#wiki-related-chatroom
1 messages · Page 58 of 1
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this is another cleanup thing u can do
im also gonna clean this up. get better selectors now that i know how
I know it's not infinite because if you go on for long enough, it'll eventually stop chasing you.
I think it's like a cone but I literally have nothing on that but guesses
At the same time, I know they can go for 90° grab too so it's unlikely
Im guessing its just a radius
A big circle per say on the floor, if your in it, they will do everything in their power to try
Maybe. Its impossible to test too
My guess would be a kind of big cylinder. But I am not sure.
I will see if I can find something in the files.
Get grabbed, and one way or another a leech dies.
Maybe someone could make a..dare i utter it..
A mod
That makes heightened senses release you instead of killing it?
Then its a matter of just finding a leech and seeing
Found something, I will need a few tests to confirm it as it seems a bit low.
GrapDistance: 2m
GrapDelay: 0.1s
TentacleSpeed: 6m/s
TentacleRetractSpeed: 11m/s
TentaclePullSpeed: 20m/s
TentacleDropPlayerSpeed: 15m/s
TentacleDropGroundDistance: 3m```
Yeah. I swear ive been grabbed from larger roofs
Same here, unless height is Z, in that case it could be a 10m cylinder.
That’s why modded tests will be needed to confirm that.
Either playing with the values or just spawning leeches and checking the distance.
Spawning leeches seems like the better option
sounds likely tbh
I've been grabbed from waaay farther than that
Can someone help me create a redirect?
I wanted to move the empty redirect page "Framework" to go to weapon skins
but it won't let me :/
im sure Elythnwaen can do it once their done with our cave leech dilemma.
The redirect should work now.
The good code to make it work was that:
#REDIRECT [[Weapon Skins]]
Ahh okai thanks ❤️
The full url is only needed for links outside of the wiki.and you need two square braces, not one.
Tried to follow the guide on the fandom help page, but it wasn't really clear to me
Tried the #REDIRECT, but must have messed it up - it told me i was trying to create an illegal/ blacklisted page
Thanks for the help 🙂
For the leech it indeed seems to be a ~10m cylinder around the leech.
It start to go after me when I am at 9m from it from the side using the laser pointer.
A one meter errror seems fine since the origin is the center of the dwarf head and I aim the side of the leech.
And there is no limit for the height as far as I can tell, I was able to get one up to 50m away.
those sons of bitches growin extra tentacle just to get me
Yes, Z is height.
I remember testing the cylinder a long time ago, that sounds correct.
Mr.Banagement has blessed us with his presense
If its not already written on the wiki, maybe put the findings there?
wait, which part seems a bit low ?
I mean the 10m if it was the reach.
But it is fine since it is the cylinder radius.
well, if we consider the 3D space, and you consider 3 planes that go along that axis, we would have XY , XZ and YZ
XY, which is the one used, should be the plane that is on "a similar position" of a paper on the ground, now draw a circle on that , I would guess it is the distance of the cilinder, whatever it is called...
Diamiter? Radius?
seems it is radius and height, so radius works
Just to confirm:
10m radius / 20m diameter
No height limit
though only downwards, for no limit ?
yeah
still, with "GrapDistance: 2m" does it end up grabbing farther than those 10m ?
I wasn’t able to test the limit upward, but testing it should be possible by spawning one on the ground and using infinite jump / flying if you really want to test it.
rare situation in game nonetheless
Leeches have the same grab range above as below.
Which is pretty much just a line trace till it finds the nearest collider.
Spooky
that's why they can do the grab from below thingy
i guess if something with the terrain does a dumb it ignores that it's there and thus it can grab anywhere
I do not like the leeches
I am making an elite squad of dwarves to single handedly eliminate all leeches
idk if y'all know this but there is no information for how much xp the machine events give on either the machine events page or the experience page
Alright so the Leadstorm doubles the ammo count, right? Does it shoot 2 bullets per shot, or does it count down 2 for 1 bullet
Im assuming its 2 ammo consumed for 1 bullet, but at this point im just trying to learn as much nitty gritty shit as i can
the latter. it says "30 RoF and 2400 ammo" but it's functionally 15 RoF and 1200 ammo. it's 2 ammo per bullet shot.
Thought so, cuz the devs thought id be better to have big number to make you feel stronger right?
zhukovs do the same thing, too
Do they? I thought it stated it was 'combined' ammo on the loadout screen
i think the GSG devs intended for it to have 30 RoF in concept, but there's a technical limitation with the UE4.25 engine that makes it infeasible to do anything above 20 RoF
yes, the engine didn't like having to calculate that much from one gun, but GSG "liked seeing the ammo count go down that fast" so they just made the readouts doubled
Right on
i realized on the fd skin the change differences aren't highlighted in green :v
welp time to do the fixy fix
Worth mentioning on the Stubby page?
https://www.reddit.com/r/DeepRockGalactic/comments/oug1nn/turret_em_discharge_works_on_returning_turrets_too/?utm_source=ifttt
This is a part bug(?), part feature.
Bug(?) - according to Devs, both EM Discharge and Turret Arc are supposed to work only on fully built turrets.
Feature - Devs never mentioned if those 2 OCs should work on returning turrets, therefore "feature" as in "unintended interaction" that currently exists.
There's also an exploit, but that shouldn't be discussed here.
If the devs say it should work one way, and it doesnt, its a bug/oversight
So it shouldnt be added to the wiki unless the devs confirm it was intended or something imo
The wiki states the buff beers apply their effect twice ¯_(ツ)_/¯
But I have no strong feelings either way, just pointing out
Ive always been of the opinion wikis should only include patched out bugs.
But at the same time id love for the devs to keep this in since its not easily done and could raise the skill ceiling some
Also very situational for anything but EM
I mean, yeah, if the player can hit their flying turret and time it to hit near bugs, they deserve the damage
Agreed.
beer bugs is quite different from turret one
when wiki talks about double buff, it is only because we want to say what is the true effect of using it
turrets would be like showing how to do some exploit, or trick ,
Hey does pellet count on Special powder matter at all?
Also does each pellet deal the weapon damage?
No and yes.
Thanks.
One last question, 50% dmg to fire means its taking half damage dealt, and dealing that back as fire right? Like uh-
80dmg dealt
/2
40 dmg added as fire
120 total?
yes
Does the barrel spin for gunner cool the weapon faster? Friend thinks it does, im not sure.
No.
To elaborate further:
https://giant.gfycat.com/CalmHopefulBlowfish.webm
why do people only think a few weapons would have a bonus for reloading , like LS ?
and not for stubby for example "doing those cool manouvers you get bonus damage, because yes"
even more, if it was even supposed to cool things faster, wouldn't there be a modifier, or even overclock that would change that interaction ? or even have anywhere in the game talk about it
I dont know man. I just asked because i didnt know for sure
It's an old dwarves tale that's been around for years.
(like that gif was finally made in February 2019 to prove it wasn't a thing...)
Long shot but I figure I'll ask here - is there a page that explains the mechanics behind carrying heavy objects and when you are forced to drop them?
Playing with PGL + RJ250 and trying to understand if there's a way to continue carrying something after riding the explosive.
Fall damage will do It. I suppose if you could launch yourself and carry the item they youd be fine until you hit the ground
For some reason the explosion from the PGL also causes you to throw it, it seems.
(Mid air, you throw it away)
Once you hit a certain velocity threshold you drop it.
1000 / 10 meters per second.
Standing, max throw force without Strong Arm is 10m.
You can still do the old flick style for greater distance though (as the host).
Carrying slows you either by 85% or 15%, my guess is 85% via stat change.
I would like to call this into question.
Just today I did 4 missions over the course of 2+ hours, and the buff beer has remained Red Rock Blaster all along. And this isn't the first time I'm noticing this
That's the power of RNG
Missions are based off system clock so is buff beer
So you could change you system clock to a certain time and if you create the lobby at that time it will always be the same one
Just like the missions would be
Alright, I'll gather more info and return with my findings
This definitely was the case some updates ago, and I doubt it has changed
I doubt so too. But that's why I'm only inquiring and not claiming something to be false
With the small selection of beers i could for sure believe it
There are 8 buff beers, so each one has a 12.5% chance to be rolled every 30 minutes.
Rolling the same beer 4 times means 12.5% x 12.5% x 12.5% x 12.5%, which is 0.024%
you say that and yet the game still gives me dark morkite 6 missions on a row
also pretty sure the game has some extra bias towards keeping the current one because I see it stay at the same beer all the time
so you sat for 3hours checking every 30min ?
