#wiki-related-chatroom
1 messages · Page 44 of 1
It pretty much is if it hits anywhere, then it counts as a full hit.
but that's just from observation and testing. i have no internal code or variables to prove that
Which is why I sometimes can't kill a grunt in one hit since it hit a toe.
yep, and that's tied to how long the line intersects the enemy's hitboxes
50 ticks/sec
Yeah, very nice.
Still won't understand how the following can happen though:
Have another one somewhere in which I also do pitiful damage despite directly hitting in the best part.
Also, have you tried RTS but reversing inside of the enemy before the beam goes outside of their hitboxes?
It is something that still happen right (ie not only from a specific patch or something like that)?
50 + 2 * 3.5/10 * 50 * 11.5 = 452 dmg per shot
so yeah that did way less than it ought to have
Haven't played much or engineer since the most recent update but I'm pretty sure it can still happen.
From the look of it I would guess that the damage was blocked when a part of the projectile was hitting armor while another was hitting a weakpoint.
Armor hitboxes are separate hp bars from enemies, though
and BC lines ought to ignore them when damaging enemies
I know it shouldn’t behave that way, but at some point taking armor break could help it a lot damage wise so there coudl be remnant of that remaining.
🤔 this is getting beyond my knowledge of BC
i have it modeled for theoretical purposes, but i don't know much about in-game bugs
That was back when BC was all about overlapping hitboxes though.
And the glorious 1 shot Praetorians.
Used to be FPS related too on top of ping.
Overall a fustercluck of stuff, similar to Stubby.
I just tried to get a praet naked before using the BC, it did almost 50% more damage with the same angle (still need to be confirmed).
Back then or now?
Now
Tried to verify it, if needed I will alter the heavy armor with a mod or something so it break on the first hit to test it.
let me know what you find Elyth -- if there's evidence that Armor is affect BC damage i want to update how i model it
I there a regenerative bug mission on DD/EDD?
That would make the testing easier to remove the armor without damaging them.
DD.S1 regen, yes
i'm testing vs praetorians right now, and the results are indicating that praetorians take more damage when armor is gone
Weird thing: the damage are the same or almost without return to sender.
I will check again with it.
oh, do you think RTS is the source of the bug?
That may be it, I was using it for the first test and most of the damage come from the return from what I saw
I am getting the opposite results now…
i'm starting to wonder if this is less about BC damage, and more about Praetorian hitboxes
i noticed two times when it was using spit attack the BC line did almost no damage
and once while walking at max movespeed
Did a bunch of tests, I don’t think armor is playing a role after all.
I tried to hit both at once, one armored one naked with the same position luring them in a tunel they took almost the same damage.
So the hitbox or spit attack eating part of the damage is a possibility.
The other weird thing that I noticed is that RTS BC with stun can slow a bulk unless I am crazy.
Oh, I knew the last part, but the first wasn't super noticeable.
Since most things die, lol.
Do you know if the slow from the sticky flame is affected by fire resistance?
the slow is really obvious when using Spinning Death OC vs bulks and dreads
i do not know, but i wouldn't expect it to be
are electric-resistant enemies less slowed by Electrocute?
yes
then it's a possibility
It was added to prevent things like IFG to be too strong vs dreads and the like.
that makes sense
RIP old IFG.
i think the only way to test Sticky Flame Slow vs fire resistance would be to compare movement of Guard vs Frost Guard
The radius nerf was already bad, but that too?
regular Guard resists fire, frost guard weak to fire, and they have identical movespeeds right?
I will just mod the slow to 100%, if anything move there is a resistance.
oh right, modding exists
i keep thinking of tests i can do in vanilla game, lol
Oppressors and Guards would be most common fire-resist that move
Modding in this case seems a lot faster.
yeah
There is no resistance for the fire related slows
It is probably the same for neurotoxin slow.
Well there is no creature with poison resistance so far anyway.
yeah no poison resistance => no reason to test
hey can someone add info about the plasma gun for getting minerals down
Many feel that using it reduces the amount dropped
Well they are wrong. If anything the minerals may have flown across the room but they changed that for EPC afaik.
The only thing that changes between harvesting methods is rounding and beer buffs for pickaxes.
Not sure if it has a place main article, but it could be added to the trivia.
This was added recently because the person editing the page didn’t find the explaination clear enough.
Is it really better this way or should we try to reword it?
(He added the highlighted part.)
I think the first part can be confusing and cause the impression every shot will carve terrain
who is reverting my edits
well, i see it's cybot
okay if we're keeping the grammatical mistakes and random (non) capitalization of words i'm just not going to bother anymore
There was a rollback but the rollback was rolledback
So all in all any edits should still be in place
Let me know if that is not the case
No problem.
https://deeprockgalactic.gamepedia.com/Status_Effects#Electrocution I can't seem to find stubby DoT time and damage per tick on the stubby page or electrocution section. (I'm probably blind knowing me tbf)
should just be the default one then
Off the top of my head I remember it not having a specific file for it
@mild crag Stubby DoT is the default from which all others vary. 3 sec duration, 12 DPS
I was the one who updated the Electrocute DoTs section with info from MikeGSG, and that's what he told me
The bottom 5 images from the Area Damage page are not displayed for me anymore.
known issue
has to do with the Gamepedia global migration to a new CDN
Area templates and the math extension are both affected, since Aug 19
Maths may works soon
🎉 Praise the sun!
wait wrong game
started work on Mutators page
some more details on the specific effects of Gold Rush, Low Gravity, Mineral Mania, and Volatile Guts (i.e. the numbers behind the mutators) would be appreciated
same for all the warnigs
like, how much regeneration do bugs get, interaction of that HP regen with hazard levels...
how long before the regen starts exactly
okay, so on higher haz levels it's more EHP being regenerated considering the enemies don't actually have more HP just more resistance right?
Yeah
I tried to test it, it was the same amount.
does the HP regen ever stop when it is activated after the 3 seconds?
like at reaching the bug's max HP
or does it stay triggered, no more 3 second delay on being damaged
about Lethal Enemies, AoE attacks also do not get doubled or do they?
i've been told that Lethal Enemies just multiplies enemies' melee damage by x2. if that's correct, then AoE damage shouldn't be doubled by Lethal Enemies
Actually most melee attacks do have an area of effect.
A lot of them have an AttackRadius parameter than is equal to DamageRadius = MaxDamageRadius.
I would expect lethal enemy to affect all of them, but we could do a few tests to confirm edge cases.
For the list of creatures attack data:
https://discordapp.com/channels/257785731072786435/453469452097421315/746713401895682169
i was thinking of Bulk Detonator's stomps, death explosion, and exploders' death explosion for "AoE damage not being affected by Lethal Enemies"
but you're right, melee attacks do have small AoEs
Theses are not melee damage.
right... like i said.
But I think anything doing melee damage, even some weird case like the bee attack from behive could be doubled.
If i use magic bullets on bulldog with neuro toxin, will the bullet still apply toxin after missing?
Yes. You'll need to use explosive rounds to double tap since it seems to be working again.
on the Huuli Hoarder page of the Wiki, I have a suggestion.
the line of text that says "An Huuli Hoarder is an evasive creature that will flee the player and reward a large amount of crafting resources if hunted down" should read "The Huuli Hoarder" at the beginning.
If not "A".
An is only used if the next word starts with A E I O U or maybe some other specific exception.
actually no
depends on pronunciation
if it's pronounced "Uuli Hoarder"
it would be "an"
that's why the word "heir" is preceded with "an" not "a"
because it's pronounced "eyre"
A/an depends on the following sound, not letter
So if the H in "Huuli" is silent, like in "hour", "an" would be correct
Gotta love my unfunded school education since the super attendants prefer increasing their paychecks rather than funding education in my state. I wish I was joking too, they can't fix leaks, get more than a box of 12 magnets for 5 grades of science to share, it's sad.
