#wiki-related-chatroom

1 messages · Page 59 of 1

acoustic scarab
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But it would be weird on a calendar since 34.5 is now closer to 35 than to 34 time-wise

trail gust
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well, let's call it 34.9 then

orchid jewel
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34.6 1/2

austere fossil
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Or skip the decimals and call it 34M

orchid jewel
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34-but-not-quite

glacial topaz
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how much extra content ?
good solution could be just making a section on 34's page
and creating a redirect link to anyone looking for it

low hamlet
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yeah

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we'll definitely want to make an individual mod info page

orchid jewel
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Probably since support would be added by then, also include a small tutorial

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Like how to install and a primary site for it, whatever that owuld be

low hamlet
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one sec. the site is already up

orchid jewel
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Yeah, I know there is a modding site, I just havent looked at the modding scene at all yet.

low hamlet
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so we'll be able to link directly to it

orchid jewel
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rocknstone cool, cool.

bold plover
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I'd recommend just linking the modding discord for guides, help, data and whatnot.

orchid jewel
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That too, Forget we have that sometimes

acoustic scarab
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I am becoming more and more convinced that the mission type infobox needs a "Swarm Trigger" field

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Hey miners,
I am aware of the mechanic where depositing all your aquarqs without launching the mine head increases the frequency of baddies spawning

orchid jewel
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Lmaoo

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Yeah we should prolly add that

short cloud
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Yeah I think it would be a great idea

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or adding a debunk myth info page 👀

orchid jewel
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Myrhs should be debunked in Trivia of its respective page

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Easier that way

acoustic scarab
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Something like that

short cloud
indigo kindle
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Could actually use a Mythbuster-type of page, where the Wiki would debunk the most commonly known myths about the game mechanics etc. Like EPC mining "losing minerals so mine manually".

short cloud
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or the fact that missions don't have enough morkite...

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(when they almost never did, it's just caves being disconnected or people missing morkite entirely)

orchid jewel
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Maybe a new segment all together labeled "myths" to keep trivia and myths seperate? Either way imo it should remain ON its respective page to make it easier to see. Those long info pages are always so hard to sift through

acoustic scarab
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I've got...

  • cave length affects ME spawn chance
  • reloading drills/minigun cools it down faster
  • exploder infestation increases bulk spawn chance
  • the game is more likely to give you overclocks for classes you're not playing
short cloud
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Why not ask the community about their own myths ?

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it's usually the best way to go about it

short cloud
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well, that was fast

orchid jewel
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😔

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Your telling me the funnt animagion doesnt cool down my dwills? Oh patootie

acoustic scarab
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Next thing I'll tell you the rocket launcher idle reload animation doesn't increase projecticle speed

short cloud
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oh yeah the nitra one reducing xp

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a classic.

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@acoustic scarab "Flamethrower is better than Cryo Cannon against Frost-themed bugs - false, frost variants of the Praetorian and the Goo Bomber are actually more resistant to resilient against both cold and fire than their regular counterparts."

wait what

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liiies

acoustic scarab
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It turns out I was wrong about goo bombers in that psot

short cloud
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lol

acoustic scarab
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But frost praets still laugh at your elemental damage

orchid jewel
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Patooie x2

acoustic scarab
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Just look at the praetorian infobox and do the math

orchid jewel
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I never was good at that

wicked cave
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Does the loot room with the lost equipment and crafting minerals spawn in dynamically when you scan the lost helmet? Or is it present in the map beforehand but just not revealed?

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I’m guessing it’s spawned in dynamically because otherwise it’d be pretty obvious on the terrain scanner just from noticing a disconnected tiny room next to a floor/wall/ceiling, and I’ve never found one without first scanning the helmet in 650+ hours

wicked cave
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Wow. Not the answer I expected! Very cool.

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Seems worthy of that DRG myth thread, a rare “true myth”

glacial topaz
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that is quite old isn't it
any chance it changed ?

shell frigate
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Would need rechecking, have not been able to replicate since

glacial topaz
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would camera magic work ?
last I remember the room wasn't appearing anywhere until I got the lost equip
or... I was not looking hard enough, large map

floral drift
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i'm under the impression that Lost Equipment rooms get generated upon scanning the Helmet. the host usually has a mini game freeze, or FPS drops, while the game generates the room.

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however, i have not extensively tested this hypothesis

short cloud
rancid crest
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I have had a lost equipment room generate in the middle of a tunnel the driller dug out after we scanned the helmet

low hamlet
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god. why is this the default protable infobox color scheme

gritty bear
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also yeah the twin page looks really good, thanks fandom

low hamlet
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yeah they basically gave a massive middle finger to all nonportable infoboxes

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there is too much info on that one tho. and the reason it's screwed up is because there are three tiers

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im currently fumbling my way through getting to understand what im doing with converting the non portable infoboxes to portable infoboxes, so

orchid jewel
low hamlet
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pain

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ill be able to change it with css tho so dw

orchid jewel
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Why is it called a weaponized bug? Just having a bit of fun or is this some weird fucking dev testing thing

low hamlet
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maggots are weaponized bugs nice

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||im recoding infoboxes and that's the test infobox :p||

orchid jewel
gritty bear
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I don't remember who made the maggot example joke

orchid jewel
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Karl himself of course

bold plover
low hamlet
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^

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plus ive had rooms spawn where i surely would have seen them on the map, and i didn't

orchid jewel
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They might have at one point, but now its almost for sure on helmet scan

low hamlet
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i did the thing. i think

orchid jewel
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Looks good to the rat

low hamlet
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well time to see what i didnt do properly

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i didnt put {{#switch: there dderp

orchid jewel
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What utter bull is fandom causing

low hamlet
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lots

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welp im gonna change the color of the infoboxes with css for now. it's likely on themedesigner tho

low hamlet
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bit o css later and ive got this

floral drift
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@bold plover @weary sonnet

Bittergem is 1/21, ErrCube is 1/26; does Compressed Gold have a similar chance to spawn in levels? 1/15?

shell frigate
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1/3 off the top of my head

low hamlet
#
  background: #323c3c;
  border: 1px solid #323c3c;
}

.pi-border-color {
  border: 1px solid #323c3c;
}

.page-content .portable-infobox .pi-title {
  border-bottom: 3px solid #323c3c;
}

.portable-infobox {
  border-radius: 2px;
}```
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can an admin stick this into the fd skin for me

bold plover
shell frigate
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Old file has DensityInM2 set as 5

bold plover
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The chance was separate from that though, right?

shell frigate
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Yeah will have to try find what value it was

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But that might have something to do with them coming in pairs

bold plover
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What was the object that had the chances for any of them?

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Haven't been able to find any info besides the value randomizations.

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Like compressed gold is GemValue=(Min=150,Max=250)

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And scales with mission length, hazard and mutators.

shell frigate
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It was done as a weighted table of 2 options

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e.g. error cube: 1, no error cube: 25

bold plover
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I know certain events have a direct spawn chance.

shell frigate
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I think the values for these things may have been set in the mission setup files

shell frigate
floral drift
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Ban, Cy: if either of you figure out the Gold Chunk spawn percentage, please give me a ping. it would be extremely useful for the blog post i'm working on right now.

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please and thank you ❤️ rocknstone

shell frigate
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Well pretty sure it's 1/3 chance

low hamlet
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alright that's 2 infoboxes down

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and it's live 😎

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only 7 more to go (i think)

low hamlet
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btw if anyone wants hydra revived it's been made. i might customize it to make it work well for the wiki as well

low hamlet
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also got some stuff to talk about

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currently, this infobox just has too much stuff in it

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i talked with some ppl on the fandom/gp discord about what to do (since it's causing problems as well on the dread twins page) and what they suggested and what i agree with is we move the unmodel views and temperature info to another section. temperature can be in combat maybe? and the unmodel views could be their own new headers

orchid jewel
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Sounds good

glacial topaz
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The only issue is fandom isnt it...
Because until now it was just fine
Having all that information there for quick access
But now, suddenly it is an issue, oh well

low hamlet
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it was too much info before

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the top bit minus the unmodel and temp is fine but with that it doesn't fit all in that side bar

weary sonnet
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Redoing the infobox from scraft I managed to make them work, but they need to be wider on fandom than on gamepedia it seems.

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Still need some css tweaks but getting them to work again should be doable.