While it is possible I experienced an event of such low odds, I somehow doubt it's pure chance
Doesnt this game have some fudgy rounding? Could that be it?
I played the game for a moderate amount of time which yes may well have been several hours
Beers reset every 30min
It doesn't matter right now without data points. I already track all kinds of things, it's not a big undertaking to start tracking timestamps and beer on display as well
Remember to refresh the lobby, i dont think the beers cycle until the lobby has been reloaded.
that is also correct, same thing happens with screens like on the mineral trade for the daily deal
fellas i got a question about a Upgrade/Overclock pairing
So the Bulldog has Explosive Bullets (+30 AoE, x.5 Damage)
what does this do with Magic Bullets (Bounce off Terrain, +8 Ammo, -20dmg)
Or Chain hit (75% chance to ricochet on weakpoint hit)
does it Indeed Ricochet/Bounce after dealing its AoE, and then deal extra? or does it only deal the AoE once
I do believe it does its damage and then magically continues
I can test, if nobody is sure
Ive got chain hit at least laying around i think, and my buddy has magic bullets
continuing this- can Chain shot theoretically hit weakpoints and ricochet multiple times?
you'd need to be very lucky for that to happen
but it can happen, yes?
I'm pretty sure it only ricochet once
And yes you can deal double AoE with magic bullet
I dont have chainshot or magic bullets, piss.
gonna dick around on Experimental. me and a bud are thinking of strange builds which is the whole reason behind this question
experimental has that cheat button somewhere yeah?
yeah
lol
yes, Chain Hit/Magic Bullets will make T3.B trigger its explosion twice. it's a well-known combo to use Explosive Rounds, Neurotoxin, and Magic Bullets for swarm clearing with the Revolver.
no, Ricochets can only happen a maximum of one time. so, although it's possible for Chain Hit to ricochet from Weakpoint A to Weakpoint B, there's no way that it could "chain infinitely".
Unfortunate but thank you
hey, lads?
isnt the AI stability engine unique to the Deepcore GK2?
s'not listed as such, I can try my hand at adding it
"unique" just means overclocks with unique functionality
like ice spear or something
or things with ricochet effects
seems a bit silly but i guess i get it
brb calling it "Overclocks with effects too complex to fit into the overclock table effect column"
"Non-Intuitive Upgrades"?
wordy moment
heh
no need to change it, unique works fine, unless there is another single word that is good sounding
also, it is not non-intuitive
it is just "too big to fit on the table" ,
"complex" , "special" you see
<@&296918282403840000> Steam scam stuff in multiple channels. Sorry for the mass ping.
man
What is "Burn" damage listed on the Incendiary grenade?
its burn damage. as in, fire damage. like the CRSPR
either that or its the damage the glyphid takes after they've been set ablaze
Why the inconsistent labelling
... because that is not how it works
it is different damage types,
So Incendiary Grenade's lingering fire has its own unique damage type?
uhm, no
not unique, game uses DMG_Burn (only affects HP) , DMG_Heat (only affects Temperature), and DMG_Fire, (combines both other damages)
the wiki names are different as to make it easier to understand
I am 100% aware I am being nitpicky here but
Crspr's stat box has it listed as doing 11 fire and 10 heat
and ? that is incendiary
yeah. that lines up with the info he just gave us
Er maybe I'm misunderstanding here
"(combines both other damages)" what do you mean by this
That's not fire damage then
you are wrong.
im making an assumption here but its still dealing both dmg types
thats what makes it fire dmg
Does or does not fire damage deal burn + heat damage
one is for temp.
one is for actual dmg
this is probably why the values are different
aka:
one make bug hurt, other make bug feel hot and is affected by the cooling damage of cryo
only thing missing should be explaining the different damage types , as the differences aren't listed anywhere iirc
yeah, i checked and the different types arent listed on the wiki's status effect.
i dont know what your asking because im making it pretty clear, and so is the wiki:
It deals both damage types. thats why it is listed
it deals 11 burning damage
it deals 10 heat damage
So incendiary's 10 burn + 20 heat doesn't count as fire damage despite working the same as crspr's?
Nay, not the same
yeah, i was wrong, thats why Omega corrected me
"HP + heat" damage is 100% / 100% proportion
so devs didn't use it
Which damage type is HP + heat
here,DMG_Burn (only affects HP) , DMG_Heat (only affects Temperature), and DMG_Fire, (combines both other damages)
also, Ely should know better any more specific details
gotta figure out where to clear up the confusion
I think Lucent's issue is the appearance of "Burn" when the Wiki usually avoids saying that
And instead calls "DMG_Burn" Fire and "DMG_Fire" Fire+Heat
So does Fire deal equal amounts of both HP and temperature damage or both at custom values?
I guess FIRE on wiki is dmg_burn ,
and BURN on wiki is dmg_fire ?
seems both at custom values for the CRSPR to deal 11hp and 10temp
probably for balance/upgrading/overclocking damage
But Incendiary has the HP dmg listed as Burn
Unless it's dealing 10 hp + heat dmg and then simultaneously also dealing an extra 20 heat dmg?
No, the Wiki never implies Heat damage
It will say "Fire+Heat" if it does both
Which usually means "Burn" is never said
if that is the case we made some confusion
But for some reason it is said on the Incendiary page
Burn is "fire damage" and so interacts with fire weaknesses like you'd expect but because "Burn" isn't the same word as "Fire" is can lead to a bit of confusion in the casual reader.
That, and avoiding assuming the reader knows the difference between DMG_Burn and DMG_Fire is the reason "Fire+Heat" was being used instead of just saying "Fire".
well, ping Ely to help fix it ? don't want to wrongly change the incendiary dmg types
@weary sonnet I cast poke, I would like some clarification on wiki labelling of "Fire", "Heat", and "Burn" damage type labels please
Speaking of the Damage type glossary, this should probably be clarified
See You In Hell (increases Melee damage when the Dwarf is hit by Melee damage).
To
See You In Hell (increases base/regular Pickaxe Melee damage when the Dwarf is hit by Melee damage).
this is about some confusion on incendiary grenade using "Burn" as dmg, when wiki only uses Fire + Heat
The wiki is supposed to use only two labels: Fire for damage to health and Heat for the temperature change.
That means game’s files name / wiki name equivalent are :
DMG_Burn / Fire
DMG_Heat / Heat
DMG_Fire / Fire + Heat
Burn should indeed not exist on the wiki.
Can you help fix the values ? how should it be ?
https://deeprockgalactic.fandom.com/wiki/Incendiary_Grenade
currently:
probably 10 fire+20 heat i imagine, if they dont like to use the word burn
the values might be fine
is 336 the total number ?
That adds up to 273 for me, but my math might be off
no, their math was really bad
(12 + 9 + 63) * 4 = 336
exactly
as if each character only had One weapon
oh lol
so it would be (12 * 4 + 9 + 63) * 4
assuming each weapon has the same paintjobs
480
oooh
I see
I misunderstood what they were saying
just makin' sure y'all know this thing's a scam, some might not notice
some don't but it gets bonked very quickly
how exactly do the stats differ between elites and regular bugs
Praetorians go from chonk lite to diet chonk
Bulks get bulkier and faster
Menace gets an Apache helicopter
acidspitters get the NTP thunderhead
ironically, i'm in the middle of writing up a Karl.gg blog post to answer this exact question 😆
Goddamnit wikia, get your table date sorting straight
dd-mm-yyyy doesn't sort right, because you get
02-10-2020
03-12-2020
05-11-2020
06-11-2020
08-10-2020
and so on
And yyyy-mm-dd doesn't sort at all
The button just does nothing
Disgusting
Hey guys, can someone help me? I want to know if the EHP (which is actually a damage modifier) for bugs applies to armor damage too. Or doesn't matter the hazard lvl, will I always need to cause the same amount of armor damage to strength based armor? I was reading about these stuffs on the wiki and this question came to me
might be fixable with custom js
no idea how to fix that tho
It affects armor but isnt supposed to afaik
Unless that changed at some point without my notice
Meatshield has a writeup on it on karl.gg’s blog section
https://deeprockgalactic.fandom.com/wiki/Creature_Armor#Armor_Damage
And some more recent tests done by MeatShield regarding in particular how area damage effects interact with armor:
https://karl.gg/blog/20
For Heavy armor, yes. For light/medium armor, no.
I see... so that means i'll need more damage per shot if i want 100% break chance to this type of armor in higher hazard lvls?
I think you've got them crossed
Heavy Armor just has its own HP bar
which is affected by the hazard scaling
You deplete that HP and it breaks, no RNG at all
(one or two exceptions, the page goes into all the details)
Light armor like you see on the Grunts' bodies is what has the RNG factor.