The dwarves do say it iirc and is Huuli.
good idea, I will check
nothing at all, it is always "Hoarder" or "Mineral Hoarder"
Rip
devs might know
I just went with "an" because that was already there
so I assumed it had to do with the pronunciation
btw if anyone feels like replacing the current warning/anomaly descriptions on the missions page with their miner's manual descriptions that would help. I have time later today to continue expanding the new Mutators page which has more extended discussion of them
Might as well start with the first question I have: Low Gravity. What does it do numbers-wise?
what are the implications for survivable fall height (in meters), etc.
also I'm still wondering about this re: regenerative bugs:
does the HP regen ever stop when it is activated after the 3 seconds?
(for example at reaching the bug's max HP -- i.e. fully healed)
or does it stay triggered (active) , which means no more 3 second delay on HP recovery start after being damaged
If I'm not mistaken, Regeneration effect behaves consistently all the time. It full resets the 3 sec timer.
@tranquil hazel
Any damage done by the boomstick will be converted:
Half of it will stay as it is: kinetic for the bullets, explosive for the blast wave, the other half will do fire + heat damage.
For the build you posted above, you will do:
For each pellet: 8 kinetic + 8 fire + 8 heat damage
For the shock wave: 20 explosive + 20 fire + 20 heat damage
If I'm not mistaken, Regeneration effect behaves consistently all the time. It full resets the 3 sec timer.
@indigo kindle does this mean that when the critter is damaged again while regenerating, it stops regenerating for 3 seconds?
If it is for regenerative bugs, any direct damage take will halt the regeneration.
I am not sure if indirect damage works for that though (talking about AoE dots and the like).
Stuff like neurotoxin, clouds, radiations and the like are the points I am not sure about.
@weary sonnet if you don't mind, can you test the AoE / DoT stuff? I will do a full writeup on the wiki of your findings for that Regen Bugs mutator
I can’t test it right now, but I can do it in a couple hours.
DoT applied on the creature do stop the regen (neurotoxin, electrocution…).
For terrain based / Environmental effect it only affect them while their are walking it seems.
They will regenerate if they stand still.
Even when walking on a burning floor on magma core, they will regen more than they will loose health due to the idle animation and roars for grunts.
Any time they take damage, even from the environment, the regeneration is halted for 3 s.
AoE, aura and self inflicted damage halt the bugs’ regeneration as well so any kind of damage should work it seems.
@glacial valve ^I think I tested everything, let me know if you need some precisions
will get on adding it to the wiki 😄 cheers 🍻
"damage-over-time such as fire or radiation" shouldn't it be "On Fire" or "Burn" ?
I don't see how that would work grammatically?
just because fire is a damage type, not a status effect iirc
ahhh
gotcha
i'm going to get as much detailed info as I can for the Mutators page, then based on how much data and tips are available the structure of the page might change further, btw. Right now, getting a feel for what mechanics are at work.
volatile guts numbers
Was Lethal Enemies' hazard bonus changed from 25% to 20%?
https://deeprockgalactic.gamepedia.com/CRSPR_Flamethrower#It_Burns.21
It Burns! is a modification that adds a 13% chance for a target to flee in Fear for every unit of fuel spent
Should we change that to
It Burns! is a modification that increases the base chance for a target to flee in Fear by 13% for every unit of fuel spent
?
Yours implies the CRSPR can fear enemies without It Burns! (it can't)
Fair
Also I don't get the "for every unit of fuel spent (so 6 times per second with 100% flow rate)", when the mod text itself says "for every second that it is in your flame"
I agree it could be better, though, as "13%" is a bit oversimplified
Yeah, the mod text is misleading
There's quite a few that do that
So... does It Burns stack? Are there 6 rolls per second with a 6.9% fear chance? Or does the chance get incrementally higher by 6.9% six times per second?
Separate 13% roll for each damage tick
*for enemies with 0 courage, which is the default courage value
https://deeprockgalactic.gamepedia.com/Fear
has all the non-zero courage values
Oh, so with increased flow rate the chance isn't that bad on paper
I want to take some time today to expand the Mutators page. been adding to it already. With Gold Rush/Mineral Mania, how many extra veins/crops are we talking about?
i noticed in some short egg missions, even with mineral mania, there's almost no minerals around
Gold Rush doesn't seem to increase the number of gold veins spawned, but the veins themselves are about twice a long
seems correct to me
from what i've seen with the per-vein amounts. i had the idea there were more veins as well but...
...they're also way easier to notice without a scout around so that might just be me
I can confirm from my expereince that Mineral Mania does not guarantee mineral deposits, but they do occur more frequently
yeah
i think there might be some cave generation mechanics interfering which could cause abnormally low amounts of mineral deposits even with Mineral Mania
I just had a salt pits mission where 3 cubes of croppa spawned pretty much on top of each other, but there were no mutators
There was around 35 units worth of croppa there. I assume this is an outlier that almost never happens
what was the mission type and length/complexity, if you remember?
more entries on Mutators page expanded. are there any enemy types excluded from gold bugs?
Not sure on neutral creatures, but all hostile ones are included
I wasn't sure whether it applied to breeder-spawned enemies, OMEN drones or stationary enemies (cave leech, spitballer)
milking naedocytes for gold? 🐄
not worth it, We tried to milk aquarqs mission with golden bugs, it just gets too laggy and doesn't give that much more gold than doing the mission repeatedly
yeah I can see your point, it's more out of curiosity. on haz4+ missions, pre-placed regular enemies, smaller waves and bigger swarms will greatly outnumber the rate at which breeders can produce their spawn
is the lag from all the gold btw?
or because the game lasts too long?
Have not tested those edge cases, but they should be
From several tests, long lasting games will not induce lag, neither will massive map changes. These will crash the games of players attempting to join though.
And since we tried this "abuse" before and after the golden bugs rework, making the gold chunks drop instead of being added to the inventory directly, it is definitely the loose chunks that cause massive amounts of lag (processor side lag too, so changing the graphics will not help).
Also, the rate a haz 4/5 aquarq will spawn mobs is higher than the speed at which you can collect all gold chunks and deposit them in the mine head, condeming the game to be unplayable very fast
roger! that makes sense. 
about Exploder Infestation, there seems to be a real timing to it because I just know a few seconds before they pop up.
but what do we actually know about it? and the quantity they spawn in, sometimes it feels like it escalates over time but other times it doesn't
Miner's manual descriptions added to the Mutators page. Also expanded the page further still.
What category should it go in, missions? edit added to Missions category for now, with the reasoning being that the Mission Names page is also in that category.
@glacial topaz Mutators section on Missions page cleaned up and changed to in-game Miner Manual descriptions.
Also moved around Hazard Bonus section to be above the Mutators section, as the latter references the former.
Mission Names subsection consisted of just a single line of text, not serving any specific purpose. It has been integrated into the Mission page's general information near the top of the page.
Generally the first is indeed the asterisk and the second would be the dagger.
I can replace it
done
thought that was the only use "The dagger is also used to indicate death, extinction, or obsolescence"
when using it to add footnotes, it's asterisk for the first then dagger second, then double-handled dagger third
A dagger, obelisk, or obelus † is a typographical symbol that usually indicates a footnote if an asterisk has already been used. It is one of the modern descendants of the obelus, a mark used historically by scholars as a critical or highlighting indicator in manuscripts. (T...
anyhow I used the wrong unicode symbol according to that article, i actually picked the Latin Cross from the input list in the WikiEditor so the asterisk is just better in general.
The display of the mutators table on mobile... it's a thing. Currently looking into how I can improve that.
There are several things I can try, might make a sandbox of it
Mutators page has been changed to a more mobile friendly view (still w.i.p. and being expanded); i will have to reconsider my use of tables in other places as well.
what was the mission type and length/complexity, if you remember?