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Can’t argue with the fact that the real issue is fandom, they are giving us a lot of additional work, that’s for sure…

weary sonnet
low hamlet
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yeah they've been helping me converting the infoboxes

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it's the syntax for portable infoboxes

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i do think it's important to move the temp and unmodel stuff elsewhere though

weary sonnet
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Do you have the doc for that somewhere?
And how are/why do we need to move to portable infobox btw? What was wrong with the normal one?

low hamlet
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outdated

orchid jewel
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And broken in most cases

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All the elite pages were(are?) Broken

low hamlet
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because they aren't updating it anymore

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so new updates break it frequently

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portable is being updated

weary sonnet
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ok

craggy wraith
low hamlet
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yeah probably

low hamlet
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gonna style tables for lightmode today

little gorge
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the russian translation page of the “perks” page shows if you search “perks”

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dunno if that’s intended but I assume it isn’t

orchid jewel
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Probably a URL issue
or someone just editted it to be russian? Not a clue

little gorge
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let me rephrase I guess

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perks and perks/ru show as results

low hamlet
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the russian side of the wiki hasn't been touched in a while

acoustic scarab
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I am unable to provide any comment on that

low hamlet
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👀

low hamlet
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need to fix this as well

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for some reason the twitter plugin is broke

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wait that might just be my firefox settings for cookies

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lol it's just my settings for firefox cookies. but other users might have that...ill ask if it's possible to get working with those kind of restrictions

acoustic scarab
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This is the best version of Twitter I've seen in my life

bold plover
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And it isn't even dark mode.

orchid jewel
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Incredible. Twit with no Ter

low hamlet
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i improved the styles for the galleryboxes

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lookin good on lightmode too

orchid jewel
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😩

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look at it

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its beautiful

craggy wraith
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Nice

low hamlet
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i sent the stylesheet to the wiki editors so once someone puts the edits in, ill let yall know and lmk if you find stuff that's being weird

floral drift
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has anyone looked in Salvage mission files and seen if BET-C has a higher chance to spawn for them? this may be a little confirmation bias, but it really feels like BET-C's spawn chance on Salvage missions is more like 16% than 6%...

indigo kindle
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BET-C's spawn chance is determined in GD_EncounterSettings, and unless there were last second changes in U34, it should still be 6%.

bold plover
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There is nothing present in U32 salvage files to increase the chance.

low hamlet
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if anything ive experienced them more in egg hunt

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it's just chance. since they're so rare one mission type will likely get favored because it's randomly selected

floral drift
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has there been any update to why the Files are redirecting in weird ways ever since Fandom took over?

orchid jewel
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yes- Fandom is bullshit

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and one of their ass backwards updates m ust have fucked with pathing and shit

floral drift
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we already knew the cause -- i'm asking if anyone has worked on fixing the problem

low hamlet
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what's the issue?

floral drift
# low hamlet what's the issue?

click on the message i replied to from THB -- if you go to any wiki link that's styled like File:Apoca_bloom_icon.png etc the page will redirect in some strange way. some upgrade icons redirect to Bosco, Apoca bloom redirects to Resources, etc.

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for instance, https://deeprockgalactic.fandom.com/wiki/File:Icon_Upgrade_Angle.png redirects to https://deeprockgalactic.fandom.com/wiki/Zipline_Launcher

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my hypothesis is that the icons are redirecting to the first page that referenced or embedded them

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the whole reason i brought this up last week was because there are some icons i want to download for the upcoming U35 weapons in the DPS Calculator and Karl.gg, but because of the redirects i'm no longer able to get the files.

low hamlet
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that's not what it is

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ik what it is

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you see this when you open an image right? this nav thingy

floral drift
austere fossil
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It used to show the history of the file.

low hamlet
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and for some reason that's taking priority over the actual page for the file

austere fossil
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Didn't you want an old version of the ammo one or something?

floral drift
low hamlet
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im going to post this on the fandom discord because this is really annoying...

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it makes no sense

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alright i have info

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you aren't logged in correct?

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apparently, non-logged in users can't view file pages

floral drift
low hamlet
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because gamepedia was better

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lol

floral drift
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so, if i create a wiki account i would be able to see those File: pages again?

low hamlet
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yeah

austere fossil
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presumably, unless it's not just being signed in and instead some other permission

low hamlet
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no

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only because they aren't signed in

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basically, fandom is licking google's boots and "optimizing the search engine" by making file pages not go to dead ends for non logged in users

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which is just dumb

floral drift
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just another reason for me to be pissed off at Fandom: i have to finally create a Wiki account after months of guest editing. 😠

austere fossil
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Do you have a twitch?

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I just used mine

acoustic scarab
austere fossil
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Though it sorta makes one for you still, you just login with twitch instead

acoustic scarab
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Don't you do this to see pointless numbers go up?!

orchid jewel
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rat brain go brr

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like big number

low hamlet
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it is pretty cool to see how many edits you've put in

floral drift
acoustic scarab
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Eh? EH?
beeg number

low hamlet
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😎

acoustic scarab
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Just kidding, I'm a sucker for completing knowledge repositories

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But the big numbers do help

floral drift
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i don't suppose there's any way to retroactively claim credit for my anonymous edits once i make a Wiki account?

low hamlet
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probably not

floral drift
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oh well

orchid jewel
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according to my fandom, I have 0 edits

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incredible

acoustic scarab
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Note that this only carried over from the Gamepedia account

orchid jewel
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oh nevermind, there it is. level 27 with 119 points

acoustic scarab
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Fandom didn't have this rank system, Gamepedia did, but when they merged, the ranks (and edit history) carried over from GP even though they're now under the Fandom brand

orchid jewel
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its apparently per wiki? i guess that makes sense

acoustic scarab
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Achievements are wiki per wiki. The rank might be global, can't remember

low hamlet
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rank is global

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and i believe there are some global achievements

acoustic scarab
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Some of the local ones are pretty outrageous, though

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Upload 5000 images, create 1000 pages

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"Do literally the amount of work people get hired and paid to do"

orchid jewel
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5K images over 1k of pages that just include an image of my 'sona and say "rat bastard" on repeat lmao

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anyway, great work @low hamlet, things are lookin much better and I cant wait to see some of your fixes applied.
Have we made that U34.5 page yet? or the myth busting trivia segments?

low hamlet
low hamlet
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we generally don't create pages for stuff that hasn't been released yet

orchid jewel
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Shit- thats right

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its still in experimental

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what about the Myth things? I can work on adding a "Myth and Debunks" segment to the pages if someone passes along that reddit forum. Was it Yoshkin who made it?

low hamlet
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probably

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we could do something like that

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idk if cyrob put in my changes yet. it was 200+ lines of css lol so it might take a minute

orchid jewel
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Not a clue, probably working on it I imagine

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But yeah, just like, tell me when and i'll get cracking on those myths and shit. Been looking forward to actually help with something on the wiki

shell frigate
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Got delayed as host D&D Wednesday-Thursday

orchid jewel
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😔

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damn

low hamlet
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dw about it

low hamlet
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gonna style the achievements page because it looks terrible. thanks fandom

orchid jewel
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pfft

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looks fine to me

low hamlet
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which one?

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(imagine the font is white for the top ones)

glacial topaz
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top one I guess

short cloud
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@acoustic scarab about that myth page, do we have the one where people think the devs are hand-making the deep dives ?

acoustic scarab
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No, but I've heard a few times when people asked if the devs pre-approve the dives before making them public

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It's not big enough to be a myth, I don't think

short cloud
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tbh I've seen it pop a few times too much but that might just be me

low hamlet
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why not just put it in there

acoustic scarab
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Because it might bloat the page if we start putting everything that seems like it could be a myth

bold plover
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The seeds are randomized but the devs said they decide what seed is given to everybody via the deep dive servers.

acoustic scarab
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I'm fairly sure I've heard them say that the Thursday dev streams are the first time thye see the new dives

bold plover
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Yes, what I am saying is that they randomly roll the seed until they get something that they want to push to the public servers.

short cloud
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probably to make sure we don't get the same things twice in a row

glacial topaz
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if that was the case it most likely could be automated, biome, missions, and probably even cave shape

low hamlet
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i think it's gonna be fine to have the unmodel view in there, but we should move the temperature thing out

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i put it in the new portable infobox anyways for now because yeah but we should move it

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nvm holding off on that change because of this weirdness

weary sonnet
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If you mean the tabber’s tab alignment being off, we fixed that with an invisible div in gamepedia <div class="InvisibleAlignmentBox"> or something similar, we may need to adjust that class for fandom or the width of the portable infobox.
Can’t test it anytime soon since I am at work for now.

random lintel
weary sonnet
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It is because you were looking at the elite variant it seems.
The first infobox may have not displayed at all on mobile.

random lintel
weary sonnet
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We need to redo all the infobox using the portable infobox style for them to work well on mobile it seems, that is the style that is used for the elite one.

weary sonnet
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I gave it a look, tweaking a bit the css should be enough, either directly in the template or in the main css, I will check that later today if I can.

low hamlet
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we can't do it in the template with portable infobox

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which im gonna be honest is a good thing

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i tweaked it with css rq so ill post that in a sec

weary sonnet
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Ok, then reducing the width of the invisible div should do it.

low hamlet
#
.InvisibleAlignmentBox {
  width: 275px;
}

.wds-tabs__wrapper.with-bottom-border {
  margin-bottom: -25px;
  margin-left: 5px;
}
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i think that should do it...

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let me stick it in my personal css and test it on live rq

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looks real weird with the non portable infobox

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huh....

weary sonnet
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Theses will have to be replaced since most of them are not working that well.

low hamlet
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tabber isn't displaying with portable infobox

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wait it's probably because it isn't the live template

weary sonnet
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Some of the parameters may have a different name with the other template, can’t test that today though.
I should have some time tomorrow or in the weekend.

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Do you want me to apply the css still?

low hamlet
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yep!