Those take the same amount of damage to guarantee a break on all hazards
ohhh I got it
(which is 60 for most things)
so the health based armor is affected by the EHP modifier (you dealt less damage to the armor health in higher hazard lvls), but the based-chance armor has the same amount of damage needed to the 100% break chance in all hazards, its correct?
yes. it's important to clarify that for ArmorHealth, only Direct Damage gets divided by Normal Scaling Resistance; Area Damage does not. Area Damage has its own bug though, where instead of falling off linearly it drops from 100% to 25% 0.5m away from the center
checking here too, Machine events, have all on a single page, (since they are small enough for it)
or have each a small individual page ?
someone ended up cutting ME page to make individual pages already, and I can't do much right now, so checking here for when I return
i mean there's just not enough info to validate having multiple pages
well there might be for the OMEN, and for kursite
but those could be put into some sort of subsection or whatever, some of the stuff in the wiki has that. I think the korlok does it
yeah that sort of thing
multiple pages within the one page since they're all related and alone don't have enough to be worth it
idk how that would work for all of that information
becuase it's just this for those different tabs
unless you want to do something like this
oh wait that's that section, there was a different way it was done
I'll see if I can find it
alright
Does the flamethrower really erase egg flesh in the same way it erases snow, ice and platforms?
I can check real fast
yes
sustained fire from my CRSPR did melt through the flesh
strange how it makes the steam effect though
perfect
2 of the pages were redirects to the main page
2 are new completely new pages, turn the new ones to redirects too ?
@glacial topaz are you talking abt the me thing?
Affirmative
reverted it
alright
im working on styling lightmode, finishing up photoshopping the weapon skins, and i can do some work on improving the me page maybe
If you need some test/screenshots from the theme designer let me know.
are you able to style links and general font colors?
because the way im doing it is gonna be a lot more tedious
i think that color links might work?

lol
lightmode is trash my eyes are hating me rn
...this literally worked 2 seconds ago
explain?
it's only letting me change it to values darker than the default grey color
and using !important does nothing and using hex codes does nothing
Use inspector to see what is applying to it
using a more specific selector also doesn't do anything
that does nothing (that's the selector it uses if you just copy the selector with devtools)
wait
im so confused lmao
i think there's an opacity layer????
ok ok i had to use .rfpbox for some reason lol
hey lads is there any confirmation that after X time point extract does endless swarms? ive heard it being a thing but no confirmation from the wiki
aren't you confusing it with on-site refining
never ever heard about infinite swarm on PE, and at least last time I tested it was just swarms with a short cooldown between it, but I couldn't discover much details
jump into a haz 5 game, make it last long enough.
The timer between waves does decrease tremendously over time to the point it can be an infinite swarms if you don't kill them fast enough
alright tahnks
PE has no endless swarms, but the regular spawns can increase to a point where it feels like it. You'll still get regularly scheduled swarms in addition though
OSR Has an endless swarm on as soon as the refining is done.
Current one for comparison:
also ignore the sidebar not existing i removed it on my personal css
so where is this coming from ? shouldn't t be reworded ?
"Red Sugar is apparently available as an addition to Red Rock Blaster ale."
This is coming from the ordering voice line
"Round of Red Rock Blaster, Lloyd. With red sugar on top"
for me it sounded like it was part of the ingredients
They ask for extra sugar around the ring
Like you put salt on a margarita
So its an addition as well as an ingredient
would be better to actually reference the quote and be more specific
Unless im thinking of the glyphid slammer
Round of Red Rock Blasters, extra sugar around the rim, please!
From Crowdin.
complicated
Doesn't say it is red sugar though
so is this sentence still being used ? seems to be the most precise one
Ely posted the correct version, I misremembered a bit
There might be two lines referring to sugar
Round of Glyphid Slammers, Red Sugar on top, please!
Didn’t find any other lines using sugar in the search.
i think it probably should be worded better tho
almost done with photoshopping the dawn of the dread wep stuff
so... "Dwarves might ask for Red Sugar to coat Glyphid Slammers." ?
in some voice lines activated when buying a glyphid slammer, dwarves ask for "red sugar on top"
maybe
if you guys have access to the voice lines why not put something like what Omega said and then have a hyperlink or whatever to a boiceline
you can just embed the ogg into the page and have a playable thingy
you get the voicelines with unmodel. it's pretty easy
wiki doesn't have descriptions for the items in it? It should, some of them have vaguely potentially important information
items?
stuff like armor skins or pickaxe parts
there are images already, describing all hundreds / thousands of variations would be... quite the long task
The in game description is included, but that’s it.
There is usually a small description for stuff like weapons and creatures, but not for the rest.
because there isn't really variations on weapons or creatures, if you want to include parts + skins you will have to first figure out where to have that, and second, figure a way to be cover every variation without describing each individually
I wasn’t saying we should add detailed description for vanity items, I was just stating what was actually on the wiki.
I personally think adding vanity description would be way too time consuming for what we would gain from it, just as you said.
I didn't mean describing the item, I meant the actual description the game shows you
That one should be included all the time.
The wiki is really hard to view on a phone
I was just checking what the facemelter overclock did and it was really hard to reach, also full screen ads are a thing on the phone, guess fandom was not meant for phones
It wasn’t to much of a hassle though
Most people probably just use the computer to view the wiki
We can’t do anything about the adds, fandom forbid us about changing anything about it, but there should be a way to disable it in your personal css.
As for the general page layout, if you have some advice on how to improve it, feel free to share them (something like concretes example would help since most of the editors here don’t use mobile view), I think there is about 30% phone user so it is something we must correct if we can.
Almost 40% mobile user it seems, so it is for sure something we will have to fix.
I just close the adds if they get to obnoxious, I actually saw less ads because the screen is so small, some of the text goes of the screen.
I usually view in computer browser
I might be able to scroll to the side to fix the text problem
Can you take a screenshot of the part that didn’t display properly?
Looking at the flamethrower page, it seems to display well no matter the window size for me.
My bad, just emulated a phone using chrome inspector and fandom totally ignores it using the medium size display instead…
My bad, I just had to scroll to the side, sorry about false alarm
im pretty sure we arent even able to change mobile css for fd
I checked the mobile support seems to be awful for fandom, as far as I see there is no real mobile view, only the fake mobile with an horizontal scrollbar.
How are they related-
They want people to get more involved, hence the cross-promotion
I'm not sure about now, but pre-merge Gamepedia gave you a "pro" account (which meant no ads) if you kept editing consistently every once in a while
hey guys i have a question, how do we make ammo, like i know we need nitra but after i dont know what do
After gathering 80 nitra and putting it into molly/the minehead you can call a resupply.
Press 5 or "down" on a D-pad twice, then "Fire" to place the beacon.
Been some time since I played
Is it hard to greenbeards to learn how to call supply drop ? Or even get reminded
don't think so
I was wondering, who is in charge on this wiki from fandom
it's HeyTots
hmm okay
https://community.fandom.com/wiki/Community_Central:Staff
Is that the full staff?
there is one guy I cannot find there
idk
That fandom representative has been rude in another wiki and supported a fandom moderator who has been rude as well who has been damaging a part of the wiki
while also demonstrating a deep minunderstanding of the wiki and the game
The classic story of one rude friend protecting the other
At least here, as far as I can tell, the community is the top priority of the wiki
are you mistaking a wiki admin for a representative?
there's the fandom representative and a moderator or two who do trouble, there are not many people active there nowadays
just wanted to know if it's the same representative in here as well
I get the sense it's not
With the number of wikis on Fandom easily in the hundreds, I can't imagine they have too much staff to moderate them.
The people you can find in this channel are wiki editors and contributors, not anyone connected to Fandom itself
if you go in '#spam-vandal-report-fandom' on the fandom/gp discord you can report them
Yeah, rock and stone man 
they'll just protect eachother. Thanks for the advice though
Hey guys! Anyone know where I could find high res images for things like the perk and mod symbols? The ones in the wiki are great but it seems like they're all 150x150. Thanks!
Pretty sure one would have to manually recreate or use software to increase the size
Never heard any places that have done that already
Maybe the presskit the devs offer?
Presskit does not.