@glacial valve 2/2 max, I don't do anything either L3 or C3 solo because of how long it takes compared to the payoff
But I can't remember if it was 1/1, 1/2 or 2/2
Malt Star has a weird gap in it
ah. good find 
Need some screenshots for "low gravity" and "rich atmosphere" for mutators page. How to best convey this in image form?
eh ??
Third person view jump
Rich atmosphere is just the glyphids and dwarves running
yeah good call. thanks 😄
finally got the mutators page working well on mobile now.
right now the lines under some section headers are slightly too short, due to how Wikis handle images in short sections -- but as I expand the sections this will go away
the images need categories though, which one do they belong into
why flair
I meant for some visual flair, otherwise it's just wall-to-wall text once I'm done with all the write-ups
likely will replace some as i take better screenshots myself
you know how to add categories , right ?
Added Anomaly Images category, added the images to it
can you retrieve Axes that hit passive creatures ?
also, nexus eyes is x2 or x3 damage ?
different pages are giving different results
Not all the time, I think it works if you killed them indirectly but if killed directly it probably works only for low health passive.
Nexus eyes is ×2 damage
(ie like grunts)
this was added on the Driller page and wanted to make sure it was correct
I think there is still some cases where you can’t retrieve them for some of the neutrals.
I will try to check that.
Can’t be retrieved after killing a flea.
hi I have a question I'd like to set the battery beep sound as notification sound on my phone, unfortunately I wasn|t able to find any sound files in drg files can somebody please help me out ? Idk if this is the right channel for it, apologies if it's not.
Can’t be retreive either after killing a lootbug.
// if it should change to "Axes that do not hit creatures directly can be retrieved"
it is there already https://deeprockgalactic.gamepedia.com/File:Battery_Pack_Beep.mp3
Thank you so much.
Can’t be retrieved after hitting jelly platfrom and harvester either.
You can kill plants, mushroom and maggots and get your axe back though.
Anything else you need to test about the axes?
nothing that I remember, just wanted to make sure the sentence had the best words
but! I still didn't finish adding the stats for it
I'm pretty sure the plants die before it makes contact, so for plants with enough health it might stick and be irretrievable.
Creature may be better than ennemy in that case since only maggots seems to be excluded.
like mindmgpct and radius, like I did for all others, EPC is missing it too
As for the plants, you can kill the big cacti in biozone dense without consuming them and it takes 2-3 axes iirc.
So it doesn’t seems to be only damage related.
hi I have a question I'd like to set the battery beep sound as notification sound on my phone, unfortunately I wasn|t able to find any sound files in drg files can somebody please help me out ? Idk if this is the right channel for it, apologies if it's not.
@tranquil hazel beware, if you do you'll end up looking at your phone every time you hear that bleep in the game 😉
I suspect that prestige assignments https://deeprockgalactic.gamepedia.com/Assignments#Prestige require not just having a certain player rank, but also completing the previous prestige assignment
You are right, they do require completing the previous asignments.
I hit rank 50 a couple days ago, but I've only ever completed Pickaxe Hunt: Chasm-Borne Cliffhanger (rank 20), and right now the only prestige assignment the board is offering me is Pickaxe Hunt: Gadgeteer's Favorite (rank 30)
You are right, they do require completing the previous asignments.
Noted as much on the wiki page
Missions page reorganized a bit further, with Mutators layout being changed to a hybrid of the initial style and my later implementation. now it's useable on mobile
same for the mutators page itself
Can't seem to find the damage values for AoE shock on shields.
irc it was not enough to kill a swarmer but not sure of the exact amount.
For which one? Shockwave or static discharge?
From what I see Shockwave is unlikely to kill a swarmer since its damage is random between 8 and 16 explosive damage with a single instance of damage.
Static discharge seems to hit every 0.2s for 2 s doing 0.2 electric damage per tick and slowing any creature hit by 80%.
The damage for the later seems way too low so there may be a hidden multiplier affecting it I will need to test it in game.
thanks
can we get the Cryo Grenade lingering Cold stats on the "Full stats for throwables" part ?
Added
i missed it but what trigger said is how i feel impact axes works too
has a hitbox around it that kills stuff, then the axe itself does most of the damage
you can throw them at naedocytes or clip the edge of stuff and still pick the axe back up
Also looking at skills that boost melee and SYIH says that only the explosion fears, but im pretty sure the electric field does as well
unless im reading it wrong
kinda like shield, stuff walks in, gets electrocuted a bit and then walks off
Looking at the thorns page, doesnt it trigger a small AoE when you get hit?
doesnt mention it anywhere
to the best of my understanding, the Thorns perk is not AoE. it just applies the damage to the first enemy that hits you with a melee attack and then goes on a 0.75 cooldown
it appears that the math extension is functional again 🎉
played some games earlier, im still positive the SYIH electric field has fear
Added some text to Cave Vine, Cave Cruiser and Silicate Harvester cause there wasnt any/much, if someone wants to proof read them
will do it as soon as I can tomorrow, no worries
aight
SYIH field does the same thing gunner shield/does, althrough the last time I tried to claim shield has fear I failed.
But I played solo yesterday and found out small naedocytes die if enter SYIH field
That could be bosco but I'm sure reviving is his highest priority
looks like I will have a bunch to review
The electric aura does damage, low health enemies get killed
it might not be fear but it definately repels enemies the same as shield
Cruiser gallery could use some images, such as of Dwarves riding it or other interesting situations
will Bulk's final blow bypass Korlok's armor and destroy it regardless of its state ?
anyone I am done for now
2 bulks explosions on top of it and it is still there completly intact.
Looks like it can’t bypass the armor.
On the first try the explosion was enough to kill a few korlok before reaching the core so the core started to open when the blast reached it and was destroyed so this could be the source of what you heard.
wait, AOEs have travel speed ?
I am not sure, but I didn’t damage the spitter head myself and the core openned a split second before the explosion reached it.
It could have been the bulk stomp attack since I was close, but I don’t think that was the case.
Well it happened again and this time I was far enough so I wasn’t the stomp for sure.
sounds very specific, and we can probably see the travel speed if we put a creature near and far away from the explosion
I put two heads near the bulk before triggering it and it caused the core to open just before the explosion.
will it work on this situation ? where you have to kill those 2 sprouts before the core can open
I didn’t tested it in depth but it seems to work as long as the sprout you need to kill for it to open are inside the blast radius.
I am not sure if they need to be closer or not, but that doesn’t seem to be the case.
I mean, the explosion would reach the core before reaching the last sprout, see ?
I had a case like that:
Sprout ×2 Bulk Core
It still opened
well, I guess that counts
Maybe the explosion lasts more than a single tick/frame/etc., meaning the game has the time to register the deaths of the sprouts, render the core vulnerable, and then register the explosion on the core as well ?
It is possible, I am trying to test it properly, but it is pretty hard to test.
Ok, I managed to make a test with the core between the bulk and the sprout:
He didn’t get one shooted in that one though.
Isn't the damage the core is taking coming from the explosive blobs falling down ?
In that case yes I think it is only from the fallen tumors.
I tested it a bit more and decreased the difficulty, it seems you do need to reach the sprout first to be able to trigger the core opening and kill it.
Otherwise only the tumor will reach it and potentially kill it depending on the difficulty/placement.
You can kill a full health korlok core with a bulk explosion.
While the core is closed?
No.
That's what Elyth was testing
And it seems yes, if the sprouts are between the bulk and core
There's some weirdness with the placement and timing that seems to make it possible to kill the sprouts so the core opens, and then kill the core, all with the initial Final Blow from a Bulk
According to Elyth's testing
Well, in that situation, yeah, but if it is just closed with stuff far away, no.
