add the list of the creatures max speed as well.
And once we figure it out, add theses values to the creatures’ individual pages/infobox.
only image is the Fear icon i added originally. animations could be good, but i don't have any video editing software.
- See You in Hell explosion
- Praetorian running away from Autocannon Fear
are probably the two that are needed, any others would be gravy
explosion demonstrates the bright flash of light that ignores Fear Resistance check, and Praetorian running away would show the normal 10m Flee
Turns out Gamepedia unlike mediawiki has a custom CDN thing going on making direct links to images for this near impossible
Feels like Fandom keeps trying to kill this Skin Viewer the number of issues I've had with it
May still be possible to do, I'm just going to have to had JS secretly load the img wiki page so it can then try find gamepedia garbage-ifed link to then be able to hotlink the image
Wiki Squad, we got a good opportunity of getting new trivia and facts, we can make a list of questions for devs that will be passed on
I'm melting my brain trying to get around gamepeida so can't think of any questions but I'm sure we had quite a few
maybe having the list on the pinned messages would help, and no worries for rushing it
better make sure we are all happy with the list instead of sending 10 different versions due to forgetting stuff
btw we've got some time for it so no need to rush
:S that is what i said
alright, i added some snippets about how the Fear Mechanic works in regards to Mactera enemies
The fear page looks good to me.
Not sure if it is needed, but I would develop the formula for the duration of the fear effect, to get something like that:
T = time needed to travel 10m = distance / time = distance / (1.5 × max speed × haz modifier × (1-slow effects)
The developpement could be in one or several lines
It may be just me be I find it harder to understand when it is just a few letters with the legend above (if it is just me, we can keep it that way, or keep the short version at the end).
that's certainly a fair critique -- i know one of my shortcomings is not being able to effectively communicate the knowledge in my head to other people in ways that they understand
i'll spend a few minutes trying to think of a way to build that formula up incrementally instead of dumping the full equation with a legend
There is some way to align the lines if you need to with the math extension.
alright Elyth, take another look at the Duration section. i tried explaining what the formula was doing verbally before giving the actual formula, as well as added the intermediary equations.
still think the lines don't look good
could you be more specific? the lines in the courage table, the equations, which lines?
those
Is there a list of current wiki projects anywhere? Or are we all working on whatever strikes our fancy that day?
pinned messages in this channel
Right. Silly question.
no worries 🙂
If you notice something missing or outdated on the wiki, feel free to ask for it to be added on the todo list.
No no I just wanted to see how formal the process is to decide whether we like the extra lines in the overclock table or not
If working on it is a shared effort, is there voting or does someone just throw in a layout and we wait X days for people to comment/object
Anyone can propose change to it, then it is mostly if peoples like it or not.
Anyone can comment on it/propose other solutions and all votes have the same weight.
In this case the added lines doesn’t seem to be popular so far, but the icon and tex centering is so we will work around that probably.
Another possibility here.
Simple centered with the OC name half-bold.
The OC column could be a header as well, I did it only on the first line, not sure if we should, I would say no.
at most I would make the text have a darker BG, not all of it, keeping it clean is fine too
I'm leaning towards no, but it might be helpful to look at an entire table like that
Full dark looked weird to me too and I am not sure it needs a custom background.
For the example above I used a half bold font weight (ie in between normal and bold) because the full bold was making it look like a header.
Omega also suggested bold names, which I agree with
I'm not feeling it
With all header, font weight is currently at 550 (normal being 400 and bold being 700)
The table header are bold for reference.
Same, just without the OC column being a header
Hey, adjusting width for Mods / OC tables for todo ? remember we talked about that
I plan to do that by making a template for both of them once we decide on their appearance.
I keep thinking back to how cool width=15% is and how impractical it turns out to be in the vast majority of cases
So the width would be adjusted in the template directly, it would be the same kind than for the main creature page, just a lot easier to create.
In this case It will be more something like an absolute size for the price and OC column, the rest will be left free I think.
Do you think the space around the OC name is a little tight? Maybe 10px above and below it?
Lines or not, more space between them looks a bit better imo
https://media.discordapp.net/attachments/453469452097421315/744195352726339664/unknown.png
There should be a 10px padding for every OC cell, but nothing is set between the name and OC image.
Bold is an interesting choice that makes it look more nice
Now with a 10px margin below the OC name.
Huh. Five pixels, then?
I feel bad for making someone else do these microscopic adjustments instead of hammering them out myself 😄
10px looks too much.
Just right.
It should be live if you want to check it/play with it.
https://deeprockgalactic.gamepedia.com/Template:Overclock_table_crspr_flamethrower
Only work with that one, I will use it as a base to make the template once we are happy with it.
I should really go to sleep
I never said you have to do it now.
Yeah I'll give it a spin tomorrow, probably
that looks good!
@glacial topaz what screenshots should i get besides the panel for miners union
the fear page ones
For the OC page, my choice goes to the bottom one, ie without the lines.
Side question, still for that page:
Should be add a 5-10px gap between the positive/negative effects (so only for balanced/unbalanced OC) to separate them a bit?
does it look good
the miners union page looks great
No idea, I will give it a try.
Should be add a 5-10px gap between the positive/negative effects (so only for balanced/unbalanced OC) to separate them a bit?