Aw Beans
you'd have to recreate them. if you use the low res versions as a template it'd be easy to recreate in illustrator
If you tell me which ones you need @royal whale i could take a swing at recreating them first thing when i get home
That would be amazing! Just need vampire. I can fake it in Photoshop but illustrator is like a foreign language to me
Will do. Hold tight and i'll get it to you shortly
Oh yeah- what size are you looking for? And i assume you want it colored properly to of course
hey everybody. this week i did a lot of research into the Driller's Drills, figured out some stuff that's not documented in the Wiki yet. i just finished writing it up on the Karl blog, it will be re-published in a couple days. i'm planning to edit the Wiki page over the weekend
EDIT: post is hidden temporarily, i have to fix a couple things
ain't in a hurry, take your time
so you can do it however fits best, and that explains it nicely
I will keep an eye for mistakes 👁🗨
every time this channel has a message but i go in here to nothing, i know there was a scam post
and there's been so many 
same happens in #babelfish-lounge im afraid :((((((((((((((((((((((((((((
what is the max heat on the driller's drills? relative to cooling rate's value of "2"
5.5
proposition: FANDOM sucks ass
https://miraheze.org/
these guys are completely nonprofit, don't have nearly as much random bullshit (haha layout change) and offer migration from other platforms apparently
i dont think the lads in this chat are going to change anytime soon. fandom has been used by them for way too long.
also it may not even be up to them what they use
Gamepedia, not Fandom
just that Fandom got Gamepedia and did all the merging and changes
yeah :|
Yeah, I specifically avoided Fandom and read/edited Gamepedia wikis, but they are the same company now
i have a question for you guys. should we go with the greyscale theme for tables or make the new greyscale fd tables our old style green?
I'm fine with either as long as it fits with the page
Two questions for you lads;
- On the CRSPR what exactly does exploding an enemy do? does it just spread heat? direct damage?
- How fast does heat radius cause an enemy to heat up?
- Targets Explode is a modification that gives enemies a 50% chance to explode if killed with direct damage. This damages enemies inside of the 0.5 meter radius of the explosion.
This applies to creatures of any size, including small enemies like swarmers or maggots.
Area Damage: 55 Fire + Heat
Maximum Damage Radius: 0.5m
Radius: 3m
Minimum Damage: 25%
Friendly Fire Modifier: 0%
- I suppose you're talking about heat radiance ?
Heat radiance is 80 heat per second. For comparison, a praetorian burning threshold is 100° (so it's quite fast)
yes! heat Radiance haha. but thank you, very helpful.
I hope that is on wiki,
Should be if I remember well
i usually ask here first but i think it is
yeah, its on the wiki
Though the Trivia section is missing the fact that the CRSPR can melt egg flesh, should I add that?
I know Yoshkin asked a while back but it was never actually added
and im hesitant to actually edit it in myself even with the video as proof of it existing
was thinking of it reading "Sticky Flames will melt the environment in Glacial Strata, and Egg flesh in any biome. They can also melt platforms if the Engineer who placed them has the Plastcrete MKII modification."
Or make it its own blip to say
"In egg hunt, the CRSPR can melt through the flesh containing the eggs" or something?
Is it called "flesh" in game or "organic material"?
organic material IIRC
it is organic material
im GOING to add it, if any of the editors have an issue they can remove it but with video proof and such i feel its proper to include it
its been added, i didnt think itd be so hard to fuckin bullet point a addition but here we are. much respect to our editors who do this stuff daily
Hey, lads why do we specify "With sticky flames" on the wiki? you cant disable sticky flames as far as I know so like- is it just because we're being specific about what does it?
Where is that
the Trivia section.
it mentions that sticky flames specifically melt the Environment and engineer platforms
only instance im aware of but i dont check the wiki often
And what is wrong with sticky flames, if it is that causing the effect, and not direct damage
theres nothing wrong with it im just asking if theres any reasons in particular why we're so specific
…?
since light creature armor breaking is percentage based and the autocannon does 2 damages, does the game calculate 2 separate instances of armor breaking or does it calculate 1 summed up armor break on direct hits ((direct + area dmg) / armor strength)
About the flamethrower melting things:
Sticky flames don’t melt anything, it is the direct flame that melt stuff.
It seems there is a limit to how fast you can melt things, that’s what may have lead to the conclusion that it was coming from the sticky flames as shooting a few short burst is just as effective as shooting continuously.
But on the other hand shooting the minimum time to just create sticky flame lead to the ice not melting at all.
(Updated the wiki to remove replace "the sticky flames will melt …" by "The CRSPR will melt …")
For the armor break question I don’t know the answer, that one would require in game tests.
Modded PGL vs praet would be the best for that I think.
Hum, MeatShield may have the answer actually with the tests he did.
@floral drift do you know the answer to this?
since light creature armor breaking is percentage based and the autocannon does 2 damages, does the game calculate 2 separate instances of armor breaking or does it calculate 1 summed up armor break on direct hits ((direct + area dmg) / armor strength)
i don't have definitive proof one way or the other, but my tests seem to indicate that Autocannon does its Direct and Area damage simultaneously. so, if that's the case, then it gets summed up and multiplied by AB% to calculate probability to break Light Armor.
That was my guess, but I was not sure either, looks like a test would be useful then.
My logic was damage count as a single component if area and single damage part are in the same 'group' in the code.
I will make a mod to test that a bit later.
im thinking in practice its a single damage component but under the hood (especially as I think the bullet is hitscan/kinetic and the AoE is explosive?) its some weird mesh of numbers
Both damage are in the same DamageComponent class in the code, we can check that, this is what it looks like for the autocannon weapon if you are curious:
{
"Property": "Damage",
"Type": "FloatProperty",
"Offset": 15692,
"Size": 4,
"Array Index": 0,
"Value Offset": 15717,
"Data Value": 14.0
},
{
"Property": "DamageClass",
"Type": "ObjectProperty",
"Offset": 15721,
"Size": 4,
"Array Index": 0,
"Value Offset": 15746,
"Data Value": "Import:DMG_Kinetic"
},
{
"Property": "FriendlyFireModifier",
"Type": "FloatProperty",
"Offset": 15750,
"Size": 4,
"Array Index": 0,
"Value Offset": 15775,
"Data Value": 0.0
},
{
"Property": "UseAreaOfEffect",
"Type": "BoolProperty",
"Offset": 15779,
"Size": 0,
"Array Index": 0,
"Tag Data": true,
"Value Offset": 15803
},
{
"Property": "RadialDamage",
"Type": "FloatProperty",
"Offset": 15805,
"Size": 4,
"Array Index": 0,
"Value Offset": 15830,
"Data Value": 9.0
},
{
"Property": "RadialDamageClass",
"Type": "ObjectProperty",
"Offset": 15834,
"Size": 4,
"Array Index": 0,
"Value Offset": 15859,
"Data Value": "Import:DMG_Explosive"
},
{
"Property": "MinDamagePct",
"Type": "FloatProperty",
"Offset": 15863,
"Size": 4,
"Array Index": 0,
"Value Offset": 15888,
"Data Value": 0.5
},
{
"Property": "DamageRadius",
"Type": "FloatProperty",
"Offset": 15892,
"Size": 4,
"Array Index": 0,
"Value Offset": 15917,
"Data Value": 140.0
},
{
"Property": "MaxDamageRadius",
"Type": "FloatProperty",
"Offset": 15921,
"Size": 4,
"Array Index": 0,
"Value Offset": 15946,
"Data Value": 75.0
}```
hm, very cool. Never would have guessed
quick question: does the 2 electric dmg bonus from the em refire booster OC on the stubby get bonuses from hitting a weakpoint / % weakpoint dmg bonus
i dont think it does
It should, I will check that quickly.
I can confirm it does benefit from weakpoint damage like most source of instant single target damage.
ok
this will help a lot in my warthog or stubby decision
ty
also how do you mod the game like that to test numbers and variables
with mods.
i dont know how Ely or Banagment do it specifically (making the mods that is) but my bets are their modders with access to the code and just fuck with variables as they see fit for the test
In this case I made the PGL so that it has exactly enough armor damage to have 100% to break a grunt armor in one hit if direct damage and AoE damage add up, but it will not be guarantee if they are separate.
The damage is 30 base damage, 30 AoE damage.
Then I made the grunt a lot bigger to be sure to only hit one plate and I see if the plate is always broken or not, that’s basically what I had in mind for the test.
lmao
big grunt
do you have a screenshot of the larger than average grunt? I yearn to see engi dwarfed by a huge bug now
Was the bottom sentence done using the spawn mod?
Yes, no point in redoing what already exist.
how finicky is it to mod and test out random stuff in drg? does it involve lots of editing game files, restarting, resetting the game, orinstalling special mods to enable editing?
i know source games are easy to mess around with. those have a nice built-in dev console and lots of helpful console commands
That’s not the place to talk about that (not before the next update at least).
ok
Looks like I have an answer, it seems to count as separate instances, so the opposite of what we were expecting.