It suggests AOE attacks might have travel time which I'm not sure anyone has noticed before
without having observed this effect first-hand, this may be an errant suggestion... but is it possible that it's not the AoE having a travel time, and rather that the core becomes vulnerable to the damage the instant that the sprouts die? even before the sound or animation or healthbar turning red
Oh yeah, it could also be that the Final Blow has a duration, however small
But if there's no travel time and Final Blow happens in an instant, wouldn't the check to see if the Core is vulnerable happen at the same time as the sprouts dying?
i'm not sure
It also depends on whether these things are parallelized or entirely run in series, which then makes it depend on the order they are checked.
🤔 it might be possible that hyper-large AoE attacks take longer to calculate hitbox intersections due to sheer volume and terrain destruction, causing it to have a pseudo-duration for a few frames while the calculations happen. kind of like hitting dozens of enemies with a Fat Boy causes frame drops?
pure speculation, no data to support
MrDXH on steam
did it actually load or is it a still image
fucksake
If you "open original" on the first one it plays
eh, this one is less work
Is it? Cause the other one was easier to get to a playing gif than that one
Yes, we know, but can you kill it while the shell is closed?
probably not, its invincible is it
Elyth did some tests and if you kill the sprouts at the same time, maybe
is the detonation a single hurt area at once or does it actually go outwards
That's what we've been asking
Does it have travel time?
Does it linger?
Is it just a quirk of the order in which everything gets processed?
There will be two batteries nearby (within 30 meters) that will need to be inserted into the Cargo Crate to start the repairing process.
Proposing change to
There will be two batteries within 30 meters (in any direction, so not necessarily in the same cave) that will need to be inserted into the Cargo Crate to start the repairing process.
is there any purpose for that change ?
Rolledback that one; only makes the gallery not collapsed by default, but all the others still are
asdfasfasfas understood you asked me to roll it back
fair
what about this one, not so sure
litterally the message above ^^
This one has been approved ^
isn't "same cave" an odd thing to say
Seems fine to me unless you have something better in mind
"within 30 meters, in any direction (possibly in another cave section)" as one
Depends on the semantics of the word "cave" 😛
Technically the whole level is a cave
I just wanted to write something that would clearly state that things like this are possible
I am standing next to the crate in the screencap, while the two batteries are dug up very close to where they spawned (I always do that so that they show up on the map)
So the distance was ~20m upwards
yeah; i have seen some weirdness with the batteries being quite far above or below the crate
That's when one of them spawned on a floating island which disintegrated
hmmmmm. I don't know about that, a battery wouldn't be still be buried if that happened right?
I have absolutely seen a cargo crate be in one tunnel and the batteries spawn in a tunnel not normally connected to it.
Should also be easy to test if you spawn some crates as they generate the batteries properly.
it was never really about it happening, but about semantics
You can replace "cave" with "cave section" if you want, I won't die on that hill
great fix, agree
basically the issue is also that vertically they can be quite far away
seems to be a cube ? 30m width and height
I would say either a cube of 40x40m (so max distance from the center would be a bit less than 30m) or a sphere of 30 m radius.
I think it is a sphere, but I don’t have any proof.
ah
that makes sense !
so, for Mutators page. Low Oxygen warning. How much damage do Dwarves take when it runs out?
is it a % of health or a flat number?
It seemms to be a flat number: 10 health per second.
I also found theses:
"OxygenGivenOnRevive": 42.0
"OxygenReplinishmentRate": 10.0
"OxygenDepletionPersecond": 1.5
max oxygen level ?
It isn’t in the file, but I would assume 100
sounds easy to test knowing it is -1.5 per second
I've heard draining from max to zero takes about 1min which a drain rate of -1.5/s would do in 66.6s if the max is 100. A test to confirm would be nice but 100 sounds like a safe assumption to me.
and exactly 10 seconds to replenish
Are we still looking for screenshots to illustrate "Gold rush"?
'cause I took some
awesome @acoustic scarab
hm
if you don't mind i will crop and upload one of them.
and thanks for the O2 numbers people, I will update the wiki accordingly. Appreciate it
i like to get ones without weapons in it using ansel
you can do that without ansel
Yeah, I know the screencaps are often without the character model, which I can't do
disable your hud and hold the map button
it doesn't show the map or your weapon/character model
then take a screenshot while doing that
oh that is clever
But... wouldn't that bring up the map?
Ah
it's how I took those glacial strata screenshots I posted a few days ago
Then I'll take some more of those next time I farm gold
In the meantime, feel free to crop these as needed
further questions... is the OxygenGivenOnRevive an amount that is added, or set to the current oxygen amount?
so if a dwarf dies from other causes with a near-full tank and he is revived quickly, will he get any extra oxygen?
or is it reset to 42%
Seems to be a set ammount but I cant be sure from the data I have.
and what is the radius for MULE/pod/mine head to give oxygen in?
easy to test at least
sure, but i'd rather have the hard numbers if those are available.
otherwise i will keep second guessing what I'm getting from gameplay
that's why I have these questions in the first place.
Nothing about a radius in the low oxygin warning folder, I will check the mine head one if I can find it.
always the same replenish rate no matter the distance, right ?
never thought of that, good one
Seems like it, there is no fall off or something like that in hte BP file and this is where it should be if there was one.
perhaps the O2 tanks are separate objects with a radius?
Here is what I have for the minehead:
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 800.0,
"CenterOffset": 180.0
},```
So the radius would be 8mand about 1.8m away from the center of the minehead if I understand is correctly.
so a 9.8m radius
I should be able to find the radius for all the other sources.
effectively, yes
Not exactly, there is no oxygen if you are at the center from what I see.
dont you need noclip ?
but don't the tanks' radii (radiuses?) overlap on the center?
ah nvm
i see that i was working from a faulty assumption, thanks
i appreciate all the input here, i like getting the gaps filled in
this is also the sort of thing that isnt likely to change that much between new versions meaning that once we have the data, it doesn't require much maintenance
I do hope there will be more anomalies and warnings in the future. Need more random. 🎲
Molly:
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 300.0,
"CenterOffset": 50.0
},```
Salvage Fuel Pod:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 750.0
},```
Salvage Uplink:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 750.0
},```
Drop Pod Base:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 1000.0,
"CenterOffset": 250.0
},```
Drop Pod Escape:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 600.0,
"CenterOffset": 200.0
},```
MineHead:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 800.0,
"CenterOffset": 180.0
},```
Old Supply Pod (Salvage):
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 300.0,
"CenterOffset": 100.0
},```
Supply Pod:
```json
{
"export_type": "OxygenSourceComponent",
"SourceRadius": 300.0,
"CenterOffset": 100.0
},```
That should be all oxygen sources.
hm... Molly has centeroffset, the others dual source radius values?
I copy pasted some of them, let me check that, maybe I messed up some of the offset.
is the Black Box also an Oxygen supplier?
yes
It was on one of the dives last week
with low oxygen?
Yup
It was CenterOffset for all of them for the second parameter, I just messed up and dupplicated the first name at some point.
The value were right.
cheers, thought so but I had to be sure
okay, almost done with adding a table to the page, just need confirmation on what Drop Pod Escape vs Base means
is the DropPodBase the one you start a mission in?
Afaik base is the starting pod and escape is the pod at the end of the mission.
Cool; was wondering if maybe it was the Salvage pod. Thank you! Table added! 
Just getting the data on there for the Mutators as I go through it, for now.
Depending on how much info each block gets over time, I might look into some changes to the layout of the page
took me a while to figure out what you meant -- the new environmental objects added to the biomes from a while back?
yes
@tranquil hazel It was the explosion of the Death Cloud left behind when they die.
That gaz gan be ignited by any fire attack, in that case it could be caused by direct hit or sticky flames from the flamethrower or the White Phosphorous Shells from the boomstick.
Breach Cutter can also ignite it with inferno, not sure if other mods can do it.
BC can ignite it regardless of upgrades
Good to know, then its base damage type is probably 50/50 electricity/fire.