I read yesterdays convo a little. I like the 5px gap better
i still can't get green screen to work
😭
Sticky fuel got a 5px margin-bottom for its effects, no changes for face melter.
nice
It looks better than what I expected.
I think the color separates clean/balanced/unstable OCs better than any line can
Distinct colors, distinct shapes, the eye quickly groups them together
So you prefer it without any space without the effects like in the face melter in the example above?
space
O-oh sorry I totally misread what we are talking about
otherwise the tips will poke into the name a little
I think it will be a case by case basis, whether the icons needs to be moved down a tad or not
A margin between positives and negatives makes them very slightly more readable
Imo
Adding a line was another possiblity, but I tried adding a space instead since the lines doesn’t seems popular and the color was already a good separation.
The way it's laid out on Sticky Fuel looks good to me
yeah that looks better
guessing the separation will be applied to the correct spot and later to all pages ?
Well it should be applyed between the positive and negative effects.
As for applying it to all pages, it will be the case after I made the template.
If we want it sooner than that, I can try to use a replace all to try to do that, it should be doable using regex, I just need to be carreful when writting it.
well, for CRSPR it doesn't look like it is between the pos / neg effects
all good
Should I do the replace all or not?
I can make it work for the lines and half as well if it is what we are going for for now.
don't see why not
Go for it just do a look over the pages changed after
Ok, I will do it in steps to reduce the chances to mess something up.
Hum, I need to adapt the regex to the limited one the wiki understand it seems.
Well, no lookahead, lookbehind and no nongreedy operator, I will need to rethink the way I wrote it for it to work it seems.
so i basically can't do environmental screenshots until i get my ansel fixed
In case of problem, here is what I used for the first replace:
;*" *\| *([A-Za-z ]+)<div.+/div> *(\{\{Icon overclock full)
; font-weight: 550;" | <span style="margin-bottom: 5px; display:inline-block;">$1</span> $2
It should remove the line and add half bold for the OC name.
Do I need to validate something? The changes don’t seem to apply this time.
how is this for Tip ?
Could simplify it to being detached entirely unless we know the area / numbers
I don’t have any numbers on that.
well, "If the Deeptora Honeycomb is detached from terrain it will get instantly destroyed." shouldn't be wrong
also it needs an image of the insect swarm
The swarm can't be greenscreened
even though, should be neat to get how it looks in game, either attacking a player, FPV, or far away
no way
that works, we can do another version if needed later, you going to add it ?
You can do it if you want.
"Insect Swarm" is a good name ?
It is the official name used in the MM.
I think I have some nice ideas of screenshots I could get to add
Gamepida is having a change with CDN so image uploads may get disabled during the next few days
The changes made with Replace Text are still not live, the doc says it could take some time though.
That is quite some time
oh well
What's wrong with dreadnought cocoon spawning?
Why does it spawn randomly even on EDD?
I mean you'd think it won't have any random in it cuz it's EDD. But it has!
You mean you got a dreadnaught "wave" during an EDD?
Nah, dreadnought cocoon can spawn in different places in DDs
should I revert that edit ? saying shockers aren't unique to dense biozone
certainly isn't an enemy that can appear on all zones
I could have sworn they were in all zones
the purple ones from breeders or the blue ones ?
Blue ones
the blue one are on dense biozone/glacial strata
My mind is 100% certain I've seen them both in dense biozone and glacial strata, fairly certain I've seen them elsewhere as well but not 100% on it
is there even a better word for enemy that only appear on 2 zones
Exclusive to certain regions, if it's only 2
Shockers are only in 2 zones afaik.
I like them :)
just because someone removed the unique enemies part from biozone, so if anything it is the template that needs a name change
"Special Creatures" or something
I will just undo it
isn't that mine head image out of date ?
I think the current one has different colors at least.
As for biome specific enemies, that command seems to include them:
GetAll EnemySpawnManager SpawnRarityModifiers
https://deeprockgalactic.gamepedia.com/Biome_Features is this just a collection of all features of all biomes ?
https://deeprockgalactic.gamepedia.com/Tyrant_Shard if anyone wants to add how it looks
https://deeprockgalactic.gamepedia.com/Error_Cube this one needs a review too, just to not forget
For Biome_Features I think it is any kind of level element hostile or not that can only be found in a specific biome.
Not sure that page is really usefull as we have the same kind of list at the end of each biome.
I didn’t even know that page existed so far.
if we are deciding on deleting it I am not against
This page has not been updated for over a year and until now no one noticed it or reported it, so I think moving that kind of information at the end of their respective biome page would be better.
For the tyrant shard page, the main information is there and I don’t see anything wrong in the page, or anything to add.
it is just missing the "appearance" section, it had nothing but the infobox on it and I added the rest
feeling the main and combat section are somewhat mixed https://deeprockgalactic.gamepedia.com/Glyphid_Grunt_Guard
Are there actually any differences in cave generation between the biomes? I haven't noticed that being a thing, but I have seen other people mention it and so does the wiki (though only briefly, and not on every biome page).
Talking about general layout?
Yeah, stuff like the size of rooms/tunnels
Yeah, there is.
For example crystalline caverns can spawn a whole network of tunnels that can only be traversed by driller.
They are basically just air pockets all the way, much smaller than a dwarf.