Called it.
The armor break test in question: 32 direct damage, 32 AoE damage.
That give me more than 100% chance to break the armor on a grunt if it is additive but about 78% if the damage instances are separate.
There is a server dedicated to this with tools
ok since the dmg instances are separate, do they have an order of happening? is it possible for the area dmg to apply first to break the light armor then the direct dmg to do full dmg (autocannon)?
i think u found that shotguns (warthog, boomstick) can have some pellets breaking the armor and then the rest doing full dmg
The direct damage always apply first.
thats because the shotgun's pellets are all shot seperate as i understand.
I think that the 2 always go in the same order, kinetic (bullet) first and then the AoE (explosive)-
yeah
as Ely said
hmmm... this edit claims a bunch of things about deep dives https://deeprockgalactic.fandom.com/wiki/Deep_Dives?curid=2231&diff=25355&oldid=23964
also that you can get 3 mini Mules as primary
those seem to check out though, from what I can tell
and I'm pretty sure I've seen 3 mules primary though I'm not sure
Yep, 3 mules is possible as primary objective for deep dives. https://docs.google.com/spreadsheets/d/1cvRHDfmBKK8Ggmoga6A3PrlyBaunZpbQhZuy987gGKk/edit (check archive tab for history)
Excuse me, Fandom, what the everliving [Molly sounds]?
I had to manually tell AdBlock to eat three page elements before this went away
I get wanting to make money off the website, but that's a little too egregious
Oh no it's ugly
Adding fandom.com##.top-ads-container to your filters should fix this on every Fandom wiki
what browser are you using
Firefox 91.0
give ublock origin a try, they automatically delete the leftover boxes left behind by blocked ads
(its also developed by the original developer of the ublock plugin after AdBlock bought it out iirc)
Worked like a charm, thank you both
Doesn't fix the narrow page space though. Oh well.
You're welcome!
Look for this button at the top left of any page
Ah, right. I remember clicking it once, but they seem to have reset it since then
If you expand the page and also block the Popular Pages box the wiki page itself will auto resize to fill in the now free room
If only the average wiki visitor would learn to do the same
Oh, I'm less worried about how it looks for myself and more about how it looks for a typical wiki user who doesn't care enough to fiddle with these settings
I went to a Fandom wiki for Terraria yesterday and it had a ton of ads and the site itself didn't function.
Cringe nae nae
Are there any values for stuff that we are missing?
I'm working on lootbug drop amounts
But purely with an empiric approach, I just note down how much I get from each one I encounter.
It won't give me a mathematical answer, but it will give me a statistically accurate one.
Which I believe is enough for most practical purposes.
ChunkCountRange=(X=5.0,Y=15.0)
ChunkValueRange=(X=1.0,Y=2.5)
DamageLootDropChance=0.2
DamageLootDropCooldown=0.5
I'm assuming the chunks have 50% chance to turn up as Nitra or gold?
So that's, on average, 10 chunks, each worth 1.75
Or 8.75 Nitra and 8.75 gold, assuming infinite lootbugs
Not sure if it is on the wiki since the last time that I talked about it, but they also multiply what they eat by 1.5, has a 15s cooldown once activated and they search for stuff within 25m.
they also multiply what they eat by 1.5
That fact is mentioned on the wiki, but not the specific amounts
yeah. we can;t even have wide view default
and the answer from some fandom people on the discord is "gamepedia tables are too wide so that's why it's an option". what
Yeah, how about you change based on what people put on your wikis, Fandom, not do us a favor by including a layout option that accommodates what's already there
do you know the chances of a chunk dropping from petting/hurting a lootbug
i remember electrifying a lootbug with the stubby, and they dropped a bunch of chunks from the electric dmg ticks
also are these drops extra or subtracted from the total in a lootbug
Subtracted
Chance is 20% with half a second cooldown for damage.
Can only receive loot from petting once per lootbug.
If it multiplies, theortically given enough time could i culivate one loot bug to make a shit ton of gold?
if at least you healed it...
Yes, it saves the value of the chunk that it eats and multiplies it. Then when it dies, it releases it along with the other things.
But realistically your best bet is to leave a single chunk with a value of 20 or so.
just change your entire wikis format it isn't that hard
Do we know the default rate of pickaxe swings? I couldn't find it on the Pickaxe page.
I found something called MiningDuration = 0.7, maybe that means it takes 0.7 seconds to hit things? not really sure, tbh
That sounds about right
If mining and hitting critters is the same
Should be fine to check by hitting something with high hp and stationary
It is not.
Precisely
So the actual value is ?
@weary sonnet can u add this to the css?
.theme-fandomdesktop-light img[data-image-key="Logo_GSG_White.png"] {
filter: invert(1);
}```
it makes it so the logo exists on light mode on the main page
HitCooldown=10
MiningDuration=0.7
DistanceConsideredSameHit=75
Found stuff related to Q mining and a mining speed boost, but I don't think that is relevant.
yeah, this was the MiningDuration 0.7 that i mentioned up above ^
My question rose from wanting to calculate how many hits can be made while hovering (3.5 sec max)
It looks like the answer is 5 hits
Roughly, you could probably squeeze in 6 while falling
Before you hit the ground and your legs go crack
done, put it next to the rest of the light mode changes in the css.
recently I discovered the wiki theme I pick is global for all wikis... one wiki works better as dark, and the other as light, lol
thanks!
Fandom you piece of shit, can't handle 10KB of text being pasted into the box
What the hell
The code was actually there, it's just that the page took a minute to render it visible
Firefox just ate a bunch more RAM to do that
Good job, Fandom
Amazing. Absolutely incredible
Wonder if it processed the whole thing letter by letter (as if you were typing it)
probably
Lads how exactly does Turret whip work? like what are the stats of this "overloaded shot"
What's wrong with this data? Most of this is correct at first glance.
i usually ask here because its explained in more technical terms or i can ask questions, but thank you, that is what i was looking for
you ask before even checking the wiki at all?
its convenient since i can hit my overlay button and ask w/out tabbing out of the game fully and I just enjoy talkin to the guys here.
normally i do just pop open the wiki
hello, coming from #drg-chat, i think i found a minor mistake in the wiki
80% damage doesnt seem right unless resistance is programmed to be additive
Elemental insulation is 30% resistance, Engie's resistance is 50%, therefore the final damage blocked should be of about 65%
assuming its multipilcative, correct me if im wrong
oh no... this is really bad -_-
checked the edit history to see who put that in there... and it is someone that always messes up numbers and facts...
so wouldn't be surprised if it is wrong
oh well...
If I remember correctly, there are either one or two exceptions where damage resistance stacks additively. I think it was acid or fall damage or possibly both?
Everything else is multiplicative though yes
Fall Damage Resistance is additive, yes. That's the only way that Tunnel Rat can give Scout 100% Fall Damage immunity. if it was 0.7 * 0.7 * 0.67 * 0.75 it would be strictly greater than 0, so the Scout would still take fall damage. it has to be 0.3 + 0.3 + 0.33 + 0.25 to match experimental results.
The armor upgrade and elemental insulation are additive, so it is 80%.
Same goes for driller but not for scout and gunner since EI doesn't support those types.
For the stacking of buff, you can find here how they stacks, it should be the full list:
For the poison and fall damage in particular the stacking is indeed additive:
PST_FallingResistance:
Starting value: 0
Stacking Type: Additive
Value Modification Type: Multiplicative
PST_PoisonResistance:
Starting value: 0
Stacking Type: Additive
Value Modification Type: Multiplicative```
<@&296918282403840000>
Can dotty's health drop into decimals? she hit zero but didnt lose a part. Want to know if its bug or just a rare case
It can, what you see is the rounded value.
Alrighty, figured such
Does Spiky Grenade do Weakpoint damage? Damage type is explosive (according to wiki) but Direct damage leads me to believe it could
does it even make sense to link to something you can't see without an account ??
Ah, sorry that was me
I thought it would be fine, since there was already a citation like that on the page
"reqires"
fandom has a collective IQ of 5 when it comes to running that site
I think thats proven, i dont know if its 40 but I know that eventually they begin to despawn
perhaps Mr.B or Elyth could fact-check?
or Yoshkin even, he's the one who tracks all sorts of shit right? This would be right up his alley
Can anyone confirm? Maybe I dreamt it, I'm not even sure now.
Is this the real life? Is this just fantasy?
Halloween pumpkins never had a chance to drop Error Cubes.