Hey there
Cryo minelets have a delay time of 0.8 seconds, on the wiki it is showing as 0.1
Also regarding BC damage
it's 50 Burn Damage on hit which can only be applied once per shot even with Return to Sender (note this does not produce heat)
The tick damage is Electric
Tanks for the info, I was wonder if it was 50/50 because of that bit of code which is similar to what is used in the EPC file to make the dual element with the normal and charged shots:
{
"export_type": "DamageConversionBonus",
"DamageClass": [
"DMG_Burn",
"/Game/GameElements/Damage/DMG_Burn"
]
},```
hmmm
Do note that I tested the damage type for the EPC, but not for the BC for now.
made a todo list on the Mutators Talk page of the things I still want to add to the page. https://deeprockgalactic.gamepedia.com/Talk:Mutators
I should be able to answer about half of them I think, I will check that later today.
That would be great! 🍻
wouldn't it be best to post it here though
nobody knows where that is from ?
and personally I am unsure if that really looks like a radio / radar tower and not some liquid storing device
Video not available
@glacial valve For shield disruption: there is no bonus HP at all, tested with driller using C4 on himself on Haz3 difficulty to check the health value.
For what count as melee damage, the full list of creature attacks is in that file: https://discordapp.com/channels/257785731072786435/453469452097421315/746713401895682169
If there is some damage reduction I can try to test it another way, the devs told us there was more health for the dwarves in that mode, which doesn’t seem to be the case.
this works ? "From the stream "DEV STREAM - REMEMBER TO LEAK AND SUBSCRIBE!" that took place on August 27, 2020"
I guess it was about effective health
Effective health affect self damage for almost everything so far, I will check with a creature attack just in case.
do I just leave the radio thing or is there a better word to be used ?
I guess you should leave only something you're sure in. What if you do it like it is in old and unused?
there was also an oil rig machine leaked
top right corner of the full leaked image shows the mission objectives being hook up 3 pipes or something to that effect
Pump jack ?
Yeah that has to be a Pumpjack
basically yes, I have a few theories on the mission but as yet I am unsure how it works
are all the teasers going on to the wiki then?
depends on what others says, I will just make sure it makes sense xD
Looks like that was a kind of resistance that ignores self/dwarf damage for shield disruption indeed.
I'm fine with it going on separate page or the relevant update one
Just needs a notice on the page that it's upcoming content
Shouldn't it be noted that Korloks are limited in spawn to regular missions?
For shield disruption it is not that the dwarf has more health, it seems that instead there is a ×0.7 damage taken that only apply to enemies it seems.
There is also a ×2 red sugar modifier in the files.

that means 2x HP recovered or 2x more spawning?
^
it says "more abundant" but i have a suspicion it's actually just doubly effective?
[{"export_type":"ResourceMutator","Resources":[["RES_CARVED_RedSugar","/Game/GameElements/Resources/Carved/RedSugar/RES_CARVED_RedSugar"]],"Modifier":2.0}]```
Not sure here, the file is just as Bebe posted ^
My guess would be ×2 red sugar mined with how the variable is name, but it is only a guess.
probably could change the value for testing
what would 0 cause
or that just sets it to defaults lol
If only I was able to find out where's the actual value stored... Any suggestions?
Moved to DCT as I don't want to flood this chat with wiki not-so-related info
i thought it was interesting, but I see your point
Some slight formatting was done to the Mutators page, the quotes from the Miner's manual now look more distinct and I slightly reduced the images' size. These changes also further increased readability on mobile browsers (portrait mode and landscape)
I noticed that on the Desktop view, the right side of the horizontal section header lines sometimes get cut off by the image from the section above -- once there's more text in each section as they get filled out more, this will resolve itself
For shield disruption, it works for electrocrystals as well so it should work for environmental damage.
As for the red suggar ×2 thing, still trying to figure it out, mods don’t help so far.
Tnied to mod to 0 and 10 and we didn’t notice a difference, not in spawn, healing or quantity mined.
odd, might wonder if it is unused ?
It may be an artifact of an old unused machanism.
In that case the damage reduction would replace it.
would it help to generate the exactly same map (same seed), but only change the red sugar value ? if we still think it actually does something
Trying on EDD atm.
I will retry all three values there just to be sure.
Exactly the same amount of health gained in the main cave in EDD with x0, x2 and x10 and the first 5 red sugar vein were at the same place with no other sugar in sight.
So it looks like that variable isn’t used anymore.
neat, now we know
Now for critical weakness:
The effect is a ×5 weakpoint damage multiplier.
It is multiplicative with weapon critical damage and creatures innate weakpoint multiplier.
The location of the weakpoint are all included in the creatures pages alreaded, highlighted in green in their respective view.
Any attack doing instant single target damage will be able to benefit from the weakpoint multiplier.
So that mean no DoT, no AoE, no embebed detonator, no fatboy… the damage type doesn’t matter.
There is a few exception like the first instance of damage from the impact axe since it is tagged as "secondary damage" or some attack that are set specifically to not benefit from weakpoints.
so for Bulk with a proper weapon it is like damage x 3 x 5 x 1.4 ?
If the ×1.4 is from the weapon yes.
always thought it just changed the WP bonus to 5
No it is a × multiplicative with the rest, I was able to test it vs a bulk.
I read the text :S
Volatile Guts:
Tiny Enemies:
Area Damage: 25 Explosive damage
Friendly Fire Modifier: 10%
No radius defined for that one, not sure what the default is.
Small Enemies:
Area Damage: 80 Explosive damage
Friendly Fire Modifier: 8%
Radius: 1.5 m
Maximum Damage Radius: 1 m
Minimum Area Damage: 25%
Medium Enemies:
Area Damage: 120 Explosive damage
Friendly Fire Modifier: 5%
Radius: 2.5 m
Maximum Damage Radius: 1.8 m
Minimum Area Damage: 70%
Large Enemies:
Area Damage: 220 Explosive damage
Friendly Fire Modifier: 3%
Radius: 3.2 m
Maximum Damage Radius: 2.5 m
Minimum Area Damage: 70%
Huge Enemies:
Area Damage: 130 Explosive damage
Friendly Fire Modifier: 2%
Radius: 2.2 m
Maximum Damage Radius: 1.5 m
Minimum Area Damage: 25%
Now to figure out which enemy belong to which category…
FF modifier is for Dwarves ?
Pretty sure it is, otherwise killing a bug in melee range would kill you in haz5
interesting that large enemy is 220, 3.2m while Huge is 130, 2.2m
^that one is not a typo, I double checked it.
ops
For rich atmosphere the speed multiplier is x1.5. Tested via mod, replacing it with x10 made it clear it was the good value (and it was completly unplayabe).
There is also a pitch multiplier of 1.5 for the dwarves voices.
P.S. the speed bonus only apply to the dwarf, the bugs and bosco were at their normal speed while I was at x10.
Tried to find the low gravity values in the files and via mods, I only manages to crash the game or corrupt the files so far, no luck on that side.
So, time required to do full jump on normal gravity is 1 sec. For low gravity — 2.5 secs.
V0t-(gt^2)/2=0
V0t=(gt^2)/2
V0=gt/2
If we assume V0 is the same in both cases then in order to compensate time increased by 2.5 times g must be 2.5 times lower
That's my guess
For the exploder infestation afaik it is just a reskin
I checked, they have the same health, resistance and damage as the normal exploders (I just checked the explosion damage in game to be sure).
heyyy nice, this will help a lot! Will get on adding the info and correcting the Red Sugar thing
Not sure if there is another difference.
Trying to verify everything just in case, I am not sure about the health.
Or something around that. I can't run stopwatch perfectly so there are 1.04 and 2.41 seconds
Perhaps it's 2.4
Still the exact same health and resistance and the exact same explosion damage for the warning exploders.
Damage type and damage radius are the same as well for the warning exploders. I don’t think there is any possible difference left other than their appearance.