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i got it working well

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looks great :)

weary sonnet
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… can’t log in using twitch …
But it says successful log in…

low hamlet
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and looks like the update to pi fixed the issues that were happening with this infobox

orchid jewel
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if i could use my gigachad emote on this server, I would

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Hell yeah

winged acorn
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Entry for Glyphid Crassus Detonator doesn't say what the theoretical maximum gold yield from one is. Anyone know? The size of the crater is stated to be "10 meters." Is that the radius or the diameter? If we knew, WolframAlpha can spit out the appropriate surface area of the resulting sphere, but I don't know how to convert that into an ammount of gold. In any case, I think any information about how much gold they yield would be nice addition to the entry.

glacial topaz
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can always check in the game itself
have the range of a simple golden crater on the ground vs a complete sphere

floral drift
# winged acorn Entry for Glyphid Crassus Detonator doesn't say what the theoretical maximum gol...

i just got about 1200 gold from one Crassus detonator. drilled into tunnel, had it follow me and blow up, got about as much of a golden sphere as is realistically possible. i saw 4 lootbugs crawling in to steal gold from me so i had to kill them, and ended with 1249. so, i would attribute 1200 to the crassus, and 40-44 to the lootbugs.

also, it is indeed a 10m carve diameter for the golden sphere, and it looks like that 10m is the inner diameter. the gold itself extends another... 0.5m outward maybe?

limiting factors that prevent getting more gold: the 8 bomblets dropped by the Crassus Detonator on death destroy gold around the center of the sphere without giving gold in return, and the tunnel that the Crassus itself digs to get into the hallway is part of the sphere not turned to gold as well.

another possibility (albeit extremely unlikely) is that the C4 charges i used to blow up the bottom and sides of the crater had some gold lossiness when converting the edges of the explosion crater from stone/gold to slag.

i'm going to recreate the test with another Crassus detonator, and see if i get more than 1200 this time

austere fossil
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the 8 bomblets dropped by the Crassus Detonator on death destroy gold around the center of the sphere without giving gold in return
Wait, they do? I always attributed the loose chunks you find inside the sphere to the gold those bomblets "pre-mine" for you.

winged acorn
floral drift
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second test: only gathered with pickaxe and Bosco, acquired 1228 (no lootbug interference this time).

floral drift
winged acorn
bold plover
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The bomblets do produce gold, crashed my game a few times due to it.

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Default gold slag thickness is 0.25m.

floral drift
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Crassus-dug tunnel appears to have a 5m diameter. it should be possible to calculate how much of the golden sphere's surface gets lost, and then extrapolate the gold/m^2 ratio

winged acorn
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m^2 or m^3 you think?

floral drift
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gold-to-surface implies m^2

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the surface area of the golden sphere being the scaled factor, not the volume

winged acorn
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A spherical shell with an inner diameter of 10m and and outer diameter of 11m (An extra 0.5m on each end adds up to 1m) has a volume of 1386 cubic meters. So that's 0.88 gold per cubic meter. (That's without accounting for the extra gold that would be there from where the driller tunnel.)

floral drift
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see Banagement's edit -- 0.25m thickness apparently

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the volume between inner/outer layers should be 4/3 * Pi * radius^3.

4Pi/3 * (5.25^3 - 5^3) = 82.532257 m^3
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so gold per cubic meter would be around 14.88, potentially a little higher if not for the Crassus' dug tunnel removing some

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the surface area of a sphere, 4 * Pi * radius^2, would lead to a ratio of 3.91 gold per square meter

acoustic scarab
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Can I just interject for a second and say that I love that this conversation is happening in this channel?

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This is the reason to learn math in school

winged acorn
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Now we just need to measure the width and height of a driller tunnel, and calculate the volume of the region of a spherical shell that intersects a rectangular prism with those dimensions, to estimate the amount of gold lost to the tunnel.

low hamlet
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wait-

floral drift
winged acorn
floral drift
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once the "gold lost" is calculated, it should become trivial to find the absolute theoretical maximum

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give me a few minutes

austere fossil
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Or otherwise dash past the bulk as it's dying

floral drift
winged acorn
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Wait so what kind of tunnel did you have when you got 1228 gold? (I wanna know how much of that spherical shell was missing.)

floral drift
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as i've said on a couple of occasions now, the golden sphere for my 1228 test was entirely complete except for the 5m diameter tunnel that the Crassus dug to get to me

winged acorn
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Oh, ok. Sorry for the confusion. Earlier I asked, "Same deal with the only hole in the shell being a driller tunnel?" and you responded with a check mark.

floral drift
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i see where the confusion came from, i apologize

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i reached a result, but i think i did the math wrong. somehow i ended up with a greater volume of gold mined after removing the 2 caps than the full spheres, which can't be the case since volume was removed.

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i'm looking through my equations to see where i made the mistake

winged acorn
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I'm dying to sit down and try and solve it, but I have to cook supper.

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I really wanna know if it comes out to exactly 15 gold per cubic meter.

floral drift
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ok, i think i figured it out. there's going to be a lot of rounding errors that pile up near the end, but i found some pretty believable numbers.

for reference, these numbers started out as 1228 gold mined, 5m inner radius, 5.25m outer radius, and a 5m diameter cylinder intersecting the two spheres from the Crassus' tunnel.

original numbers before accounting for the area/volume lost by the cylinder:

  • 3.91 gold/m^2
  • 14.88 gold/m^3
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Variables used:

Inner Radius = 5m
Outer Radius = 5.25m
Cylinder diameter = chord length = 5m

Equations used:

theta = 2 * arcsin( chord length / (2 * radius))
cap height = radius * (1 - cos(theta/2))
surface area of cap = 2 * Pi * radius * height
volume of cap = (Pi * height^2 * (3 * radius - height)) / 3

Surface area of cap of inner sphere:

theta = 2 * asin(5/10) = 60 degrees
height = 5 * (1-cos(60/2)) = 0.669873m
surface area = 2 * Pi * 5 * 0.669873 = 21.04468 m^2

1228 / (314.1593 - 21.04468) = 4.189 gold/m^2

Volume of caps between outer and inner spheres:

theta2 = 2 * asin(5/10.5) = 56.8738 degrees
height2 = 5.25 * (1-cos(56.8738/2)) = 0.633454m

outerCapVolume = (Pi * 0.633454^2 * (3*5.25 - 0.63345))/3 = 6.352 m^3
innerCapVolume = (Pi * 0.669873^2 * (3*5 - 0.669873))/3 = 6.734 m^3

diskVolume = Pi * 2.5^2 * 0.25 + OuterCapVolume - InnerCapVolume = 4.5267 m^3

volumeOfGoldMined = (outerSphereVolume - innerSphereVolume) - diskVolume = (606.131 - 523.599) - 4.5267 = 78.00551879 m^3

1228 / 78.00551879 = 15.7425 gold/m^3

Theoretical Max Gold (perfect sphere):

Surface Area:
4 * Pi * 5^2 * 4.189 = 1316.01

Volume:
(4 * Pi)/3 * (5.25^3 - 5^3) * 15.7425 = 1299.26
#

numbers after accounting for area/volume lost by cylinder:

  • 4.189 gold/m^2
  • 15.7425 gold/m^3

Max Gold Sphere: 1300 - 1316 gold

#

so, the Crassus' tunnel costs around 80 potential gold 🤷‍♂️

#

however, no player would ever be able to actually achieve the 1300 gold from a perfect sphere, so i think it should just be notated in the wiki as ~1200 gold and call it a day

glacial topaz
#

list the different scenarios for expected gold gain, such as "floor only" and "inside a thin tunnel" and later the "theoritical limit"

floral drift
winged acorn
#

@floral drift Hey, I'm sorry if I'm being dense about this (again), but I'm adding your results to the Wiki, and I want to double check that I'm phrasing what players need to do maximize the gold yield correctly. On the attempt that yielded 1228 gold, did the Crassus follow you down a driller tunnel, (widening it to 5 m in diameter as it went), or did you make the initial tunnel some other way? I'm asking because have no idea if a driller tunnel is bigger or smaller than the 5m diameter tunnel left by the Crassus, so I just wanted to double check that you didn't use a pick-axe tunnel or something, and me saying players could use a driller tunnel would actually slightly lower yield by making the hole in the shell larger than it needs to be.

glacial topaz
#

Imagine driller making a tunnel that wide...

floral drift
#

sure! i'm happy to help clarify, i know that my writing style is hard to read and interpret sometimes

winged acorn
winged acorn
glacial topaz
#

"it will destroy a chunk of terrain approximately 2m wide by 2.2m tall by 1m deep in the direction that(...)" - Drill's page

orchid jewel
#

2.2 meters tall? that makes the dwarves like.. 7ft?

#

not very short are they?

floral drift
#
  1. As Driller playing in Solo Haz1, I drilled into the wall horizontally creating a tunnel approximately 2m wide by 2.2m tall by 15m long
  2. I aggro'd the Crassus Detonator to chase me into the tunnel
  3. Because the Crassus Detonator is larger than a Driller tunnel, it started digging towards me, enlarging the tunnel from a 2mx2.2m rectangle into a 5m diameter cylinder.
  4. I let it position itself directly in front of me, kill me, and used Iron Will. In this manner, I effectively placed myself at the center of the explosion and my Driller tunnel ended far less than 10m from the explosion center (ensuring the golden sphere didn't intersect my tunnel)
  5. After killing it and getting the desired "nearly perfect sphere", my IW elapsed and I had to let Bosco revive me to mine the gold
#

i believe that the method i used is the best possible case for maximizing terrain-to-gold conversion from a Crassus Detonator explosion.

orchid jewel
#

Yeah, that seems pretty 'best-case' to me.

floral drift
orchid jewel
#

Great work on that, by the way

glacial topaz
#

what a nice way to get Dwarf height, by knowing the tunnels dimentions , at the right angle, one can can measure the Dwarf height
we probably checked it with laser pointer some time ago

floral drift
#

the x/z coords easily translate to width and height, but the depth value (y coord) didn't seem to line up with actual results. after extensive math it behaves more like 1.03m carved horizontally, and i rounded it to 1m for the Wiki

glacial topaz
#

and what is the explanation for the extra 3 centimeters

low hamlet
#

ex. you can use the bullets as a reference and they just don't match at all

glacial topaz
#

is it just because that 1 meter starts after the wall's limit
so when it destroys the cave, a 3cm layer is left, and it gets destroyed for being too thin ?

floral drift
#

it is not.