Magma Core has those annoying ribs across the floor and ceiling in some rooms
Room size is affected by both complexity and length so you'll pretty much always see the same big rooms on 400 morkite.
sandblast = big + tall rooms
Yeah, the overall shape of caves is different per biome.
Huh, alright
feeling the main and combat section are somewhat mixed https://deeprockgalactic.gamepedia.com/Glyphid_Grunt_Guard
@glacial topaz my bad. i was rushed to finish that
should this me "Minerals" ? since it is "Crafting Minerals"
definitely
how is this ?
Seems good
enor pearl / jadiz will need some changes, how do I modify it ?
will check it tomorrow , probably won't forget
If we still need a decent silicate harvester picture there is a good one in the wallpaper section of the DRG website.
For more efficiency farm a mission that is a 3/3 length; this way you have a 33% chance ti have a cargo or a crate to spawn. Even both with some luck ! Once the cosmetic is claimed you can abandon the mission and won't lose it
From a reddit thread
Do we have any confirmation that cave complexity/mission length affect the spawn rate of crates and helmets?
They do not. They have code to scale with it but it is currently non-functional.
Thus why 7 aquarq, hazard 1 PE missions are the best for farming. That and it is easy to tell if there is a ME.
@shell frigate i just checked the skins i already did for crspr
fourth relic, glyphid hunter and custom engineered, though i think one of them isn't 100% up to the quality of the others
and i just saw that i still need to rename them all as well
what was the syntax you need?
OK it'll be a fine amount of work to rename them then since they're numbered screenshots. i'll get to it when i come back from my appointment later today
probably will just use rename master or something
really wish i could have backgroundless screenshots to work with since this is so much more work
but ansel is being blah
hmmmmm
hey so i was thinking, would it be possible to mod in a different background instead of the brown one then re-take the screenshots? since using greenscreen and ansel doesn't work in the menu
if not no problem
I don’t know how to mod for textures and such, but other users may.
i'm also thinking antialiasing/sharpening may have to be looked at.
i wish i still knew how to use paint shop pro 7 but i have completely forgotten how i used to get nice tidy antialiasing removal
Easiest way is to remove the AA before taking the screenshots.
I never tried to remove the AA afterward, at most I redraw some part of the image or cropped a bit more.
yeah that's what i've been doing.
but then i apply the mask over the other skins for that framework and keep finding stuff that needs more work so i have to go back
anyhow for the skins viewer what image resolution are we talking
right now it's the same as the skin images in the current gallery
i made sure to use the exact same pixel sizes as the current gallery images since those are not duplicated in the set i was provided
Something like 500-800 px wide would be the maximum size would need, not sure for the minimum.
That size would only be usefull if we can display it in most of the page or open in a new page to view the skin.
The screenshots should be in 1920x1080 so depending on the weapon it can vary a bit, don’t try to modify them to be exactly like that.
ah i cropped them to be identical to the current weapon images in the gallery
I don’t think it was needed.
the images in the google drive pack i got are all 1920x1080
but have the weapon in the left side of the image, lots of empty space
It is not a problem either, just not something that you needed to do I think.
In that case remove all the background, make it transparent and crop it as close as possible to the weapon.
yeah that was what i was doing
Thisk kind of size, but with a proper cropping.
\o/ I finally found the class properties for most of the clouds data.
A few hundreds praetorians died in the process though.
@glacial valve I don't need a particular name syntax since I can change the one it uses quickly that was just the one I had it set too
As long as your name scheme is consistent I should be able to make it work
//how to even call the enor pearl object itself ? (the sphere)
think this works for it ?
May mention they can't run so the speed penalty feels much greater
really ? , must be why it felt much slower, I will have to add that to more pages, so "25% speed penalty (sprinting is disabled)" ?
how is this change for navibox
Might look a bit off being talker than the other rows
That seems better
and using "25% speed penalty (sprinting is disabled)" is a good way to explain it ?
Maybe "Sprinting is also disabled"
alrighty
I think "Crafting Minerals" can be safely changed to "Minerals" because it's already in the "Crafting" subgroup
That could work
it is 12 gunk seeds you collect, right ?
Think so
Also I'm not sure, but the icon for gunk seeds that the wiki uses might not be the one currently in the game
I don't remember the icon being red in the HUD
can you get a screenshot or something
They used to be flesh colored.
The '''Glyhpid Exploder''' will move towards players at a run. Once they get within a certain radius, they will stop and make a sizzling sound, and explode. This deals a significant amount of damage, and explodes a patch of terrain leaving behind slag on all [[hoxxes|biomes]] besides [[Magma Core]], where the explosion leaves behind hot rock in the place of slag. Body parts are also occasionally left over after the explosion.
Added this for exploder attack description. Thoughts?
"at a running pace." VS at a run
Only "torn off glyphid leg"s are left behind.
The sizzling effect buffs nearby exploders run speed as well.
So the first one that starts detonating makes the rest faster.
Another thing that you can add is that it is impossible to defuse an exploder with melee unless you have skull crusher buff or SYIH buff.
The AoE on normal melee attacks overrides a headshot for defusing.
So you either have to damage it with a tiny amount of damage before melee or have those buffs (which I have not tested).