Lethal Enemies
For what count as physical damage, it is what we call melee in the wiki so it should be any melee attack (Jump, Bite, Slash), carve attack, dig.
Non intuitive attack that are still melee are Shock from Naedocyte Shocker, Insect Swarm from Deeptore Honeycomb.
Stomp AoE attack are usually not melee ie for the Sonic Stomp for the Oppressor it is kinetic instead, for the Dread stomp it is explosive, for the Bulk it is explosive + a guarantee ignite…
thank you, added!
thanks to you too @sand lantern for checking the low gravity values!
math to the rescue 😄
I will need to double check, but this could match the explosive guts creature size:
I can confirm the jellyfish do not explode with exploding guts
i just wiped a swarm of them with the autocannon and no explosions went off
well, other than mine.
so based on that I'd say this is probably on the money
I will stop for today anyway, I will try to verify a few of theses tomorrow to see if they match.
i think it's the same as what size critter does or does not trigger Engi prox mines, yes?
have a great evening, i appreciate the data 🙂
for mutators page, why not use quotes template for MM text ?
Takes up way too much space around it. Tried it when it just created the Mutators page, but it didn't feel like it added anything to have the MM text be so visually prevalent.
fyi, I just added some clarifications on the U32 wiki page for "promised changes".
noice, cheers 🍻
@weary sonnet I just realized, the size categories also apply for amount of Carnivorous Larvae spawned right?
I am not sure to what the size categories apply to, I can try to check the infestation mutator folder when I come back home to see if there is more info on that.
All I know is that it doesn’t apply to the placement around the dwarves for attacking them since it is another variable for that.
The code structure for the larva spawn is very similar so it is probable that the larva spawn is also based on the creature size.
There is only 2 spawn size for the larva it seems, medium and large.
Also I forgot a tiny explosion group earlier for the explosive guts, I added it but for now I am lacking the AoE radius, it seems to use the default radius so it is not written in the file.
any idea of where that happened ? otherwise I think it is best to not have it
yeah some person added that and i put unconfirmed on the end
at this point take it out
is this good for the nav?
did we ever fix the biome icon symbols ?
iirc someone pointed out radioactive zone using the wrong one
I checked it and I didn’t see anything wrong with the current icons.
they actually arent even close to what they look like ingame
compare that to the ones on the wiki and.....
it looks like whoever did it just did random shapes tbh
actually, they were all uploaded by starblaster mid 2018
so they are possibly just super outdated
it is not used in game somewhere else ?
Afaik it is just a very old image.
Assignments
Cargo Crate
Crystalline Caverns
Dense Biozone
Fungus Bogs
Glacial Strata
Hoxxes
Hoxxes/ru
Lost Pack
Magma Core
Radioactive Exclusion Zone
Resources
Salt Pits
Sandblasted Corridors
User:Cenrus/Sandbox2
User:Punchbag Turtle
Template:Assignment table probationary
Template:Biome nav```
that's where the radiation one is used
so we gotta add that to the list now too
in game, not wiki, so a better symbol can exist if it does
oh, i think it's just used in the mission select screen
yikes
im making a rough version of what we could do rn
so we could do something with the real background from the game
or do cartoony style like the ones currently on the wiki
why not use the MM backgrounds / screenshots
mm?
manual
I can upload if it is missing, at least it will tell its name
you have it?
What image is wanted?
isn't it orange ?
for example, as you can see , the alien egg one is fully colored
That's as it's not a flat colour
it's multiple, game can't do that
Also the way I find icons fast; have a program let me search through them fast
like, does the same happens for aquarq or boloo caps ? and iirc both appear just like dread eggs on the mission display
@shell frigate are you able to remove the mixer link on the front page?
or who would do that
Me, GoldMath or Elythnwaen can
Resources have more than one colour so they come pre-coloured
Black & X colour icons tend to be white in the files
oof
Anything we should replace mixer with
Since flex box does not like odd numbers
Since flex box does not like odd numbers
Put it to a steam discussions link
Are we linking to the Reddit already?
yes
cool
While there is not a link to that there is one on the GSG site
yep
so you could add that site i already sent as well as this one
to make it even
the forfans website
Yes that's what that site is
u want to add them both or no?
also question: should the barrel hoop be included in the "leasure area" bit on spacerig or get its own header?
Will make it a merch link since that is missing
Can give it is own header if it's got the content for it
i can make the context. i have some stuff in mind for it that will be a good paragraph or 2
Sounds good
i'll pass it by you guys before i add the edit
Merch link added
are speed changes "random" or a loop for barrel hoop?
Seems good
:)
The speed changes are random but only occur once a side is met afaik.
yeah
Does plasma trail of BC stack?
Not completly sure, but I think it doesn’t stack, adding another line should just increase the area covered or refresh the duration if you use it at the same place.
Kinda like sticky flame and radiation work.
I tested it on the EPC when it was added and it didn’t stack back then, didn’t test it on the BC.
Afaik it does not stack, but I also rarely use it.
"there is actually no information on freeze power of cold radiance on the wiki..."
Also need some info on radius for electrocuted fence thing for turrets in both linked and singular form I guess.
Yeah, I haven't checked yet.
We have all stats for cold radiance.
60 cold damage is 60 freezing power?
yes, cold is for temperature
Alrighty, thank you.
frost is for damage
Is driller separated intentionally?
Yes, because he is planning his next 
The perfect time is when the other 3 are grouped up.
@sand lantern on which page is it?
The page is different on pc, but I don’t see any reason for the lines to appear like that, the driller and engineer tables uses the same skeleton.
Dang, I didn't know snowball had such dropoff in cold damage.
I wonder if that is partially how they nerfed it from the buffed version.
I checked the code, I have no clue where the extra lines comes from.
Frost resistance only apply to damage yes, there is no temperature resistance, creatures have the same burn/freeze temperature no matter the hazard level and their frost / fire res doesn’t affect the ammount of cold/heat damage (temperature) you will do.
What about glacial variants?
They have different temperature stats from the start, you can see them in their infobox in the creature individal pages.
Most glacial variant will have a lower freeze/unfreeze temperature and will cool down faster.
Ah, but not take longer to freeze?
They will take longer to freeze since their freeze temperature is lower.
-250 for the frost praet vs -150 for the base praet
Damn, I cannot read. My bad.
They will both stay frozen the same time though since the difference in freeze/unfreeze temperature is the same and the warming rate is the same.
I should sleep, going on 4 AM, lol.
@sand lantern it's because of ads in Wikia mobile view
that adds the extra lines
it's extremely common and i've seen it all over the place on different Fandom pages
I think I'll let you edit them however you see fit and let you upload them 😄
heh. alrighty
you can see the image crop resolution on the Mutators page
it's 288px by 162px (but you can use 2x or 4x that to get the ratio right)
Today I discovered that parasites do not respect the gunner's shield
I think that's something worth noting on the mutator's page
interesting, good one
I added it
wait when you say "respect" (@acoustic scarab) do you mean keeping their distance or doing their suicide leap?
My experience was that they just crawl through
thank you!
i'm so glad to see the page is coming along very nicely
we now know so much more than a week ago
@low hamlet https://deeprockgalactic.gamepedia.com/File:Anomaly-goldrushvein.png this is the page for the image file you can replace for the Gold Rush image
T H I C C
if you replace the image then purge the page's cache, it should show up
i made a quick edit of your screenshot yoshkin, it's up now. if you want to change it further feel free
yeah thats good
i would love a new image for the golden bugs one too
would've done it earlier but like. school work

🍻
Nice to see the Mutators page coming along guys! Keep up the great work documenting the game. Karl would be proud. Rock and stone!
:) 
Are there any enemies that do not regenerate health when Regenerative Bugs is on? I'm thinking probably Korlok, Bet-C, Machine Events?
That would be good to know.
btw, what was the status of turning the OC table Overclock columns from the botton version into the top one ?