I've had a dedicated veteran team smash all pumpkins and report their findings during the Pumpkin-gate last year, they never got a single Error Cube despite clearing out hundreds of pumpkins. Christmas presents, however, do have a small chance to drop Error Cubes.
This was confirmed by Ely a while back, the pool for the pumpkins only contains swarmers and lootbugs, not error cubes.
all good :)
how about this mugs limits ? 40 on spacerig floor
Might be by normal means but when I spawned them they were able to go indefinitely. I tried to look around at various objects but found nothing regarding it.
You try running it on different settings? Maybe its something done for lower quality presets so its not 'technically' wrong
so either no hardcoded limit, or no despawn timer
doesn't help it is the only edit by that person...
wondering if they just ordered rounds of 4 beverages and kept track
4 rounds would only be 16 drinks right?
you will need 10 rounds of 4 if you are aiming at 40 (10 x 4 = 40)
Regardless, Mr.B said it wasnt a thing. We should probably remove it until someone can find supporting evidence
Well, it could be true as I don't know for certain.
nothing stops the thing from beinga added again
nobody ever responded to this either
The single target damage part benefit from weakpoint.
i just tested. i was able to spawn 44 mugs in Space Rig as client, so that "40 max before despawn" is incorrect
as in, i ordered 11 rounds of 4 mugs
Hops well spent
experimental exists UwU
considering 1- no bug was fixed 2-suddenly they didn't decide to create a limit
#suggestion-discussion message
According to Avery the Mineral mania wiki page is wrong
figured i would bring this up with you lads to see about fixing it
though upon looking at the page, I would say otherwise. given the "can vary quite a bit from random cave gen" addon
and they seem to be complaining that they find more nitra and gold and thats what makes it wrong? i dont even-
Meh, nothing to worry about
Unless there is something very specific to point out
I have the stats for the mission modifiers if they are needed.
It would be good to add, ideally
are you sure about how the modifiers are used ?
i just ran a test on a 3/3 Escort Duty mission in REZ, with Mineral Mania and Low O2. spent an hour exploring and mining every last bit of nitra (without killing any lootbugs), and got 698. my "rule of thumb" is (length + complexity + 1) resupplies per mission, so i would expect (3 + 3 + 1) * 80 = 560 nitra. so, it was 25% more nitra than expected, but that's nowhere near Mineral Mania's 2x modifier. in conclusion, from this one test Mineral Mania doesn't seem to affect nitra generation.
test #2: 3/3 Elimination in Crystal, Mineral Mania + Lethal Enemies
just speedran with Scout, got 487 nitra with no lootbugs. after killing all lootbugs in the map, i ended up with 524 nitra (a little less than my rule of thumb would lead me to expect).
at this point, i'm not going to do any more tests. these two missions have convinced me that Mineral Mania doesn't affect nitra generation.
Something broke an image alignment property, it seems
fandom go brrr
when trying to view File:Icon_Upgrade_Ammo.png i get redirected to the Bosco page. on Gamepedia i was able to see that file as well as its history. i'm looking for an older version of the Max Ammo icon that got repurposed on ||Hurricane's T5.C||.
Looks like all the File:XXX pages redirect somewhere
Angle goes to the Zipline Launcher, Area Damage goes to the Satchel
sounds like they're redirecting to the first page that used them?
Or something, https://deeprockgalactic.fandom.com/wiki/Deep_Rock_Galactic_Wiki?file=Icon+Upgrade+DamageMelee.png does something a little different
Not more helpfully different, but different
Hmm, upon further investigation I think it is this, but "first" alphabetically since several seem to go to Bosco which is titled APD-B317 and ones I think are unused do what that one I linked does.
Side note, in trying to test this idea I just put a into the search box to see what the suggested pages would be and...
Really Fandom?
Ok, maybe not always alphabetically since File:Apoca bloom icon.png redirects to Resources. https://deeprockgalactic.fandom.com/wiki/File%3AApoca_bloom_icon.png
bruh
why is that file labelled apoca bloom but the preview image is bismor
i'm finally getting around to editing the Drills' article tonight. when i'm done, i think someone like @low hamlet or @glacial topaz should review the edit and maybe help with wording or formatting. i'm adding a few new sections and paragraphs, and i'm worried that it might disrupt the intended display format.
ok, all of the new information has been added to the Drills' article. it's a pretty major edit, so i strongly recommend that someone peer-review it: https://deeprockgalactic.fandom.com/wiki/Reinforced_Power_Drills
Some base stats:
BlockParticlesScaleFP=1.000000
BlockParticlesScaleTP=1.500000
MovementPenalty=0.500000
MiningRate=1.500000
HeatReductionPerKill=0.000000
CarveSize=(X=150.000000,Y=200.000000,Z=220.000000)
CarveNoise=0.100000
CarverRayCastLength=150.000000
CarveTerrainDistanceCheck=250.000000
DamageDistance=125.000000
DamageRadius=100.000000
FriendlyDamageRadius=10.000000
DamageRate=8.000000
Damage=8.000000
ArmorDamageMultiplier=1.000000
friendlyFireModifier=0.100000
MaxFuel=38.000000
Fuel=0.000000
FuelUsePerDig=0.250000
FuelUsePerMelee=0.200000
SupplyStatusWeight=1.000000
DrillParticlesDuration=0.500000```
The mining speed upgrade is a 75% increase from what I see, which is strange.
Not sure what all is new info but so far things check out.
Mining Speed upgrades are +50% each, for a total of +100% 1.5 -> 3.0 (1.5 + 0.75 + 0.75). i did most of the discovery and documentation here: https://karl.gg/blog/24
and now i'm just moving that info into the Wiki article
Damage=8.000000
this is one of the cases where the gamefiles don't use the in-game value. in-game they do 5 damage, or 10 with Barbed. Elyth and i both tested to confirm.
CarveTerrainDistanceCheck=250.000000
This is useful -- according to the Laser Pointer it's a 2m check horizontally, so now we know that the Laser Pointer has a 0.5m offset when looking horizontally at something.
i can do that (but it'll be a little. ill have to do it in the late afternoon)
whoever gets to it first i guess
A lot to fix on the text, including
-not having suggestions, tips and strategy (that is for the strat page)
-making the text more clear and shorter
also the jam part is odd because I have often reached 100% with no jam but text says it jams when you reach 100%, if it is rounding stuff it probably needs some mention
They dont mention Dotty's health rounding do they?
which?
"The Reinforced Power Drills is a Support Tool used by the Driller." or
"The Reinforced Power Drills are Support Tools used by the Driller."
the current version is
"The Reinforced Power Drills are a Support Tool used by the Driller."
which is odd
"the Reinforced Power Drills is a Support tool used by the Driller" seems fine
The Reinforced Power Drills are the Driller's Support Tool.
Although that's not correct, as the drills are a mobility tool.
None, the driller's support tool is the detpack
Plural and Singular issues
The best form would be Tater's, as the others would imply that there are other support tools for the driller to use.
Hollow bough
"*Its deep dive description states that this is the biome where we lost Karl"
any true ?
gimme 5
I'm gonna preemptively say that's some bs but idk
False
where text interpretation
It's one of the texts that show in the deep dive terminal, nothing more or less to it.
Planning to do the Drill editing
But, no need to wait
do edit it based on my feedback to improve the page
though some stuff should be easier done than explained
Id say word this as "According to the Deep Dive descriptions this is similar to the place we lost Karl." Its a bit of trivia rhat shouldnt be skimped on imo
way too generic
and says more about the place than about karl
in the sentence "The Reinforced Power Drills are a Support Tool used by the Driller", the subject is Drill, the verb is the third person form of be, and the subject complement is Tool. to make plurality match, it should be either Drill-is-Tool or Drills-are-Tools 🤔
so, probably the middle one: "The Reinforced Power Drills are Support Tools used by the Driller"
-
i was not aware that Drills had a strat page, sorry. i just saw all the tips in the article that i was editing and tried to move them into a better format.
-
text can be more clear or shorter. this kind of stuff kind of requires verbosity.
-
it is possible to reach 100% on the Heat Meter without overheating due to the Drills' Heat Curve. however, it is not possible to reach 5.5 Heat without overheating. i tried to place emphasis on the 5.5 Heat -> Overheat in the article, and then mentioned that the Heat Meter displays in % mode
so gotta point out that 100% is not 5.5
current text can be shorter just fine, and be even more clear
"the quality of using more words than needed" if it is more than needed you are overdoing it
Do we know the step size for the Drill's heat value, if it has one?