#

just... give me some time to type up the methodology in a text editor and then i'll copy/paste into this channel. be forewarned: it's probably going to be over 2k chars

glacial topaz
#

can't you draw something

floral drift
floral drift
#

only 1780 chars 🎉

here's the methodology that i used to calculate Drills breaking 1.03m per dig:

#

Values measured by Laser Pointer:

  • Carve distance check: 2m
  • Distance carved per chunk: 0.9m
  • Closest possible distance: 0.4m

Values extracted either via Console Commands or Game Files:

  • Terrain removed per chunk: [2m, 1.5m, 2.2m]

With both Mining Speed upgrades equipped on the Drills, the player moves at 3 * 1.1 * (0.1 + 0.5 + 0.1 + 0.1) = 2.64 m/sec. Additionally, the Drills will attempt to break terrain 3 times per second with both Mining Speed upgrades equipped.

When I did my tests with both Mining Speed upgrades equipped, I noticed that although it would make 16 attempts to break terrain, the distance tunneled was only 13.5m which corresponded to only 15 terrain chunks being successfully broken. After getting a friend to spectate me in game, I confirmed that it only broke terrain 15 times. The first 10 worked, the 11th would "skip", and then the last 5 would work too.

Ultimately, I needed to calculate both how far from the wall I start as well as the distance carved per terrain break such that:

Movespeed = 2.64
0.4 <= StartingDistance < 0.55
0.9 <= DistanceCarved < 1.05
StartingDistance + DistanceCarved = 1.5
StartingDistance + 10 * (DistanceCarved - Movespeed/3 Digs per second) < 2
StartingDistance + 11 * (DistanceCarved - Movespeed/3 Digs per second) >= 2
StartingDistance + 16 * (DistanceCarved - Movespeed/3 Digs per second) - (Movespeed/3 Digs per second) < 2

After a lot of "guess and check" plugging in the values, I eventually arrived at StartingDistance = 0.47m and DistanceCarved = 1.03m. Both of those values satisfy the constraint equations, and provide a theoretical model that matches up with in-game test results. You can read more about those results here on the Karl.gg blog: https://karl.gg/blog/24

#

@winged acorn you might be interested to know, Crassus Detonator's explosion also converts Engineer's platforms to gold too. (just tested in game)

so, in theory, an Engineer could seal up the tunnel behind Crassus with a lot of platforms and theoretically a perfect sphere might be possible. very difficult to do in normal gameplay, but actually possible

winged acorn
floral drift
#

testing now 😉

floral drift
#

results of test: Glyphid Crassus Detonator can teleport.

every time i got the hole halfway sealed behind the Crassus, it would teleport to the other side (towards the main cave system), dig through the platforms i just made, and undo my progress.

unable to get full sphere at this time. 😦

#

sorry, i can't think of a way to get the full sphere. i guess at this point it remains theoretical.

real sparrow
#

Can you seal the hole after it has started its explosion animation? Might not be enough time

floral drift
#

not easily. platforms don't really fill in volume very well; it would need like 4 engineers coordinating

winged acorn
#

Because of how platforms are oriented, would it help if you drilled the tunnel straight down?

floral drift
#

probably. don't see how it would fix the teleporting problem though

#

also it would be harder to catch the sphere's skin because it would hit the skinny part of the platforms

bold plover
#

I'll see if I can do it.

low hamlet
#

you excited about the hundreds of screenshots you are going to have to take?

#

im equally excited about the hundreds of screenshots im going to have to photoshop

#

also question: is it at all a possibility for you to edit the bg that you get when taking those screenshots? or use ansel and take the screenshots with a greenscreen because that would be immensely helpful

bold plover
#

I haven't been using Ansel for them, but I remember a method for it to have noclip and infinite distance so if I can find the right spot, sure.

low hamlet
#

alright

#

it would be immensely helpful if you put a very contrasted color in the background

bold plover
#

Magenta / neon pink? Like:

low hamlet
#

that will work perfectly

marsh osprey
#

That looks like mcglyphid lol

orchid jewel
#

Finally. Edible glyphid

#

I take bite

winged acorn
#

I think the inner diameter of a crassus crater is actually 13 m. 🙃 (fixed, said radius earlier)

glacial topaz
#

what was the method used to measure and reach 13m ?

floral drift
#

which is a lot closer to the gamefiles' listed 8.5 "UnitsPerLenth" [sic]

#

larger gold sphere also means less gets lost to the 5m crassus tunnel, so the max gold actually decreases to 1271.38

winged acorn
# glacial topaz what was the method used to measure and reach 13m ?

In a sphere with a hole in it near the equator, standing on the edge of the hole and measuring distance to a spot on the other side. Also standing at the bottom and measuring the distance to the top and adding it to the distance measured looking straight down (which usually 1.4m)

floral drift
# winged acorn In a sphere with a hole in it near the equator, standing on the edge of the hole...

for the vertical measurement, you may have accidentally double-counted the Laser Pointer's offsets. from the Fall Damage trivia section:

When using the Laser Pointer to point down to the ground you're about to fall to, the distance shown will be 1.5m too high. For example: if the ledge was 5.1m tall, the Laser Pointer would show 6.6m looking down. Similarly, when using the Laser Pointer to look up, it will show a distance that is 0.9m too short. Again, using a height of 5.1m, from the ground looking up the Laser Pointer would show that the ledge is 4.2m away.
so you should subtract 2.4m 0.6m from the vertical measurement...

#

in that example the Laser Pointer would indicate that the two ledges would be 10.8m apart, when in reality they're only 10.2m apart.

#

one of the major problems with using in-game experimental data to test things is that the tools available to measure these things are very imprecise. Laser Pointer doesn't tell actual distance, and its precision is limited to the tenths place; crosshairs don't display the precise spread for hitscan tracers; the ammo counter on the weapon model updates a frame before the ammo counter on the HUD; enemies' Temperature Meters don't update frequently or precisely; etc etc

winged acorn
#

Gotcha. I'll leave the "10m" figures on the wiki unless I hear different from someone with more familiarity than me with such things. BTW, I replicated your "kill it at the back of a tunnel" method and got just one more gold than you did, so that figure seems to be fairly consistent. Right now I'm working on seeing how much less gold there is if the sphere has two Crassus bore holes in it.

floral drift
#

if you're comfortable using mods, there's a tool named Speedometer which displays in-game XYZ coords in addition to your speed. you can use that to get more-precise measurements of distance

floral drift
#

@bold plover why do you let us do all these tests when you can just look up the answers? 🤪

orchid jewel
#

He enjoys watching you scratch your heads

winged acorn
#

I don't suppose you could just spawn and detonate a Crassus in the middle of soild terrain and tell us how much gold that gives you?

winged acorn
#

I'm assuming if you're using console commands or mods or whatever to spawn a Crassus in a specific location that you would also be able to freeze enemies in place.

#

Or make it instantly detonate when spawned

#

Gold with two bore-holes was 1187, suggesting a loss of only 42 gold per bore hole. That's consistent with what @floral drift calculated with the 13m diameter.

floral drift
#

yay! theoretical numbers are mirroring practical results 🎉

bold plover
floral drift
#

[are you not entertained].gif

bold plover
#

I can't do any theoretical stuff but I can certainly get some numbers or whatever else, just got to bring it up.

floral drift
#

request permission to ping you incessantly in this channel any time i need an obscure number looked up? 😏

bold plover
#

Sure, no guarantees that it won't be ignored.
QA

low hamlet
#

new bg looks pretty sweet

bold plover
#

It would be a shame if Fandom made some changes . . again.

orchid jewel
#

Shh

#

They'll hear you

low hamlet
#

riiiight

#

never falls apart

floral drift
#

i just observed something potentially new: I think that Scout's Cryo Grenade does more Cold than just its impact. while testing something else, i noticed that the OG Dreadnought's Temp Meter would go up while it passed through the residual cloud.

bold plover
#

Yes, it does have a lingering effect.

weary sonnet
#

Can’t find anything about it in the files though.

bold plover
#

Err, I guess at one point it was discussed, looking at it now and I guess they never implemented it.

floral drift
#

it definitely looked implemented just now

weary sonnet
#

I remember seeing evidence of it in game as well.

#

But I see nothing that could explain it looking at the files.

wary cove
#

@winter cairn #lfg-steam is the channel you're looking for. You can also leave a steam profile link in #steam-profile-sharing along with a description about yourself and how you're looking for other players in your region

wicked cave
#

Clarification on shellbacks - the wiki states they are “totally immune to freezing”. I /think/ this may be a little nuanced - while they aren’t slowed/stopped/frozen into a shellsicle by cryo, I thought they do still have a temp meter that can be fully chilled to the point where they take 3x damage from being “frozen”. Can anyone here confirm?