Not sure if there is a tip section for them but you can literally walk through them and come out unscathed. The only time that you can be damaged doing that (or running through them) is by having someone shoot some which is a waste of ammo and a good way to get people killed. They also cannot be defused if they have been damaged enough to start detonating so it has to be a killing blow headshot for defuse to work.
Sort of related, thanks for making me finally realize why I'm almost never able to melee defuse exploders anymore. RIP old berserker.
But you definitely can melee defuse exploders still if you have Skull Crusher.
Can someone add to update 32 that Microsoft version will be getting new framework and engine upgrade and I think that could be put under more unannounced stuff
it couldnt. that's all quotes from the roadmap. i can put it into the top though
uhm... should that be here ? for exploders
🤔
Considering that they don't get larger and the hissing could literally be anything else, I'd say no.

Majority of the references are from cosmetics.
That's just somebody putting their opinion in there
saying its a creeper is also like saying its a steam radiator about to explode
The '''Glyhpid Exploder''' will move towards players at a run. Once they get within a certain radius, they will stop and make a sizzling sound, and explode. This deals a significant amount of damage, and explodes a patch of terrain leaving behind slag on all [[hoxxes|biomes]] besides [[Magma Core]], where the explosion leaves behind hot rock in the place of slag. Body parts are also occasionally left over after the explosion.
Added this for exploder attack description. Thoughts?
@low hamlet There is no slag in the glacial strata, and the only body part they can leave is a leg (same for bulks, iIrc)
Another thing that you can add is that it is impossible to defuse an exploder with melee unless you have skull crusher buff or SYIH buff.
Is this recent? I don’t remember having any trouble disabling them without any buff before, but I tried it and I can’t do it anymore now, just as you said.
Did you used to always use the old Berserker perk? Cause with even +1 melee damage from it you'd be able to melee defuse a full health haz4+ exploder.
Well the old berzerker perk was active no matter what.
Even when I didn’t have it equiped.
Does amount of rewarded cash for IMU chapter vary from month to month?
https://deeprockgalactic.gamepedia.com/Status_Effects#Web
Can be burned by CRSPR Flamethrower
I'm fairly sure any weapon modded with fire damage can
tested ?
That should specify that the environmental Sticky Web can be burned by CRSPR/other fire damage. I at least know the boomstick with White Phosphorus can, I do it all the time.
Should check if it's specifically Fire or if just Heat can do it as well. Easy way would be Hot Bullets and Burning Hell on the minigun.
If you can at point blank but not at range, then it's specifically Fire and that would imply any source of Fire damage would work.
There is no slag in the glacial strata, and the only body part they can leave is a leg (same for bulks, iIrc)
oh. right ty :) i'll add that
Vampire had the same / similar buff as berserker.
People always thought old berserker was why it was so good but it was double dipping.
I tested it back then, the buff was active even without taking a single passive.
Yikes.
Best passive ever, doesn’t even require to be equiped.
So triple dipping.
I can’t find the data for one of the dreadnought attack for some reason, or the file for it, anyone know where that file could be?
It is the wide AoE explosive attack doing 85 damage after a roar with the pikes going out of the ground.
why is that ? due to being an old attack ?
So just did some new testing trying to get the Without a Paddle achievement after trying a failing several times some time ago, once even using multiple players.
The trick was popping the cocoon and then running out of ammo so the dread spawned right after I ran out. This was "Solo" and without Bosco, on hazard 1.
It might not require the exact pop->run out of ammo->dread spawn sequence you just need to run out and then have the dread spawn soon after
Not sure why, but I can’t find a single data in UUU or in the files for that attack, all I could find was from in game tests.
as for without a paddle, all you need for it to work is to empty primary + secondary ammo and not bring bosco, for some reason bosco count as a dwarf for that challenge.
I did that many times and it didn't work
That is how I got it after a few test.
But those times always had a significant delay between running out and the dread spawning
There was like 1-2 min max between running out and spawning the dread.
It's very possible I waited that long since I often also emptied grenades and flaregun ammo
This time I didn't though, just primary and secondary and made sure to pop the cocoon right after or just as I ran out
: S
oh boy, well, it is on recent changes, doing a casual check there
also fun, it's "levels" not "level" (are is multiple)
what is this change for ?
Was it working without the " ? because it probably shouldn't have
what he said
wait, wtf is armor mastery
the quotation marks are for syntax
The pips at the bottom where you get +5hp per 3 mods purchased
it would be possible to unintentionally break the layout without those quotation marks if something was added to it
so this is more of a code tidy up thing
re armor mastery
×1.045 not +5, the game is lying
I noted that on the page, remember ? xD
ik, didn't remember the exact number besides the rounded +5
did I do that for HP page ?
isn't it odd that armor mastery is the only thing explained in the page and not the others ? should I just link "armor mastery" to its page ? well, there isn't a single page for it though
I think maybe you could have a section in the Equipment Terminal page explaining what Equipment Mastery Levels in general are
and then differentiate between Armor, Weapon and Gear mastery
if needed
@glacial topaz @weary sonnet did the <math> extension break? the two formulas in https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon#Rate_of_Fire_Mechanics and the one in Fear are showing "broken image" links instead of the formulas
i thought it was just my script blocker
The math extension did break, the same thing happen in the area damage page.@floral drift
And replace text is still not working.