Cause 5.4725 heat (99.5%) would round up to 100% on the display
As long as the heat value has at least 0.02 granularity, you can round up to 100% on the display before 5.5 heat. Probably just need to mention the % is rounded.
this is the Drills' Heat Curve from the game editor that Dagadegatto sent to me: https://cdn.discordapp.com/attachments/710908301227065395/874618726677381130/unknown.png
it seems like the Drills' Heat Meter is using a ceil() function, so anything greater than 99.0000001 Heat on the Heat Curve would display as 100%. if that's the case, then Heat of 5.4 or so could display as 100% even though it doesn't Overheat
So this is Heat => Displayed %?
now that is good
almost thought heat gain wasn't linear
yep, I was getting 100% quite often
just need to feel the trigger to stop drilling accurately at 100%
yes. Heat is the x-axis going from 0-5.5 and the Display Number is the y-axis going from 0-100.
huh, feels a bit weird it's not just Heat/5.5 but they probably have some reason
You'd still round it to the nearest %. It's the curve not being a straight line that's the odd part to me.
It looks like the curve goes through (1,10), which means when the Drills say 10%, you're actually at 1/5.5=~18%
what is the actual formula then, if it is not simply ceil
you're conflating two different concepts. the Heat Curve is what converts the [0, 5.5] to [0, 100]. then the in-game model will round that output number up to the nearest integer for display on the right drill. so the only formula is HeatCurve(Heat), and then that output gets truncated by the model
also it says 1 heat per second, 2 heats for cooling
what is the rate per second of heating - cooling ?
Similarly it looks to be going through (5/97.5), which means when the Drills say 98%, you're actually only at 5/5.5=~91%.
It's just odd that it under-reports at low heat and over-reports at high heat.
well...
I would guess it is to keep you safe
and avoid players overjamming
It would probably make it easier to time releasing just as you reach 100%.
after the overheat is over, do you have to wait for it to go from 100% to 0%
or ?
Yes
From memory of in-game, it does the 100% to 0% during the 8s overheat.
Not sure if it's reversing through that Heat curve or just doing a linear 100 -> 0
(my guess would be reversing through the heat curve)
been some time
so don't remember if it left me at 0% right after jam is over
this case doesn't apply. Drills only gain heat when the trigger is held down, and only cool when the trigger is released before Overheat. at no point is Heating (+1 Heat/sec) active at the same time as Cooling (-2 Heat/sec)
just like the Minigun, and unlike the EPC
never said the thing worked together
or that I asked because on how they interacted
what is the rate per second of heating - cooling ?
could you rephrase this question, then? i interpreted it as "what is the Heat accumulation rate when it is both heating and cooling?"
of heating
and of cooling , is it different for each ? e.g. heating being every 10 ticks, and cooling every 5 ticks
Ah, the update rate
🤔 i don't know. i imagine it's just the game's universal tickrate of like 50 or 60 ticks/sec.
so the cumulative effect is +1 Heat/sec and -2 Heat/sec, but i don't know how frequently that gets updated.
being that fast it shouldn't matter much
though info is always fun
Back to page editing, the Powerdrills in the second paragraph should probably be two words, or just Drills.
Oh, and the last sentence of the first paragraph has a drills when specifically referencing the Drills.
:S don't do that
I am on it
yeah, that's why I mentioned it instead of just doing it
this was a typo in the page before i edited it. it was outside the section i was creating, so i let it be
is the fuel unit really liters ?
Judging by the model in-game, yes. I don't think it's specified anywhere else, though.
yes. as you can see in Banagement's message above, the internal variables are just MaxFuel and Fuel (for the current value), but the left drill shows L on the Fuel Gauge. given that the other measurements use meters, it is logical to conclude that the L stands for "liters" because that's the metric system measurement of volume
loters
Lots of gallons
is there anything else that should be discussed regarding the Reinforced Power Drills wiki page?
still reading and changing stuff
when I notice something I want to check
I mention it
It doesn't mention the slope of the carves match your view angle.
i'm uncertain if that's actually the case, though. from my observations, it seems that if you're looking <= 45 degrees up/down then the chunk of terrain carved is still vertical, but placed higher up. only when your aim surpasses 45 will it switch the chunk to be horizontal.
it doesn't seem to carve terrain chunks diagonally
at combat section now
I'm constantly using the drills to smooth out slopes
for Supercooling Chamber, how is the x0.6 focus speed applied? Eg is it a x0.6 multiplier applied to the m1k's base 1.6 focus speed?
1 / (Focus Speed * 0.6)
so 1.04s focus time by default?
On a naturally generated slope with protrusions, try to carve it while looking at the same angle as the slope
1/1.6 = 0.625s with no mods
meant with supercooling
by default?
strange way to specify with Supercooling...
yes, with Supercooling the charge time is 1.04166666.... seconds
that is annoyingly long ok
maybe a technically correct, if easily misinterpreted, way to specify "supercooling with no mods"
righ right
I just posted by review of drills
feel free to work more on it
nah wasn't a technically correct, I asked a completely different question than what I wanted to ask
This is still there
...while the drills spin...
Shouldn't that beDrills?
or is that drills referring to just the heads of them?
i could see it going either way
The rate in Mining rate in the stats box should be capitalized to match the rest of the ___ Rates
the most constructive way to phrase my feedback: i would not have edited the page the same way.
first paragraph of the Mechanics section was changed from a set of distinct sentences into one run-on sentence 😦
is there enough content in the Combat subsection to qualify being a subsection?
Is switch between the Mining and Combat modes instantaneous? Or are they sort of concurrent?
Meaning at base, if I'm drilling a Praet and it dies, do I have 0.66s to get in range of another bug before the first Mining mode tick occurs and uses 0.25L of fuel?
they're technically concurrent. the only thing that switches between them is what the Drills are in contact with.
Or does it matter how long I was drilling an enemy before it died?
could you phrase that a little differently? not sure what you're asking
So if I start drilling a bug and then aim away after 0.5s, is the first Mining tick 0.16s later or 0.66s later?
🤔 i don't know. i haven't done any kind of test like that.
If they run concurrently and Combat mode just overrides/cancels the Mining ticks when in contact with an enemy it'd be 0.16s later.
It'd also imply that you could squeeze a few Combat mode ticks inbetween each Mining tick.
@austere fossil @glacial topaz are either of you editing the Drills page currently? if not, i'll fix those typos that Trigger mentioned
"feel free to work more on it"
so not anymore
No, not currently editing it.
done editing; capitalized R in Mining Rate in stats, separated Powerdrills into Power Drills, added an Oxford Comma in Mining subsection, and helped the flow of Mining's first sentence.
Eh, feels a bit weird referring to them as both Power Drills and just Drills, at least within the same paragraph.
it's your turn to edit the page 😆
chop chop
This is quite a sentence (or 3)
While the [FIRE] key ("Left Mouse Click" by default) is held down, the Drills gain 1 Heat per second, while idle they lose 2 Heat per second, and if the Max Heat (5.5) is reached they will stop working for 8 seconds before returning to 0 Heat.
when i wrote it originally, it was 4 sentences. :/
I'm thinking of turning that first sentence into:
The Drills gain 1 Heat per second while the [FIRE] key ("Left Mouse Click" by default) is held down and lose 2 Heat per second while idle. At the Max Heat of 5.5 they will overheat and become inoperable for 8s while they slowly return to 0 Heat.
Maybe include that Heat to % graph in a link or expandable element for those curious as to what the "not linear correlation" is? Maybe include it towards the bottom and link to that section from the original mention?
i'm inclined to not put Heat Curves on the wiki, both for Minigun and Drills. i only added the Spread Curves in the Accuracy article because they were required for a full, technical explanation
Imo, they dont belong except a mention in like, a notes thing at the bottom. Some may be interested, but most players arent gonna care that it rounds the number or whateves
I guess just an explanation/mention that the % is an underestimate at low heat and an overestimate at high heat would be enough.
and that the % strictly rounds up.
was that just about using periods instead of ", and"
size stayed the same with the rewording
good job
Yes, the repeated ", and"s make it a run-on sentence that reads/flows poorly.
I think that I have that info, I only posted what I thought was useful.
Can someone please fix the dreadnought twins stats card, only about half of the card is seen and the other half is hidden behind the page
thats not something we can fix, its a fandom thing
actually, can we fix this? what the hell is this?
expanding it does nothing
didnt we already fix this?
it appears fine on the edit page 
Using Sandbox might be the way to test it without messing with the page
I'll try and fix it, but my wiki skills are..
blegh, at best. So if someone knows how to fix it proper feel free
could it be an issue with the template?
it is(n't?)