#

(Couldn’t find anything addressing this directly in the chat history here, but maybe my search-fu is weak this morning)

low hamlet
#

ive never heard of that being a thing, but someone else can confirm

shell frigate
#

You can proc fragile & temperature shock on them

#

Thought the frozen damage increase was tied to the material being shown so not sure on that one

orchid jewel
#

I think that black shellbacks cant be frozen, I believe ive tried and failed on them

short cloud
#

they can be frozen but they won't enter the "frozen state" and won't stop moving

#

they do have the 3x bonus damage

#

and you can temp shock them too

acoustic scarab
#

It probably has something to do with Shellbacks being the only enemies affected by gravity while alive

#

(all enemies are affected by gravity when dead)

indigo kindle
#

Nayaka Trawlers can't be frozen (immobilised) either but take x3 damage and can be tempshocked.

wicked cave
#

Needs some validation

floral drift
#

like others have already said, it has been my observation that Q'ronar Shellbacks will take 3x Direct damage when "Frozen" and unrolled. their Heavy Armor still works to make them take no Direct damage while rolled and they can still move. i've also noticed Fragile working vs "Frozen" Younglings.

so, i concur that the Frozen status effect mostly works for these enemies; it just doesn't change the physical model or immobilize them.

wicked cave
floral drift
#

that is what i recall, yes, but it might be prudent to do some additional testing with this mechanic in mind.

floral drift
#

re-watching the recording i made of Cryo Grenade vs OG Dreadnought, i'm starting to wonder if the "increasing cold" in the Temperature Meter isn't from the AoE cloud left behind, but rather from how the TempMeter displays large changes to temperature. without having a way to measure the internal temperature of an enemy, there's no way to really test this due to the imprecise display next to the healthbar.

bold plover
#

@floral drift getall EnemyTemperatureReplicatorComponent TemperatureEffect

#

Which is weird, considering:

#

This does constantly change based off of temperature, so I recommend using slomo or a mod to slow time for the info.

#

Going to test it on a generic enemy and see if it is % based, so -100 = 100% of what it needs to freeze, 0 is default, 100 = 100% needed to ignite.

floral drift
#

👀 thanks!

bold plover
#

Yep. It appears that only works for Dreads so I'll see if I can figure out anything for other enemies / passives.

#

Do you guys have the data for fire spread from enemies?

floral drift
#

negative. all that Elyth and I have been able to collect so far is the Boolean "isHeatSourceOnFire" and Float "OnFireHeatRange"

#

no clue what Heat/sec each enemy does yet (AFAIK)

bold plover
#

getall EnemyTemperatureComponent OnFireHeatRange

floral drift
#

right... OnFireHeatRange. the 2nd one i mentioned

bold plover
#

150-200

#

So, 1.5m to 2m.

#

Need anything else for it?

floral drift
#

yes, the Heat per second dealt to other enemies while they're on fire

#

so if Grunt A is on fire, and Grunt B has Temp=0 but is standing within 1.5m from A, how much Heat/sec does A do to B?

bold plover
#

6?

floral drift
#

is that extracted from WarmingRate? that has to do with when Grunt A has a Temp < 0. AFAIK it's not how much Heat is dealt to other enemies

#

it would be interesting if it was, though 🤔

#

double-using the one value

bold plover
#

I could change it and see.

#

Changed their health to 1 million and I'll change the warming rate to do that much damage. Edit: nope.

bold plover
#

5 damage, for sure.

floral drift
#

wait, being on fire damages nearby enemies at 5 Fire-element damage per tick? or it does 5 Heat to make them raise nearby enemies' temps?

bold plover
#

Default__STE_EnemyOnFire_C:DotStatusEffectItem_0 damageAmount (Min=999999,Max=999999)

#

I did this and they all died immediately since I kept them burning each other.

#

Default is Min 5, Max 5

floral drift
#

to clarify, that's not the same DoT effect that is already known as "Burning" right?

#

that's the DoT effect of enemies heating/damaging other nearby enemies

bold plover
#

As soon as they are ignited they take whatever that damage is since they died on ignition.

#

And they spread that same damage.

#

Tested by making it 10k damage, ignited an enemy with 1m health, they did not die immediately from igniting and they spread that damage to nearby enemies. Still need to figure out the warming rate I guess.

floral drift
#

fascinating 🧐

did that damage also light nearby enemies on fire, aka do any Heat?

#

Warming Rate is already known and documented, it's how quickly they recover from being Chilled by Cryo Cannon, Cryo Grenade, or Cryo Minelets

#

it interacts with the Frozen status effect

bold plover
#

did that damage also light nearby enemies on fire, aka do any Heat?
This is what I meant.

#

It still builds their temperature slowly.

#

Needs at least 2 enemies on fire to keep it ongoing.

floral drift
#

so it's 5 Fire-element damage + 5 Heat, or only 5 Heat?

bold plover
#

The fire spread does 5 damage as well as increases temp by some small amount.

#

As when I had: Default__STE_EnemyOnFire_C:DotStatusEffectItem_0 damageAmount (Min=9999,Max=9999)

#

It did a lot of damage but it did not heat enemies up quickly.

floral drift
#

👍 nice. thanks for looking that up! i know @weary sonnet has been investigating that OnFireHeatRange stuff for a while

bold plover
#

Trying to figure out what controls the temp increase

floral drift
#

for the DotStatusEffectItem_0 that does 5 Damage, what's the tickrate? same as Burn DoT 0.3-0.5 interval?

bold plover
#

0.25 - 0.5

floral drift
#

unrelated to Burn DoT stuff, what's the output of STE_ZiplineFallDamageReduction?

#

it doesn't end unless the player dies, but it's supposed to be temporary. i'm wondering if the duration isn't set or something...

bold plover
#

LOL

#
Duration=-1.000000
RemoveOnDeath=True```
floral drift
#

yup, that's what i expected. i bet they just have to change Duration from -1 to 3 and it'll be fixed

bold plover
#
StatChange=0.250000```
floral drift
#

👍 yep, already figured out the 25% FDR just from experimental data and gamefiles. thanks!

bold plover
#

Only U32 data that I can get, so it might be out of date.

floral drift
#

makes me wonder if the U32 [5 damage, 0.25-0.5] DoT dealt to nearby enemies of a Burning enemy got updated to mirror the new Burn DoT's [6, 0.3-0.5] in U34 🤔

weary sonnet
#

@bold plover @floral drift for the On Fire Heat Range we got the value a while ago, it was on the wiki on the temperature page.
iirc the heat value was from daga

On Fire Heat Range: All creatures act as a heat source when they are on fire, they deal 5 heat damage per second to any creature within a certain radius around them.

#

To see if it was updated or not, in game tests with CE and some modded weapons will be needed.

vivid hill
#

random information for the wiki, omen drones are affected by lures

wicked cave
vivid hill
#

it counts as one more aggro target

wicked cave
#

Gotcha. Still useful

vivid hill
#

because they still went after me some of the time

vivid hill
rancid crest
#

Can Sticky Flames ignite Neurogas?

#

Page for neurogas nades claims no, but I’m getting answers that say yes from other people

#

Same for incendiary nades lingering fire too

floral drift
#

i would imagine "yes" -- i've been downed by Sticky Flames igniting Praetorian clouds. easy enough to test, too, since NT grenade and Flamethrower are both on Driller.

rancid crest
#

So wiki is wrong here probably?

acoustic scarab
#

Wasn't it changed at one point to not ignite neuro grenade gas?

#

It definitely used to ignite it

orchid jewel
#

Ive had it ignite recently..so, it needs to be changed

#

EPC, sticky flames, Breach cutter, direct fire, etc will all ignite neuro

orchid jewel
#

If you all would like I can hop on and test it the same way I did egg flesh melting

orchid jewel
#

Confirmed. It does not

#

14 second sticky flames (Unstable Sticky OC and the 2 duration upgrades). The cloud hit full size and didnt detonate until I splashed it directly

#

I could SEE the fire in the center so I know that it was just sticky flames not setting off neuronades

#

When this was changed I have no clue

acoustic scarab
#

Probably when enough people complained that they explode their own toxin cloud with the flamer before it could do any real damage :V

orchid jewel
#

sounds like a skill and Personal mishap instead of a mechanical issues but kay

#

I know Prae and Oppr Still boom from sticky flames, I light their corpses to the cloud explodes as early as possible

acoustic scarab
#

No, with how big the cloud is, I think it's easy to accidentally erase it with flames. I can definitely see where the frustration came from.

orchid jewel
#

I assume you meant they sploded it early, not as a full cloud

#

That makes more sense yeah

#

Im just happy flying nightmare still ignites it nice

night spade
#

Thought of putting this up for discussion, because it may just be my being inexperienced with sci-fi spaceships, but I think the Space Rig's shape bears a close resemblance to Wall-E's Axiom, and I haven't seen this mentioned in the trivia section yet.

fathom crag
#

does anyone know if iron will pickaxe damage stacks with slayer stout/SYIH

austere fossil
#

If by Slayer Stout you mean Skullcrusher Ale, yes.

fathom crag
#

thank you very much

#

is slayer stout the Power attack recharge then?

austere fossil
#

Yes

orchid jewel
#

Hey, lads I discovered somethin today

#

It seems that the Dwarves voices are pitched in post (as in when the Dwarf speaks the line) as I just got a gunner line from Engineer's mouth, and it sounded like engi (using a mod ofc)

#

Should I toss that intro Trivia?

austere fossil
#

Is that not on the wiki? The pitch %s?

orchid jewel
#

the pitch %s are, but its not mentioned that its done in post as far as I know

austere fossil
#

Yeah, on the class pages it has their %

#

hmm, I guess it isn't explicitly stated that's what it does

orchid jewel
#

yeah, It says its the same voice actor pitched

#

but it doesnt say that its Pitched as the line is spoken, I always thought they pitched the lines for the dwarf specifically (though I guess that explains the High oxygen modifier or whatever its called. Rich Atmosphere?)

austere fossil
#

I guess it's not clear enough, then?