The Math extension images are broken is a known issue since 19th due to the CDN transfer, it's Gamepedia wide
Cyrob, do you have any idea where the files/data for that attack could be?
https://discordapp.com/channels/257785731072786435/453469452097421315/746091557999870023
He has 5 files for attacks in his folder
Spider_Shooting_TankBoss_RangedAttack - Fireball
Spider_Shooting_TankBoss_RangedAttack_Egg - Pheromone
So far I found these attacks with UUU and the files:
Slash: # Spider_TankBoss_MeleeAttack_01
Damage: 25
DamageClass: Melee
MaxSurfaceAngle: 180°
AttackRadius: 200
Bite: # Spider_TankBoss_MeleeAttack_02
Damage: 25
DamageClass: Melee
MaxSurfaceAngle: 180°
AttackRadius: 200
Ignited Projectile: # Spider_Shooting_TankBoss_RangedAttack
RadialDamage: 30
RadialDamageClass: Explosive
DamageRadius: 250
MaxDamageRadius: 150
MinDamagePct: 0.2
Swarm Bladder: # Spider_Shooting_TankBoss_RangedAttack_Egg
RadialDamage: 0.1
RadialDamageClass: None
DamageRadius: 200
MaxDamageRadius: 100
MinDamagePct: 0.4
Status: Pheromones for 10 s
Dig: # Spider_TankBoss_CarveAttack
Damage: 15
DamageClass: Melee
MaxSurfaceAngle: 180°
CarveDistanceAdded: 350
CarveDiameterCM: 500
AttackRadius: 500```
But no attack in the files I found seems to match the AoE with piques.
Well the UUU ones match up perfectly with the files
Spider_Shooting_TankBoss_RangedAttack - Ignited Projectile
Spider_Shooting_TankBoss_RangedAttack_Egg - Swarm Bladder
Spider_TankBoss_CarveAttack - Dig
Spider_TankBoss_MeleeAttack_01 - Slash/Bite
Spider_TankBoss_MeleeAttack_02 - Slash/Bite
I could differenciate slash and bite, but it wasn’t needed in that case.
Slash/Bite are identical in the files other than using different animations ANIM_Spider_TankBoss_Attack_A_Montage/ANIM_Spider_TankBoss_Attack_C_Montage
For the spikes attack, I could only test it in game, that’s how I got the 85 explosive damage, but I have no idea where the file is and UUU can’t seem to find it either.
Well at the minimum it does have an animation file(s) ANIM_Spider_AOE_TankBoss_Montage(_SP)
Looked at BB_Spider_Tank_Boss, shows that RangedAttackCooldown, AOEAttackCooldown & SpawnSpiderCooldown are valves the game uses
Not what we are looking for but interesting none the less
I think I will just add that to the questions to ask to the devs.
Looking at BT_Spider_Tank_Boss it's mentioned ```JSON
"export_type": "TSK_Attack_Special_C",
"Montage": ["ANIM_Spider_AOE_TankBoss_Montage", "/Game/Enemies/Spider/Animation/ANIM_Spider_AOE_TankBoss_Montage"],
"SP_Montage": ["ANIM_Spider_AOE_TankBoss_Montage_SP", "/Game/Enemies/Spider/Animation/ANIM_Spider_AOE_TankBoss_Montage_SP"],
"TreeAsset": {
"export": 1
},
"ParentNode": {
"export": 15
}
I saw the mentions as well and remember seing this file a few versions ago, but somehow the file isn’t there anymore.
Nope, still nothing in the old folders.
It was the particle file, not the attack file.
they can stop rolling to spit andlook around
But they do set their resistances
They are not variants but I couldn’t think of a way to add their conditional weakness here without making the template a lot more complex.
The correct way would be to put the "when rolling" etc inside the resistances column, but that'd make it really crowded so using the otherwise empty "variants" column for it is a fine compromise.
| id = o4
| name = Q'ronar Shellback
| icon = Q'ronar Shellback
| variant = 2
| health = 450
| scaling = Special
| armor = Heavy
| weakpoint = Eyes: x2<br>Mouth: x2<br>Tail’s tip: x2
| v1Name = When rolling
| v1FireRes = 30
| v1FrostRes = 30
| v1ElectricityRes = 100
| v1ExplosiveRes = 80
| v2Name = Rest of the time
| v2FireRes = -50
| v2FrostRes = -70
}}```
i'll test it on my profile first
This is what the template currently look like, we would need to redo it to allow that or to make an exception for them to add it automatically.
"when rolling" etc are technically state variants, like how dreads have the armor/health states as variants
wait where would the flex display go?
That may cause funky-ness
Should be applied to the health table itself and not the cell it's in
yeah
As flex is about positioning that thing in it's parent, so if given to the table cell it may get shrunk
yikes
Should I use a fix width for the health table’s cells?
When applied correctly it works fine
Cyrob, thanks for letting me know why the extensions are broken. Is there any estimate of when the CDN migration will be done and (hopefully) the plugins will work again?
The CDN migration is meant to be done, but expect they will have to update the extension to work again
I think I finally have all creatures attack data.
Now I need to figure out how to alter the template so it can support all of this.
Leaving the file here for the curious since it will take a while to add this properly to the wiki.
That's a lot of tasty Data
It took me some time to gather theses, for the unknow points, I added the questions in the list.