@glacial valve If I'm not mistaken, super elites (Bulk Detonators, Dreadnoughts) and boss-type enemies are not affected by Regenerative Bugs.
btw, what was the status of turning the OC table Overclock columns from the botton version into the top one ?
I was waiting for replace text to be working again to replace them all at once, but it seems to be still bugged.
I am trying from time to time to replace it on the cryo cannon page, still not working today.
With how long it takes to be up gain, it may be worth doing it manually (can still use regex in a text editor).
Not sure if there is some kind of flag in the files to see if a creature gets affected, as some minor creature may have been missed
Could that part be responsible for the creature regenerating or not? The query in particular.
"EnemyQuery": {
"TagDictionary": [
{
"TagName": "Attitude.Hostile"
}
],
"QueryTokenStream": [
0,
1,
1,
1,
0
],
"AutoDescription": " ANY( Attitude.Hostile )"
},```
Where is that from?
\FSD\Content\GameElements\Missions\Warnings\RegenerativeEnemies\BP_RegenerativeMissionBP
FSD\Content\GameElements\Missions\Warnings\RegenerativeEnemies\STE_RegenerativeEnemies:```JSON
"GameplayTagQuery": {
"TagDictionary": [{
"TagName": "Mutators.PreventRegeneration"
}
],
"QueryTokenStream": [0, 1, 5, 1, 3, 1, 0],
"AutoDescription": " ALL( NONE( Mutators.PreventRegeneration ) )"
}
Ah, found the Mutators.PreventRegeneration tag in some of the creatures files.
It is in the ENE_SpiderSpawner and ENE_InfestedMule file at least (could only search in json file).
So it really was a tag in the enemy file.
Well we know now it's something that they have to be opt-ed out of
So all creatures bar the boss-likes should have it
We could search it in each ene uasset file one by one if needed.
Unless you have a way to search in several hex files at once.
There is a python thing that can do that
But it is command-line
There is no tags for creatures that do regenerates, just the common Attitude.Hostile.
For creatures excluded there is two tags, Attitude.Hostile and Mutators.PreventRegeneration
Notepad++'s find in files still works
Using vs code, didn’t find a way to include hex files in the search for now.
Results screen does not look nice but on clicking them does show the full work
As long as you have the list of files that match.
For NP++ you pick what file type to search, and it does see the text in .uasset files
All OC tables have been updated:
The lines were removed, the OC names are now half-bold (550 font-weight) and the images are centered if it wasn’t already the case.
I think there is still one change I need to do: implement the space between the positive and negative effects in all the OC tables (it is already on the flamethrower table).
Let me know if you notice something wrong with the table other than that.
awesome to hear
The positive and negative effects should now have a small margin to separate them in the OC table, with all the change I made, I may have missed something in one of the 17 tables so feel free to report if one of the line isn’t like the other.
how are you guys unpacking game files like that?
By using unreal engine executable to pak/unpak the main pak since it isn’t protected by a password.
If you want more info, I can explain, but we should switch to private since it can take a while to explain.
https://deeprockgalactic.gamepedia.com/Assignments#Weekly_Assignments
The "resource hunt" assignment is listed to give croppa and jadiz, but I just got jadiz twice. Is it random?
Right.
that's just a possible reward
I was thinking. What do y'all think about a small animated gif icon that would rotate between all mineral icons at about 1/sec?
To better illustrate that it's random.
could simply be a text with a hover over
^
Subata i20 😄
(don't bother, the header structure in that part is out of whack, I'll fix it)
Hey there again.
Elemental insulation does not mention how it reduces FF from team elemental damage thought I would let you guys know.
Sounds like it could fit into the "Other" row
Flamer and Cryo in the "...work fully" column and Fat Boy in "...work partially"
EPC and BC as well
I didn’t test all weapons for FF but since it reduced the cold damage from cryo grenade it is safe to assume it shoud work for any FF as well.
without looking at how it's coded internally, my guess is that Elemental Insulation perk just checks all incoming damage elements (regardless of source) and applies the damage reduction to the fire, poison, frost, etc elements
if that's right, then i would expect FF elemental damage to be reduced too
I can't even give anecdotal data because it has never occured to me to equip elemental insulation. It just seems so underwhelming 
It is decent.
It is like a nerfed version of class specific damage reduction.
Which allows them to stack to 80% on driller and engineer.
EI pre-nerf was crazy though, you would become immune to certain damage types.
https://deeprockgalactic.gamepedia.com/Q'ronar_Shellback
While rolling, the Shellback can run into the Dwarves and get out before any of them have a chance to react, which also deals incredibly knockback and can catapult a Dwarf to his doom.
Well, I mean stopping is already a slowdown
I was referring to broken grammar
reminder that "its" is only for possessive, not for pointing out what a thing is, (would be "it is" or "it's" on that case), in case the person is here
What are you talking about? Their the same 😛
They're you go, making grammar mistakes.
^ had too much beer i take it. filthy leaf lover.
:(
Elythnwaen recently confirmed that radius of actual IFG field is no longer 3.40 — now it's 3.00
I suppose back then it was 3.40 and then changed in some patch yet wiki has no notes on any IFG nerfs
It got nerfed when the new grenades came out.
The wiki page has been updated with an mousehover text saying that the in game value is wrong.
that is a good way of displaying it
if I encounter something similar I'll do the same
It doesn’t stack with itself, but it does stack with other fall damage reduction, like the scout armor.
I should change that word in red to "surfacing" right ? afaik neither are correct
is the issue there the "mouth" part ? could simply use "standing up"
No, it's the inconsistency. One of them singles out "when its mouth is open" vs everything else, the other singles out "when rolling" vs everything else
When in reality they have the exact same phases and behavior
This similarity should be reflected in similar table layout
do standing up / rolling for both if that describes it well
I will, in a couple hours
Done. That's what I meant
👍🏽
Are we sure we want to use the word "promised" for changes in updates 32 and 33?
I feel like "planned", "expected", even "anticipated" are better phrasing options
The devs didn't exactly promise anything
Would have to check with Elythnwaen but I'm pretty sure the when mouth is open is delibirate
"anticipated" seems like best wording for U32
For the shellback / youngling resistance switch the trigger conditions are different.
The shellback switch resistance when rolling so it works here.
The youngling is different the resistance doesn’t change when he stop rolling.
He needs to open its mouth to try to spew for its resistance to change so the opening is way shorter.
Ah, I see. Feel free to roll it back then
This is why they were worded differently, but some clarification could help since it is not the first time some misunderstand it so if you got a way to word it better it would help.
Maybe we should have an in-depth explanation on it as a tooltip
Would that be clearer?
Nice
Someone has a suggestion on how to include the area damage into the attack infobox?
Talking about how it should could look visually/where to put it.
Bellow an example of some attack infobox (that will be reworked) and the current area damage image, the image will probably remain the same, but can be scaled up/down if needed, but the same scale should be used for all creatures if possible for a better comparison.
Not looking for an immediate answer, mostly trying to think about how I will alter the template to display in a good way all the gathered data about creatures attacks.
Hmm, not 100% sure on what would work best, could have it on it's own row hidden by default, revealed but a button
to properly represent the values, would using a program to generate it, even if outside the wiki be a good idea ?
I can generate it without a program just fine.
The image uses a set a colored div that change size depending on the template variables so an outside source isn’t needed for that.
I wonder if this info is reliable
Host claims he has around 2k hours yet has some mistakes
Would bet on human error on their part unless something is actually shown
that could easily be chocked up to getting lucky on the first mission with a ME/Korlok/
That post would literally only apply if it was the same seed.
All of that is RNG, lol.
^
Discovered this in U6. Is there currently a plant with this name?
This 🍆
was just poking around and saw under Deep Dive Difficulty that it states this:
"Regular Deep Dive: Hazard 3; Hazard 3.5; Hazard 3.5"
is there any reason for Haz 3.5 being there twice?