#

Cause it was known that it's all done at one pitch and then just shifted depending on which dwarf is speaking it

orchid jewel
#

Mhm, dunno why i thought they did it in such an inefficent way lol

austere fossil
#

Speaking of, is Underhill still bugged to leave you at 100% pitch after it wears off?

orchid jewel
#

Not a damn clue lmao. Thats something for McB or Ely to test since they're good with fudging around in the code

#

I suppose I could open up the Experimental Branch and see, god knows ive got the materials to drink enough underhills to find out

austere fossil
#

Since Engi is 105% you end up sounding pretty close to an Engi despite being a Driller/Scout and it's kinda obvious.

orchid jewel
#

i'll check, hold on

#

i'll use driller as my testing dummy, and will get back to you as soon as I can confirm which might take a bit

#

or I would, but my Experimental branch is shitting itself

#

note;

#

are the infoboxes supposed to display like this for the NeuroNade

bold plover
orchid jewel
#

Two things to note while testing for the Underhill bug

  1. I was able to revert back to full size and keep the tiny voice by dying in the hoop, but once the effect of the beer audibly wore off it was back to plain driller

  2. I was able to drink a beer while already under the effects of underhill and it played the normal voiceline without the pitch shift (Saluting gave me the typical pitch-shift)

im not sure if these are known, but its good to mention i feel

orchid jewel
orchid jewel
#

The Initial and Ignition stats

#

Ive never seen us tuck them away like that before, but I also understand given the pages formatting that might be normal

#

at least 10 underhills in, Though I know theres more and ive just lost the mugs- its not happened for me yet, and im getting increasingly impatient at waiting for hte effect to end

#

have also again disproved that myth of "only 10 mugs or so on the space rig"

#

several beers in, still no bug. I hope McB happpens to have a mod that makes beer effects much shorter

bold plover
#

only longer

orchid jewel
#

😔

#

damn it

#

i wasnt able to replicate the bug and unfortunately my masochism doesnt extend to testing for bugs.

orchid jewel
orchid jewel
#

noticed the dreadnought twins where fixed. I assume that was your fixes finally going through @low hamlet?

wicked cave
#

Do we know which slow effects apply to a dread, and how much the dread resists each? For example, Neurotoxin, IFG, goo, sticky flames, cryo. Do all of these affect a dread? Does the dread have a fixed partial resistance to slow that applies some % increase in speed across all these different slow methods?

orchid jewel
#

iirc dreads arent affected by slow. at least Sticky Flames and Neuronades

wicked cave
#

I’ve heard that too, but my own experience runs counter to that, at least with NTP AC

orchid jewel
#

I'll consider testing it in a minute, I was about to hop back on anyway

wicked cave
#

Also chilling a dread with cryo definitely seems to slow it briefly

orchid jewel
#

I cant get exact numbers but i can for sure see if it slows them at all

wicked cave
#

Hiveguard absolutely can be slowed by sentinel goo too

#

So it’s not a blanket immunity

orchid jewel
#

Gonna be a pain testing for each one

wicked cave
#

But IFGs seem to affect it far less, and sticky flames hardly at all

#

(I’m also assuming the behavior is the same for all three varieties but that’s probably not a safe bet either)

orchid jewel
#

its not, I know for a fact the dreads dont share identical stats

#

ughh, Fuck, Does Freeze slow them down more the more their temp drops, or is it a blanket freeze?

wicked cave
#

I could guess based on gameplay experience, but it would be a guess.

austere fossil
#

more slow the lower it gets

orchid jewel
#

okay, for testing purposes heres what im running in this mission with

CRSPR
1-3-2-2 Sticky Fuel

CYRO
3-3-2-2-2 Snowball

IFGs

#

lets get this shit done lads

wicked cave
#

Ah yes, the common driller max CC build, sticky + cryo + IFG 😂

orchid jewel
#

on the engineer at that

#

Just have to disable any mods that im not using to make sure that I can test this proper.
Do Dreadnought Resistances scale w/ Hazard level?

austere fossil
#

Enemy speed in general can

orchid jewel
#

pissy shitty

#

I'll run through on a hazard 1 then. since I cant get the exact numbers anyway, I might as well just see if we have more things to look into to begin with

wicked cave
#

I think the slow will be /much/ more obvious on H5

#

That’s where my assertion that “slow still works” comes from…slapping an OG dread with NTP on H5 suddenly makes it an escapable foe

orchid jewel
#

Fair enough. let me relaunch the mission then

#

My Current Estimate looks something like this

#

CYRO: ✅
CRSPR: 🚫
IFG: ✅
Neuro: 🚫

#

So far it seems all of them have slowed him

#

its hard to tell because the bastard wont stay aggro'd

#

yup, can confirm

#

Will relaunch again with Neuro-nades instead and test that

#

guess who forgot to bring a proper ranged weapon?

#

ive also got another myth to test now

#

Can Lacerator ignite Neuronades?

low hamlet
orchid jewel
#

Ive only just now seen it, wanted to compliment how nice it looked

#

ive got reason to believe neurotoxin will slow dreads now as well

#

CYRO: ✅
CRSPR: ✅
IFG: ✅
Neuro: ✅

#

so we're lookin at this now.

#

I dont have the Spawn menu to test if goo'll slow down the other dreads but my bet is that they can, so lets makr that as a ✅ too

#

They also seem to share different resistances to these affects ofc

wicked cave
#

Yeah. Thanks for the quick test run.

orchid jewel
#

No Problem, didnt take very long haha

#

that reminds me, i do need to test that lacerator thing now

#

piss

#

Surprisingly.

#

the lacerator doesnt ignite the gas

#

i'll update the Neurotoxin Grenades page to reflect this

#

though ive got a question about the "Swarm page"
Does Friends Only count as solo should nobody be in your lobby, or MUST you launch as a solo mission? (Specifically for the Dreadnought Swarm)
im assuming the latter, because of course it would be that way

floral drift
orchid jewel
#

fair enough

analog rock
orchid jewel
#

Cool, I figured as much from personal experience and rational thought but wanted to confirm

analog rock
orchid jewel
#

coolio. still weird though, i would have expected them to interact

rancid crest
#

they resist it proportionately based on their elemental resistances apparently?

orchid jewel
#

dude, you are way late

#

i already tested it

wicked cave
#

Wiki only seems to list immunity not resistance

rancid crest
#

its whatever the relevant elemental resist is, afaik

wicked cave
#

(Though it’s broke as fack on mobile so who knows what it says)

#

Hmm.

#

So like, resistance to IFG slow is based on electrical damage resistance?

rancid crest
#

50% fire resistance means 50% sticky flame slow resistance, 60% electricity slow means 60% ifg/emd/turret arc resistance, 20% frost resistance means 20% resistance to low temperature slow?

wicked cave
#

Hmm!

rancid crest
#

or something like that

wicked cave
#

Do they (or anything?) have neuro resistance?

rancid crest
#

mind you, I'm no longer sure whether or not that's still true

floral drift
#

@weary sonnet is the person who figured out Dreadnought's Slow Resistances originally. i do not remember what the final verdict was.

rancid crest
#

I last asked about it like... a year, maybe two ago? and given the dreadnought rework happened between then and now, it could be wrong now

#

assuming my info still holds true, I don't see an acid resistance listed so I'm not sure they resist neurotoxin?

fathom crag
#

does dreadnaught shield have more/less resistances compared to normal hitbox?

rancid crest
#

less

fathom crag
#

gotcha

rancid crest
#

ely also mentioned that dread hitboxes/resistances are bugged as hell though like a few months ago though

#

I wonder if u34.5 did anything about it?

tender garnet
#

How do I become a wiki editor

rancid crest
#

the wiki intentionally lists the theoretical ones despite them being supposedly completely wrong btw, so don't use the wiki for this

fathom crag
#

i see

#

so hyperprop is really good until thats fixed

#

and theres no kinetic resistance?