So only the Damage radius of the Trembling Stomp?
Yes for that one I manage to test the damage in game, for the damage type, I must be explosive since the gunner take half of the damage with his shield on.
I tried to look a bit into it, it seems like the attacks I couldn’t find with UUU/or in the files are stored in the EMMD file.
Not surprised it being something special
Since it's the only attack that changes if SP or MP
Does anyone know what kind of damage a falling resupply pod deals?
If it's kinetic, I imagine the larger bugs aren't immune to it?
Does not mention it's type in the files
supposedly a falling pod can oneshot a dread if its weakpoint is exposed
is it possible to land a resupply pod on a korlok as it is opened?
(or near enough to damage it)
the timing tho
Also been looking more for links to Trembling Stomp in the files but the Dread's Behaviour Tree is the only thing I've seen reference it
Well you can control when it opens so should be able to
Though at least looking at the Behaviour Tree gives a very detailed look at how enemies behave
I've nailed an oppressor with one before, pretty funny if you just trap them in place with a bubble shield
The supply drop is typeless and can’t hit weakspot since it is purely an aoe.
Damage: 1000
DamageCLass: None (Typeless)
DamageRadius: 150
MaxDamageRadius: 125
MinDamagePct: 0.25
is typeless damage resisted by anything? or is it more like "true damage"
It can be resisted since some enemies have a property called InvulnerableToNonDefinedResistances
supposedly a falling pod can oneshot a dread if its weakpoint is exposed
@glacial valve This has been fixed quite a long time ago to avoid abuse with a prepared pod on a platform.
is it possible to land a resupply pod on a korlok as it is opened?
I'm kinda tempted to try that one, if someone has a mod to force it's spawn
hmmm well, it takes a while to set up. kind of a shame but also good that they kept the dreads to at least be a bit challenging
Trembling Stomp is in the .locres file but could not get a link from that to anything else
also i love that visual, a prepared pod on a platform
They removed the bug that caused a pod to be able to deal damage as soon as it was falling, as that was able to deal something like 200 pod impacts in a single time to a dread
Alright, I'm off to see the wizard korlok. Anyone wants to join in for the "kill a korlok with drop pods" experiment ?
are you just gonna play until it spawns?

also, GSG managed to kill a dread like that on stream
but on accident
Cyrob used predictive spawning probabilities and told me I would get one on every game ^^
Tech wizard magic
burn the witch!
The results are in : In H2P2 one pod on the open core will remove two bars and 1/2 of health, H3P2 almost 2 bars (it was able to heal the second one), H4P2 one bar 2/3 of health.
Dropping two pods at once did not count the second one, dropping pods on a closed core does nothing.
holy crap
i was looking at uncategorized files and the egg pulling noises are in there
they are so spooky
like imagine hearing that in the middle of the night outside
i put it in audio
like how the molly walking sounds are
where do these go though?
i recall that there are already graphs somewhere
but i dont know where
ok i just called it graphs. so if u want to change it you know where to find it
huh, so you can focus shot with only 1 bullet for the m1000 ?
Yes, if it is the last bullet in the magazine, and it will only consume that bullet (unlike some other game where it would consume one bullet in your reserve).
haven't ever noticed that?
Never seen a natural spawn like that
I assume theres no infuser and the tower is raised from the very start?
Happened to us just today when me and azerty were testing killing korloks with drop pods
I assume it was too close to the drop pod
But it didnt explode like it should
Ah, that makes more sense
Yeah, there's nothing under three towers
I assume that's how they spawn naturally, just this time there's no towers cover
Yeah, it's what happens if the pod is genrated too close to an event on salvage missions
You only get parts of the event in
Especially visible on OMEN events, since the tower is very big and segmented
On tritilyte, you only get the ground rubble in these cases
@sand lantern that happens when the droppod is too close to the machine event
only omen leaves behind that weird buggyness
and it almost always only happens on salvage
i'm actually just going to add a little thing about that on the wiki
oh looks like azerty already answered. oops
Almost always? I thought it happens because of DP killing machine event @low hamlet
yep that's why
i think it just is more common because that area is a great place for them to spawn and they just get destroyed because of the salvage pod
i've only every seen it in salvage and on #bug-discussion it's only been for salvage missions
Oh, you meant it almost always gets killed on salvage, not almost always happens on salvage
both
In which mission it gets killed as well then?
it probably happens in others, but very very rarely
In others, it is actually a feature : the DP is supposed to destroy an event if it lands on top of it, as to not block the way in.
The devs also added (or tried to at least) a way for the drop pod not to target a ME position as viable for landing.
*In missions others than salvage
wait, how is the warden buff move called ?
I don’ think there is an official name for it.
if anyone has access to it
probably the former
it is the former
But I though the name of the weakpoint needed to be mentioned as weel, since it is quite...unusual
now only need to do menace and qronar
well, yes, they shouldn't affect last I remember
asdasdasdasd
i was also thinking of putting the text and the icons in that section into a table
to make it more tidy
the mission end screen should show it
They don't afaik.