Since it's for stage 2 & 3
ah my bad then
I hope the wiki server is back on track again
is it written down or known any where that digging up a mule leg in salvage causes a mini swarm?
or am i just super paranoid
That mini-swarm comes from going near the mini-mule for the first time
^
good work all

what's the radius on "near"the mini mule BTW?
and is that infinite swarm when dying on the mini mule still a thing?
and is that infinite swarm when dying on the mini mule still a thing?
@glacial valve
As far as I know, yes
https://deeprockgalactic.gamepedia.com/Ghost_Ship_Games this page has both reference links broken: one is 404 and the other one requires permissions
Worth mentioning that you can barely visit ghostship.dk for some reason
i just realized there was no pages about map and legend for different ping on it
idk how to wiki and my English level is way to poor to do it myself but if someone has faith, i let this here
unsure on what "map and legend for different ping" means, try with other words ?
there is a lot of dots with various color and shape on the map and it's hard sometime to guess what is what, for example earlier i saw on a channel someone asking what the little blue square stand for, that would be great if there was a wiki page listing all theses things
perfect
could go in this page, I guess ? https://deeprockgalactic.gamepedia.com/Terrain_Scanner
yeah! there is already a beginning of listing
so, was thinking about a few writeups; stuff thats different under low grav
so far i got scout grappling gun (big launches, mid air mobility)
and gunner cluster bombs
and of course increase flare throw distance
isn't that expected already
makes much more sense to talk about what should, but isn't
possible examples of things that might be unaffected by low grav could be resupply pods, uplinks, refuels, etc
objects with physics that fall when you break terrain under them
someone would need to test if they're affected too
i know bulk detonators' explosive orbs fly further, just like cluster grenade
I just noticed heat radiance is 3m on the wiki in stats breakdown. Is that right? It did always seem like such a tiny radius, but the mod description says 5m. And what on earth is the +10 stat that is displayed when you equip it? +10 what?
could go in this page, I guess ? https://deeprockgalactic.gamepedia.com/Terrain_Scanner
Off the top of my head:
Large colored arrowhead: dwarf
Green cube: Molly
Small blue sphere: waypoint marker
Small green sphere: Molly's route marker during recall
Yellow sphere: popped gunk seed
Yellow cylinder: unearthed battery
Orange egg: egg objective
Magenta egg: Dreadnought cocoon
Massive green cylinder: drop pod
@sleek jackal Heat radiance stats on the wiki should be accurate, I checked them recently and there has been no update since then.
As for the +10 displayed when you equip it I have no idea.
Thanks El.
Did they reduced the range at some point or has the description in-game always been inaccurate? Seems to me like it should be 5m really. 3m just feels a little bit too close for comfort.
even 5m with a falloff would be nice
Not sure about that, I only got the tools needed to get the info about that mod recently so I wan’t able to check the range before it was set to 3 m.
Ah, the number 10 linked to heat radiance seems to come from how the mod is codded, the fire/heat damage isn’t directly set a 80, instead it is set as a heat related variable with amount=10.
How is damage radius coded?
Does radius modifier add the max damage area or the damage falloff one? Maybe both?
You should find all the info you want there:
https://deeprockgalactic.gamepedia.com/Area_Damage
Mods and OC that add radius add to the falloff one only.
@sand lantern ^
@floral drift good idea to look at those objects yes. I know the small gold chunks are affected and can fall over quite a large area when popping a golden lootbug
and when mined by bosco from veins high up they also bounces more off of ledges etc
For information I tried to mod the gravity in low gravity missions, it didn’t work, the game crash every time.
the bulk detonator thing i had also been planning to add, still thinking if there's anything else with enemies that is affected by low gravity
so far nothing i've been able to come up with
Nedocyte egg perhaps
how so?
ah i see what you're thinking. let me go check when I can. was thinking if there are mortar/grenade weapons enemy use, can only come up with the adult Shellback
BET-C as well.
i seem to remember it being easier to dodge and not landing so close together but i will test
bet-c i think homes in with the grenade targeting circle, otherwise it would overshoot the player
and I don't think that has happened to me yet
korlok regenerating its pods maybe?
i think those are sort of thrown out of the core but i'm not 100% sure
For information I tried to mod the gravity in low gravity missions, it didn’t work, the game crash every time.
@weary sonnet good to know! does that mean the gravity modifier happens somewhere else in the code?
maybe that is a dumb question let me rephrase
Not completly sure, but it should at least be in the space rig as well for the gravity recalibration button and outside the spacerig since you can float there if you take a beer.
you can mod the gravity in normal missions, that works right?
in low gravity missions it crashes when you mod the gravity.
So that make at least 3 custom values.
so low gravity is a sliding scale in this game
I can only mod it if it is not the default value, if it is the default, the parameter doesn’t exist so I can’t change it.
interesting
Basically I can change any existing non default number to another number and any text string to another text string of the same length, what matter is that it doesn’t change the file size.
okay cool, that makes sense :D
can't you cannibalize part of a string to reduce the rest of the file to match adding the gravity value?
Does anyone know how to interpret the following variables for creatures attacks?
Trying to find a good name for them, but I am not 100% sure I got what they mean right:
MaxSurfaceAngle (usually 180 for slash, 35 for jump)
CarveDistanceAdded (usually about half or a bit more than the carve diameter)
Knockback Horizontal/Vertical Force (Default value being 600 for hozirontal, 1000 for vertical, wondering if it means 6/10 meters or something else)
Not sure if that would work for that.
But for the gravity even when keeping the same file size it was still crashing so there must be some other requirements I don’t know for it to work or I wasn’t modifying the right value.
well for the jumping attack, enemies don't seem to lunge from walls/ceilings etc
if they can slash upside down, that would mean that 180 is the max value
So that could be the relative angle from the floor to start the attack.
yeah
i don't know what is used to measure it, the relative position of which part of the enemy?
Ok, that one make sense with the data I have.
As for the carve, here is an example from the dread dig attack:
Dig:
Damage: 15
DamageClass: Melee
MaxSurfaceAngle: 180°
CarveDistanceAdded: 350
CarveDiameterCM: 500
AttackRadius: 500```
for the force ones I would have to see some enemy example values
ah okay so the carve is 5 m
and it starts 3.5m from the creature?
the 'CM' is puzzling me
For the force one here is some Oppressor data:
Bite:
Damage: 18
DamageClass: Melee
CausesKnockBack: True
KnockBackHorizontalForce: 600
KnockBackVerticalForce: 700
MaxSurfaceAngle: 180°
AttackRadius: 150
Slash:
Damage: 18
DamageClass: Melee
CausesKnockBack: True
KnockBackHorizontalForce: 600
KnockBackVerticalForce: 700
MaxSurfaceAngle: 180°
AttackRadius: 150
Sonic Stomp: # Roar then AOE ground stomp with push
RadialDamage: 3.5
RadialDamageClass: Kinetic
DamageRadius: 800
MaxDamageRadius: 350
MinDamagePct: 0.25
Rage Quake: # Pillar attack
Damage: 4
DamageClass: Kinetic
LaunchForce: 300
TargetMaxDistanceFromGround: 200
TimeBetweenDamageTicks: 0.5 s
Duration: 4.5 s```
cm is just for centimeters
Attack radius 500 means 5 m, I am sure of that one.
ah
well the bulk/dread tunnels look pretty specific, think it maybe makes a 5m spherical hole 3.5m from the creature
giving them their ridged appearance
For the quake, the launch force is a push as well, this is what knock you in the air.
actually i said spherical, maybe not now not sure anymore. need coffee ☕
What I was thinking for that one was that the carve attack would carve a 5 m sphere, but if the dread is carving, he would progress forward by 3.5 m at every carve.
But I have no idea how to call that in the creature attack template though.
digs x m holes every y meters