#

hmm

rancid crest
#

as far as I'm aware nothing resists kinetic at all

wicked cave
#

That double damage hit box comment is fascinating. Explains why on occasion I’ve gotten astounding one shot damage with hyper prop that’s hard to duplicate

floral drift
tender garnet
#

Be important

wicked cave
#

Still doesn’t quite explain the connection to slow, but if the assumption about elemental damage resistance = associated slow resistance is correct, then that helps

#

Also backs up my gut feel that neuro slowdown is very good on dreads

fathom crag
#

i feel like theyll be completely immune

#

im not home rn so i cant test it

wicked cave
#

To neuro slow? They’re not…

#

Works quite well

fathom crag
#

hmm

wicked cave
#

I was mostly curious about which slow effect was most powerful on each dread

fathom crag
#

dreads are immune to stuns right?

wicked cave
#

Which is complicated since each slow effect has a different base slow

#

Yes but Stun != slow though

rancid crest
#

I experimented with a build using cryo cannon where I intentionally pulsed the beam when it was near frozen to stop it from freezing while being very close to the freeze point as long as possible

fathom crag
#

gotcha

wicked cave
#

Stun is the stagger animation like when you toss an axe into a guard’s face

tender garnet
#

One thing I noticed is that snow breaks your fall :3

#

Though I’m sure that’s something well documented

fathom crag
#

so warthog would slow dread instead of stun

wicked cave
#

Erm…dunno about that. Does warthog apply slow?

rancid crest
#

no?

fathom crag
#

no its like a 50% chance to stun

rancid crest
#

stun doesn't work on stun immune enemies, which the dread is

wicked cave
#

Stun != slow though?

tender garnet
#

Wdym

#

Snow does break ur fall tho

#

It works a little better then plats

fathom crag
tender garnet
low hamlet
#

might be

tender garnet
#

Prolly

rancid crest
#

I don't the the exact amount of fall dmg mitigation of snow is listed anywhere? at least it wasn't on any of the pages I checked

low hamlet
#

reminds me i need to get the fricken biome features on the wiki

rancid crest
#

oh wait no its in the fall damage page ok

low hamlet
#

could put it on both

weary sonnet
#

For the dread slow resistance :
The fire res work directly vs sticky flames
Electrocution res works directly vs electricity based slow (mostly IFG since they are immune to electrocution).
For the cold based slow it is linked to their current temperature and how close their are to their freeze temeperature.

rancid crest
#

is the 20% frost res only for frost damage from cryo cannon and not cold slow then?

wicked cave
#

I also wonder where green/pink goo falls there

weary sonnet
#

On dread no there is no resistance to either of theses so far.

rancid crest
#

speaking of electrocution, I'm aware that they're immune to the dot electrocution that applies as a time duration status effect, but what about area electrocution effects like em discharge and turret arc?

weary sonnet
#

No creature has a resistance to poison.

rancid crest
#

hm?

#

didn't elite enemies resist acid damage in their initial release?

weary sonnet
#

Oh, execpt elites maybe, I forgot about them yeah.

wicked cave
#

Do we know the actual % reduction in movement speed for the various slow mechanisms?

rancid crest
#

all of them

fathom crag
#

how do you guys figure out the numbers?

rancid crest
#

the for one cryo is listed on the enemy's individual page since it's unique to per enemy

low hamlet
#

game files and real testing

wicked cave
#

Ok. Should be simple math then to work out what slows best (i.e. what results in slowest effective movement speed) vs dread resist

low hamlet
#

i dont do any of the number stuff because idk how and im dumb lol

wicked cave
#

Except for cryo I guess, which is variable

rancid crest
weary sonnet
#

I am the opposite of turtle, I gather numbers, but do little else theses days.
EMD and arc are classified as electricity based slow.

rancid crest
#

right, but they're not the same thing as "electrocution"?

#

oh wait emd doesn't slow

#

just arc then

weary sonnet
#

No they follow slightly different rules so they can stack with electrocution and can affect some creatures that are immune to it.

rancid crest
#

ok neat

wicked cave
rancid crest
#

well if it does, its not listed in the wiki and I'm in the middle of a mission so I can't check myself :V

wicked cave
#

(Pretty sure it does)

wicked cave
#

I use it on my main engi build

low hamlet
#

i started working on the wiki thinking "woah ill get so smort because of all the numbers" but nope lol

wicked cave
floral drift
#

EMD applies the SMG's Electrocution DoT to all enemies it hits. so the explosion itself doesn't slow, but the DoT does

#

and yes, the Deep Snow in Glacial Strata reduces fall damage is documented both in the Glacial Strata page and the Fall Damage page. it's the same as Platforms Mk2 and Fungus Bogs' Sticky Goo

orchid jewel
#

yes

floral drift
#

when Elites originally released they had a generic ElementalResistance which included Acid/Poison, but ever since U34.4 only a couple of Elites resist Fire or Electricity. the generic ElementalResistance was removed.

#

Stun != slow. Glyphid Slasher's "Stun" is just a x0.5 movespeed slow for 1.5 seconds IIRC.

#

Stun status effect includes stopping allmovement, attack canceling, playing a stunned animation, and displaying a different icon next to healthbar. Slow only affects movespeed

orchid jewel
#

that reminds me, we dont include bugs in 'trivia' sections right?

#

besides the beer ones

#

iirc we dont, we had a spat over it because of EM Turret Discharge's..unique, interaction with flying turrets

#

but that just reminded me of that bug with stun, where soemtimes the glyphids become very discouraged and just cease to move, only playing their stun animation

floral drift
#

i once read that the perma-stun was tied to either stunning an enemy and then freezing them before the Stun elapses, or stunning an already-frozen enemy. haven't tested it, so i don't know which one is right (if either)

orchid jewel
#

I can check

#

Later, though.

floral drift
#

i just tested with Subata + Tranq Rounds and Cryo Cannon. perma-stun is from Stunning an enemy, and then Freezing the enemy before the stun ends

#

can't stun a Frozen enemy

orchid jewel
#

if you havent already

floral drift
#

i already have 25 19 open Jira bugs 😆

orchid jewel
#

incredible

floral drift
#

sure, what's one more? rocknstone

#

Jira bug report: submitted

tender garnet
#

Just did my first wiki edits <3

#

added a few things that weren't there

#

that reminds me

#

no where on the wiki does it state that Doretta take FF

tender garnet
#

Soo…

rancid crest
tender garnet
#

Oh

#

I’m big brain

#

Anyway

#

It’s now been updated so that in the Trivia portion it states their is no cool down to snatching the head of dorretta

#

You can just grab it immediately

low hamlet
#

when you edit use the source editor so you'll get used to it

tender garnet
#

?

#

What do you mean

orchid jewel
#

dont edit in visual, use the source editor

tender garnet
#

Uh alrifht?

#

How

orchid jewel
#

hit the 3 dots next to edit and click edit source

tender garnet
#

Ohhh

#

Ok

low hamlet
#

do you have any experience with html?

tender garnet
#

Nope

#

Well

#

Actually

#

Kind of?

#

But why should I use the source editor

#

The visual editor is easier

low hamlet
#

in the future, it isn't

tender garnet
#

?

#

why not

low hamlet
#

you can't do half the things with it that you can in source

#

and it kinda sucks

#

like, you can't design tables even close to as well as you can in source

glacial topaz
#

"There is also a rare type of swarm composed of only Swarmers, with the occasional Glyphid Grunt."
it can't have "occasional" grunts if it has "only" Swarmers
so, is there grunts for it, or is it "mostly" swarmers ?

low hamlet
#

the quote is correct

wary cove
#

should be "mostly" swarmers

#

It doesn't make sense otherwise. Although, the grunts may not be from the wave at all and just be separate enemies just catching up to people while the swarmer wave is active.

#

You might want someone to check on what exactly is supposed to spawn in those waves then edit it accordingly by either changing the "only" to "mostly" or removing the last bit entirely.

low hamlet
#

it's like how there are also other enemies in praetorian swarms

glacial topaz
#

different swarm types
and praetorian have that system that turns them into oppressors

#

@weary sonnet Do you remember if the Swarmers swarm type is exclusively Swarmers, or if Grunts can spawn for it ? (non natural spawns, ofc)

wicked cave
#

Hmm. We need some consistency in the wiki regarding stats for the slowing effect. Looks like we have:

  • "Slowdown Strength" as a percent reduction, e.g. 75% for IFG
  • "Movement speed" as a multiplier, e.g. x0.7 for Neurotoxin, which would be a 30% reduction
  • "Slowdown" as a multiplier, e.g. x0.5 for Sticky Flames in the CRSPR page
  • "Movement speed" expressed as a negative percent, e.g. -80% for Electrocution
  • "Movement speed" expressed as a positive percent but referenced as a reduction, e.g. "reduces movement speed by 70%" for sticky goo
#

I don't mind making some cleanup edits. Any thoughts on which we should pick?

#

Movement speed as a multiplier seems most intuitive to me

floral drift
#

To the best of my knowledge, all slowdowns are multiplicative. however, most people find "-80% speed" more intuitive to understand than "x0.2 speed". that's probably why it's so inconsistent throughout the wiki -- people writing technically vs intuitively.

anyone who's read my articles know i write hyper-technically 😅

wicked cave
#

Fair, though some folks struggle intuitively with percent change too

#

I guess we could do both

#

Movement speed x0.2 (-80%) or something similar

#

maybe we could add a fifth entry here in the status effects page to reference / clarify movement speed?

#

although not everything that affects movement speed is a status effect, e.g. sticky flames

glacial topaz
#

that is for terminology
explaining mechanics doesn't seem to fit
also... not much to explain about it, the problem is just people's lack of Math understanding
if using "x0.2 (equal to a 80% reduction)" helps people with it, not bad

wicked cave
#

fair

#

I'll see what I can piece together for review

#

(looks like this is an Elythnwaen question based on the wiki history)

#

~~WIP for calculating net movement speed reduction of various slow types on the OG dread, thus the need for that value: ~~
EDIT: out of date, see further below

#

interestingly it looks like all the different duration-based slow effects that a dwarf can directly apply to the OG dread are in the same ballpark for effectiveness

#

(also I goofed on the sticky flames number)

bold plover
#

Turret arc slows them a ton

floral drift
#

U34 buffed Turret Arc to x0.2 movespeed IIRC, from x0.3

wicked cave
#

that would indeed make it most powerful

bold plover
#

So 80% slow with no resistance?

wicked cave
#

yeah

floral drift
wicked cave
#

I'm thinking "slowdown" expressed as a positive percentage may be simplest

#

slowdown 80% (pretty slow) vs slowdown 10% (not very slowed) seems unambiguous to me

floral drift
#

i know GreyHound found that U34 changed Turret Arc to a new object, separate from Crystal Cavern's electro beams, and as a result Conductive Bullets doesn't get bonus damage from it.