OK then if both of you say so, i'm probably just wrong, thx for steering me right
redid this section: https://deeprockgalactic.gamepedia.com/Missions#Mutators
i want to add some more padding to separate the text out a bit
DONE 😄
looks good
i will be doing a bit more cleanup on that page later today
(in the other sections)
aye that looks good :)
i need some clean shots for the loot pack and helmet. anyone got a nice screenshot i can use?
nothing on the wiki media? you can request it to be taken
https://deeprockgalactic.gamepedia.com/File:Lost_pack_cave.jpg this is what i found, i'd like a more clean image of one where the loot pack's shape and color are clearly visible
also. is there an overview of the % chances for each special encounter (enemy)? 🙂 and loot pack helmet/crate
i might as well add that to the stuff i'm working on now.
The changes for each thing should be on their page but there is no page that has them all
still being worked on
it doesn't say for korlok @shell frigate
6% like BET-C
OK, cool, i'll compile a list
i see it's not on the pages except for bet-c
was also working on expanding the random encounters section on the missions page a bit so the overview could go there (as the encounters are already listed there)
just not the % chances
Also worth noting the chance for each thing is rolled independently
So can have everything
Nice
1/6 for crates/lost pack
did some work on random encounters part of the missions page
I think the crates/lost pack use the same valve (as in you can't change it for just one)
golden loot bug is 6%? huuli?
and the crassus is not affected by haz level? so it can spawn on haz1? o_O
Crassus can but have a special requirement needed for it to spawn
Huh? Who is this?
Not seen that before
Is there a more specific wiki for spawn chances of events/mobs and a hitbox viewable/program for Mobs that you encounter?
(Sorry for grammar screw ups)
spawn chances of random events is what i'm going to include in the Missions page (the entries are there, but i'm still waiting on some numbers)
I have some cropped images for the lost pack and lost helmet.
Made them a long time ago for emotes.
isn't that wrong ? iirc you only need a key which you get for all Dwarves when you promote the first one
i believe you're correct. to the best of my understanding, the first time you promote any of the 4 dwarves, you gain the Tritilyte Key for use by any of the dwarves
The descriptions on that page aren't supposed to be the ones found in game, right ?
bit confusing, it is mixing descriptions with tips on how to deal with it
For that key, once you have one promoted dwarf you get one you can use globally.
Only deep dives requires you to be on the promoted dwaft, for ME it doesn’t matter as long as you have one it will work afaik.
Yeah, I'd rephrase that as "can be activated once the player has at least one promoted dwarf"
EDIT: done
isn't that wrong ? iirc you only need a key which you get for all Dwarves when you promote the first one
@glacial topaz this is true
good catch, i missed that one
I have some cropped images for the lost pack and lost helmet.
@bold plover do you mind sending me those so i can add them to the wiki?
also, still need huuli hoarder and gold loot bug spawn chances. oh, and machine event's chance to occur; i take it that all the variants of event will have the same chance to appear if a machine event is in the level? then i will have the full set of random encounter chances, and i can add them to the relevant sections
Think it's 15% for hoarder & gold lootbug
1 in 4 for Machine events (should be equal chance for what type)
thanks Cyrob!
We have the chance for Oppressor as well:
#wiki-related-chatroom message
It is the chance for a Praetorian to be replaced by an Oppressor based on hazard level.
I wonder if slasher and guard work the same way, they way spawn pool / creatures are sorted make me think it is the case.
I think oppressors could be on the "swarm" page or something, considering they are not unique encounters. will put it in the file though!!
https://deeprockgalactic.gamepedia.com/Missions#Random_Events updated the unique creature encounters with a table. may make it a bit fancier later
opinions?
currently using the right one, trying out the left one
i kind of like the one on the left more since it feels like less wasted space
I would go with the left one.
The spawn chances are not reduced in haz1 anymore btw for bet-c and korlok. Not sure for crassus.
What is the * for, can't see it written anywhere
well
you mentioned something about a special condition
but not what the condition was
RequiredMainCampaignProgress = 99
Ah so you can only find it after finishing the main quest line or something like that.
ahhhhh
I assume so
is that the Conquer Hoxxes?
so for korlok and bet-c, the spawn chances are now also 6% and not influenced by maincampaignprogress?
i asked yesterday and was told 1 in 6
At the time Crassus was the only creature that did not have it at 0
1 in 6 is for the crate/lost pack.
if its 15 i will be happy
That's for crates & Packs
cheers, i may have been confused
so to recap: AFAWK korlok and bet-c have as of now a fixed 6% chance of spawning on missions of any hazard level
right?
when was this changed?
okay, and i would like confirmation on if the main campaign progress interacts with their ability to show up on haz1 etc. for crassus it's confirmed right?
thanks for the help btw, finally feeling more useful. missions page is coming along nicely
The crassus condition could be tested on experimental using a mod.
why not include the fraction format as well for chances ?
have considered it but 3% chance is going to be a weird fraction
we could round it
is it known what the chances and conditions for mutators being picked are?
when the missions refresh
Remember seeing something about it in a file
if you can dig something up I will add it to the wiki
It was something about how many mutators to spawn
i was specifically wondering if the warnings/anomalies are all equally common
and/or
if there are restrictions that can prevent them from appearing in certain biomes/mission types
thanks, included
i will be expanding the text for the mutators a bit over the day
& adding some links etc
how much more common are minerals in mineral mania?