The tabs dont show up either, how strange
Elythnwaen was working on this earlier according to the Revisions,
Revision as of 15:48, 26 July 2021 Elythnwaen4628 (Testing if tabber is the reason why the infobox doesn’t display properly.)
in this revision its working fine
in this one its broken
one is missing the 2 extra tabs, obviously
Should I revert to the one thats at least displaying the infobox properly?
it does look like the front/top/back tabs are the issue, when they where removed the Infobox displays properly, but with them it shits itself
could this be fixed by doing something (unusal) for the time being and including their armor shit in the gallery section instead?
god you guys do this shit daily huh? fuck
it looks like this might be our issue with our tabber. something tells me its not supposed to be garbage like this
and these overlap in the edit mode for some reason
that sounds like a shit show and i don't even make any articles
not in visual edit 
it's significantly less trash in source
it's fandom doing shit without releasing patch notes
they moved a ton of css formatting crap to themedesigner and totally fcked over a bunch of my css styling
and i won't know what's screwed until i see it
ah, glad im not just crazay
oh loord
oh, there it is
tabber is apparently screwed up
all of this should be affecting the page
but it's not?????
im pretty sure it's only for that tabber
also i just realized that there just isnt a box weight on the left side
?????
from what im seeing here, it should be there
try applying it?
it's applied
wish I could help more, I desire to actually be of aid besides asking dumb questions lmao
those are styles for that selector
I see
lol it's fine
if you want to get started just start editing the wiki in source
then youll start getting used to the html and getting a bit of exposure to css styling
literally ive learned what i know just coding here lol
oh i do use source, im versed in lots of coding languages from game modding
its more that you lads do such a good job its not often I can actually edit anything (see my 1 edit on the CRPSR page lmao)
I tried to understand how the tabber thing worked in fandom, from what I see my guess is that you can only have nested tabber tabs (one for creature tabs, one for the umodel view) if you use different syntax for them, which is a real pain to do with the templates (since if you go that way you can’t rename the higher level tabs using a variable) and wasn’t needed on gamepedia.
Trying to find a way to make it work on fandom, for now we have 3 nested tabber on our creature infobox, maybe it could work if we write it differently or limit it to two.
I think taking out the attacks would be fair, but having the armor images there seems to work well
yeah
there's a bit of "noooo you can't use infoboxes for that!!1" going on i think
it works and has worked fine
Yeah
Well if you increase the width of the alignment box there's just a shit ton of extra space in the table rows for some reason
does the 100 solo missions achievement require just not having a joiner or explicitly playing on Solo mode?
you have to play on solo mode
arighty thanks
I have no idea what could be causing that and why only on that page lol

hahaha fandom! you are breaking my wiki page!
bruh wtf
probably another change they did without announcing it
remember how gp would release those patch notes? fandom doesn't. fun
ill try to fix it rq
im working on it rn but this'll make some good trivia
alright. fixed
also fixing this weirdness
tf
i probably have to look at the other collapsibles ive made
Turtle out here taking names
Ok so I figured out why pasting a big chunk of pipe tables takes such a long time
I wrote a tool in Excel that converts a regular spreadsheet into the wiki-formatted pipe table, ready to be copy-pasted
When copy-pasted directly from Excel onto the source code page, Fandom adds three line breaks after each line
it does what?
So my 3700 lines suddenly become 14800 lines, which, understandably, it takes a long time to process
The current workaround is to copy-paste from Excel into Notepad, then from Notepad into the browser
Hey lads?
On the Source for the uh, GD-Twins, Why is there a blank on shell=
and why does it differ from the Bulk Detonators source?
`{{stub}}
{{Creature Infobox
| v1TabName = Common
| name = Glyphid Bulk Detonator
| v1Image = Glyphid Bulk Detonator.png
| species = Glyphid
| v1Biome = All
| category = Disruptive Enemy
| health = 4000
| v1Attack = Hellfire<br>Final Blow<br>Cluster Bombs<br>Dig
| immunity = Stun
| v1Resistance = Explosive: 50%
| weakpoint = Bulbs: ×3
| v1BurnTemperature = 60
| v1DouseFireTemperature = 30
| v1CoolingRate = 10
| v1FreezeTemperature = -490
| v1UnfreezeTemperature = -200
| v1WarmingRate = 300
| umodelTab1 = Front
| umodelView1 = Glyphid Bulk Detonator Umodel Front.png
| umodelTab2 = Top
| umodelView2 = Glyphid Bulk Detonator Umodel Top.png
| umodelTab3 = Back
| umodelView3 = Glyphid Bulk Detonator Umodel Back.png
| umodelCaption = <span style="color:#00a000;">Weakpoint</span>
}}`
{{Creature Infobox | v1TabName = Common | name = Glyphid Dreadnought Twins | v1Image = Dreadnought Twins.png | species = Glyphid | v1Biome = All | category = Boss Enemy | health = 4500 | shell = | v1Attack = '''Lacerator''': <br> Flame Breath <br> Rock Wave <br> Burrow <br> '''Arbalest''': <br> Explosive Barrage <br> Fireball Fan <br> '''Both''': <br> Armor Regeneration | armor = Heavy | immunity = Unknown | v1Resistance = Fire: 40%<br>Frost: 10%<br>Electricity: 50%<br>Explosive: 30% | weakpoint = Back: ×1 | v1BurnTemperature = 1000 | v1DouseFireTemperature = 100 | v1CoolingRate = 30 | v1FreezeTemperature = -490 | v1UnfreezeTemperature = -100 | v1WarmingRate = 520 | umodelTab1 = Top (Arbalest) | umodelView1 = Dreadnought Arbalest Umodel Top.png | umodelTab2 = Back (Arbalest) | umodelView2 = Dreadnought Arbalest Umodel Back.png | umodelTab3 = Top (Lacerator) | umodelView3 = Dreadnought Lacerator Umodel Top.png | umodelTab4 = Back (Lacerator) | umodelView4 = Dreadnought Lacerator Umodel Back.png | umodelCaption = <span style="color:#a00000;">Heavy Armor</span> }}
theres also a Space between the }} and the quote, could that be bugging it?
yes
should I try fixing that then and see if that works?
what would be bugging it is the space at the top braces tho
the line break wouldn't do anything i don't think
theres also a random | bar on the GD Twins?
wtf?
im gonna try this fix, otherwise i'll revert it to the last change
hahah, it didnt do shit 😎
This is makin my head hurt somethin fierce
also why is the bulk Det marked as a stub?
Will do
I can hear my PC fan picking up speed whenever I'm pasting text into the editor
Yoshkin kills his PC via fandom editting
im going to continue to compare The GD-Twins and the Bulk det source
see if I can find anything that might be bugging this info box in particular
tf
the only thing I find different is this, its just a blank value
what the fuck?
| v1Attack= '''Lacerator''': <br> Flame Breath <br> Rock Wave <br> Burrow <br> '''Arbalest''': <br> Explosive Barrage <br> Fireball Fan <br> '''Both''': <br> Armor Regeneration
| v1Attack= Hellfire<br>Final Blow<br>Cluster Bombs<br>Dig
again, strange things that differ for no difference?
is the ''' a format thing?
yeah it bolds stuff when you wrap it in those
yeah
do you think its like, the fourth tab?
the Bulk det also has 3, and it works fine
the format and content is almost the same
probably
I'm gonna see if deleting that blank spot did anything
if not, I'll try removing the tab
removing the blank spot wont do anything. removing the tab will probably tho
It didnt
I removed the Back Lacerator tab, and the half cut off thing remained
Readded it, of course.
and found an issue
again.
it seems all the elite pages have some strange blank there
those are screwed as well yeah
we cant get a break can we? always something
also notice that there's no left border
welcome to fandom not releasing patch notes
You think the update broke all the borders for those tabs?
If the test templates for the creatures infobox are good enough, we can use theses to replace the bugged one.
i think something they did screwed it up yeah
Im betting its our same issue with the Dreadnoughts, maybe a little different since that ones a different infobox(?)
same issue
it's wiki-wide something with the base templates
go look at the template pages it's screwed up on there as well
good lord
I pity the community support staff that had the bad luck of being employed during the Fandom-Gamepedia merge
They get to soak up all the negativity
well deserved negativity but not towards them
the merge has been really trash for everyone lol
they definitely didn't deserve to get all the negativity aimed towards them tho
also question: im not sure about this yet, but do we want to make an update 34.5 page?
I feel we should, just to clarify what it like
is
and I imagine even though its focused on adding mod support some fixes will roll out with
Of course
The more public experimental build for it is set to come out this week.
yep