#

so maybe that same oversight applies to "not being affected by Electrical Slowdown Resistance"? 🤷‍♂️

wicked cave
#

Going off Ely's previous research, slowdown resistance was tied to the elemental resistance associated with the thing doing the slowing

#

but I dunno if turret arc is special somehow in U34

#

hmm, EM discharge doesn't have a slowdown effect listed in the wiki

#

maybe it's just the base electrocution slowdown of 80%

floral drift
wicked cave
#

perfect, OK

#

so same as turret arc then

#

guess I can take assumption out

floral drift
#

not the same. Turret Arc is an entirely separate source of Electrocute that does 6 Electric Damage per Tick at 5 Ticks/sec and slows enemies by x0.2 while in contact with the beam. Turret EM Discharge is an explosion that does Fear and applies the default SMG Electrocute DoT (3 Damage, 4 Ticks/sec, 3 sec duration, also slows x0.2)

wicked cave
#

Thanks for the clarification. I should've qualified "for determining slow effects on a dread...same as turret arc" 🙂

#

(at least in this update)

rancid crest
#

scroll the info box right... (that is really annoying btw, can that please be changed?)

orchid jewel
#

i think its our workaround for the last bug with infoboxes

rancid crest
#

what was the last bug? I don't think I was here for that

orchid jewel
#

infoboxes just outright shitting themselves.

#

the Dreadnought twins, the elite variants

rancid crest
#

ah rip

wicked cave
#

maybe I've been staring at percentages too long, but I can't make sense of that calculation

#

x0.5 speed, base is -10%, making enemies 55% slower?

rancid crest
#

x.9 then x.5

#

final is x.45 or -55%

wicked cave
#

gotcha. yup. brain tired

#

thanks

floral drift
#

baseline Sticky Flames have a x0.9 movespeed modifier. T3.B is x0.5.

0.9 x 0.5 = 0.45

x0.45 -> -55% speed

wicked cave
#

man now I'm rethinking my bulk edits to use slowdown as a positive percent

#

because it's tough to explain that 10% slowdown + 50% slowdown = 55% slowdown

#

movement speed multiplier would be more consistent and clear there

floral drift
#

yup. thus my earlier message about "technical vs intuitive" writing styles

glacial topaz
wicked cave
#

Thanks for the feedback. Was going for a succinct representation that didn't bump things out of line. Is "slowdown" not entirely correct?

#

I feel like if I went through and homogenized the slowdown terminology to be "movement speed x0.N (equal to a Y% reduction)" everywhere, that would be a bit rough

#

(It's also cool if the veterans here just advise me to give up my crusade, no hard feelings 😉 )

floral drift
#

opinion: i think a mixture of styles is acceptable, depending on context. if you're just saying what the slowdown of an individual thing is, then just use the % format. but if explaining how multiple slows interact then swap over the the x0.X style

wicked cave
#

(also just some meta-level feedback, I appreciate the coaching and engagement for a relative newbie wiki editor)

glacial topaz
#

due to the nature of being multiplicative and game using xS instead of -X% , the way to do it is to always use both versions
though I find x0.2 way faster to understand compared to 80%,
now on "Slowdown: 80% (x0.2 Movement Speed)" and "Movement Speed: x0.2 (80% Slowdown)"

wicked cave
#

Honestly I'd be fine just standardizing on x0.N and folks can get educated 😆

#

Mostly aiming for simplicity and consistency

floral drift
#

be aware: sometimes aiming for simplicity means sacrificing educational value. some articles require complexity

#

(but i've already written most of those technical pages)

wicked cave
#

If so I can run with that (where it doesn't break formatting beyond my ability to fix)

tender garnet
#

should i add a trivia section to the Glyphid swarmers page that offers combat strageties for fighting swarmers

glacial topaz
#

Nay

rancid crest
#

A line between info and guides has to be drawn somewhere

#

Wiki articles there to give info, eg what stuff does imo

glacial topaz
#

guides and strategy is for the tips and tricks page

rancid crest
#

What to do with/how to use it is up to the player

tender garnet
glacial topaz
tender garnet
#

nice

#

i'm gonna gear more towards edditing that

#

i'm gonna be a big contributer there

wicked cave
#

cool, I broke the wiki, what do I win

floral drift
tender garnet
#

How do you get the Wiki editor role'\

orchid jewel
#

you have to contribute enough work

#

same as any other labor-related role on this discord (really only the translators)

#

Otherwise my whole 3 additions would get me it lol

tender garnet
#

lmao

#

i've added a little bit more then three additions rn hehe

#

how do they know who is who tho

orchid jewel
#

probably suppose to link your fandom account to discord or somethin, I havent got a clue

#

I just edit shit in my free time, usually some stupid addition ive come across

#

i dont really expect to ever get the role, its just fun to sit and bash my keyboard like an ape

#

speaking of, uh, should we update the damn image for the creatures page?

#

That screenshot is ancient

tender garnet
#

i'm gonna work on adding in like a couple dozen new tips for the tips and tricks page

#

just stuff

orchid jewel
#

the most recent things ive noted is the Strange (but Intentional) interaction between the lacerator and Neuronades

#

oh, and the specifics on dwarf pitching, that too

#

What ever happened to that myths thing, did we ever start working or even add that?

#

I also added a Trivia Section to the Pickaxe customization page about the unreleased pickaxe parts showcased at the pickaxe station

low hamlet
#

not sure why it was added in the first place tbh

#

the plan is to move temp to its own section on each page

#

i also need to edit the skin css and clean it up/get rid of empty rules that are in there for some reason

#

also need to get rid of all the hydra selectors since they do nothing now

orchid jewel
#

Turtle recently had to redo all the infoboxes

tender garnet
#

mhm

orchid jewel
#

its probably got a few unnecessary things in there hes lookin to remove

low hamlet
#

these. the stuff not in the brackets

orchid jewel
low hamlet
#

there are a quite a few empty rules like this

tender garnet
#

mhm

#

turtle is going deep into the code

#

i'm just here adding shit about spawners

#

hehe

low hamlet
orchid jewel
#

Cool, figured it was that easy.

orchid jewel
#

and what about the myths? have we abandoned that project?

tender garnet
#

anyway

#

i'm gonna be adding a lot to the tips and tricks page, considering it's kind of bare

low hamlet
#

i prefer working on formatting and code nitty gritty stuff

orchid jewel
#

I know we tossed the idea and Yoshkin made the reddit thread but I dont think we decided how to format it

low hamlet
#

ooh. alright

orchid jewel
#

and I dont want to be the reason somebody wastes an afternoon deleting code because I went ahead and tossed it under/above trivia lol

low hamlet
#

you can always screw around with it on ur user page if you wanted to

orchid jewel
#

i dont know how to do that, nor would I think it worth the effort lmao

#

??
do we not have the immunities for the tyrant weed's shell or?

tender garnet
#

also

low hamlet
tender garnet
#

i think the brood nexus's insta freeze?

orchid jewel
#

Will consider later, taking up Dwarfette's idea and working on tips and tricks since the page is rather bare (I mean who does know the ye olde jump toss trick with satchels?)

define 'insta freeze'

#

last i checked only scout's cyro nades could instantly freeze a nexus, a Cyrocannon would require some sustained fire

#

god who was in charge of spellchecking?

#

resuply

#

terrain,such

floral drift
#

Brood Nexus has TempChangeScale 4 i think, so it only needs 12.5 Cold to Freeze

orchid jewel
#

'tought'

#

ressuply

#

impaxe

tender garnet
#

also

#

we need to make the tips and tricks page more accesible

orchid jewel
#

Do we?

#

i feel like anyone looking up "DRG tips and tricks" or something like that would find it

tender garnet
orchid jewel
#

it might as well be

#

"How to Play" includes the Tips and tricks page right at the top

#

oh good god

#

do we use "Armours"

#

or Armors

tender garnet
low hamlet
#

or i find it

fathom crag
#

is armor the main page? wtf

low hamlet
orchid jewel
#

alright, let me fix these ones in the TTaS page then

#

The Mactera Brundle uses "Amours"

low hamlet
#

yeah

orchid jewel
#

ive mostly gotten through the entire page and fixed it all

#

thank god

#

Its painful because certain things are flagged that dont need to be but technically isnt incorrect to flag

low hamlet
#

my favorite thing to do is clean up source on a page

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sadge that you cant have really clean looking source with inline because it has wikitext :(

orchid jewel
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'gentledwarf'

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funniest shit ive read all day

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alright

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and- done

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going back through to change all those pesky british spellings

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"This page regroups every prescriptive and subjective informations (i.e. suggesting how to play the game). Its main purpose is to unclog the accumulated informations from the actual wiki pages, where the descriptive content is and must stay on."

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should informations be information

orchid jewel
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do we really have a goddamn template for {{gamename}} to change to Deep rock Galactic?

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I assume thats a fandom thing but-

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its like the same amount of keystrokes??