so, now that you guys are here, what is exactly the point of the description column for anomalies and warnings ? We have to decide to keep the consistency
you will have to elaborate on that
i am not opposed to moving the mutators to their own, more in-depth page if that is what you mean.
not header
the text itself
as I said eariler, it mixes description with tips on how to deal with it
the only thing that makes sense for me is either A-copy it from the game or B- create an explanation that includes the variables / values , or a third option
i don't think literally copying everything from the game is the point of a wiki
anyhow, we can use the game's short descriptions on the missions page
then link to the main page for mutators, where tips and descriptions can be explored in more depth
because i do agree with you that it mixes tips and descriptions
and now that i'm working on it -- i keep finding out more about the mechanics of the mutators which means they should be moved to their own spot to keep the Missions page from derailment
same for the random encounters, but i will have to think on how to organize that a bit more
good good
there's something bothering me about the "main article" links under the mission type headers btw
why is there so much space under that
i tried to change it but it doesn't seem to work
i think that alone would go a long long way to tidying up the Resources and Missions pages
so we agree then:
- mutators to be cut down to ingame description on mission page and contain a link to their own article?
- new article that will initially consist of the current longer descriptions
**which are to be expanded and segmented into a consistent format
(meaning separation of descriptions, tips, variables and mechanics for each item)
Seems sensible to me, considering that the actual Mission Types on the Missions page (egg hunt etc) are shorter than the Mutators section right now.
(i am volunteering for all of the above btw considering i have been on a roll today)
I couldn’t find when the switch occured for the 6% on all difficulty for rare encounter vs 3% on haz1/6% on haz2+
I will try to check the crassus requirements.
I just got a crassus on hazard 1 though (spawn chances modded to 100%) so it doesn’t seem to be limited to haz2+
even if you have not completed the Conquer Hoxxes quest?
It was with all quest completed
from what i understood that quest prevents it from spawning on haz1 ordinarily
There may be a mod conflicting with it, I will try it with as little changes as possible.
Well the crassus is still there on exp on haz1 with only 1 value changed (the spawn chance) and nothing else.
Checking the mission requirements now.
@glacial valve what do you think about using 2 columns, 1 is the in game description "description" and the other explains the values / changes "effects"
Ok no spawn on the first mission so there is some kind of requirements indeed.
yes. And then under that I'd have some regular text for tips
potentially just 2 columns of bullet points under the table item
@glacial topaz i mean in the new article
and it would be good to have the short values/changes lists on the main page for missions, if you mean that.
icon, name, short in-game description, values/effects
should not take up much space with shortened descriptions
The requirements for Crassus:
Complete the assignement Conquer Hoxxes IV
Then you can find it in any difficulty, including hazard 1
isn't it Hazard Bonus ?
Yes.
-_- How many times do I have to reset missions until I get Menaces
got it finally
so after all "it burns!" is not per second, but per hit ?
yes, i just confirmed that
each particle fired applies its own 0.13 Fear Factor to every enemy it passes through
it is not tied to an enemy being damaged for a full second by the direct stream
bug report ?
i don't think that it's a bug
i think the mod description (and by extension common knowledge) is incorrect
the description is a bug
🙄 well when you put it that way, sure
i think of bugs as "code interactions not working as intended"
rather than textual inaccuracies
For Computing it just means a problem that needs fixing
it goes on #bug-discussion regardless, just don't forget to point it out in there
ngl i kind of forgot bug-discussion was on this server -- i only use this channel 😆
and i've been submitting my bug reports in jira
Hey, Meat, any idea if BC gets bonus damage from weakspot hits that don't require an upgrade to make use of?
I'm pretty sure it does, but I figured you might know.
can we get on the todo list info on resource spawning / quantity mined ?
I think mineral mania just gives more ore while keeping the same amount of veins.
Because I have had a lot of mineral manias with like 2 veins in the whole map.
@bold plover are you referring to Praetorian and Oppressor abdomens being listed as Weakpoints but only having a x1 multiplier? i don't know if BC has a hidden WP multiplier that would affect that, sorry. i'll go do a couple tests and try to figure it out, but intuitively i would expect that BC is just flat damage like the Minigun
just use critical weakness ?
yes it is
"Does the BC hitting a bulk's weakpoint blobs get bonus damage"
That is the question
i thought the question was "Does BC have a bonus WP multiplier like GK2, M1k, or Revolver"
Does it work like flamer or projectile
Just wanted to know if it gets bonus damage from hitting wardens bulbs and such.
it does
the Electic Damage per Tick benefits from weakpoints, the Fire Damage on impact doesn't
So triple line should effectively make it always hit weakspots if you aim correctly.
it would greatly increase the odds, yes
I wasn't able to tell exactly how it works though for wardens.
When I hit the bulb and the beam was in center mass then all of it would benefit from the bonus damage, if I hit only the bulb with the beam I got almost the same result.
So I guess it makes that priority over body shot in that region. Makes sense since it is the same projectile.
from my observations in testing, it appears that a single line from BC can only damage the same enemy once per tick, and it gives precedence to weakpoint hitboxes for the damage
Bulks are an easy example -- when hitting a bulb for x3 damage, it doesn't also add on the x1 damage from hitting the body nearby
i don't know that for a fact, and it would need a dev to show us the inner code to prove it
but that's my working theory about BC and weakpoints