#wiki-related-chatroom
1 messages · Page 59 of 1
well, let's call it 34.9 then
34.6 1/2
Or skip the decimals and call it 34M
34-but-not-quite
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
Probably since support would be added by then, also include a small tutorial
Like how to install and a primary site for it, whatever that owuld be
one sec. the site is already up
Yeah, I know there is a modding site, I just havent looked at the modding scene at all yet.
cool, cool.
I'd recommend just linking the modding discord for guides, help, data and whatnot.
That too, Forget we have that sometimes
I am becoming more and more convinced that the mission type infobox needs a "Swarm Trigger" field
I'm tired of these self-sustaining myths
https://www.reddit.com/r/DeepRockGalactic/comments/pegouk/point_extraction_spawn_mechanics/
Hey miners,
I am aware of the mechanic where depositing all your aquarqs without launching the mine head increases the frequency of baddies spawning
Something like that
works too yeah
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".
or the fact that missions don't have enough morkite...
(when they almost never did, it's just caves being disconnected or people missing morkite entirely)
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
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
Why not ask the community about their own myths ?
it's usually the best way to go about it
15 votes and 17 comments so far on Reddit
Next thing I'll tell you the rocket launcher idle reload animation doesn't increase projecticle speed
😱
oh yeah the nitra one reducing xp
a classic.
@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
liiies
It turns out I was wrong about goo bombers in that psot
lol
But frost praets still laugh at your elemental damage
Patooie x2
Just look at the praetorian infobox and do the math
I never was good at that
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?
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
They are generated at the start of the game : #wiki-related-chatroom message
Wow. Not the answer I expected! Very cool.
Seems worthy of that DRG myth thread, a rare “true myth”
that is quite old isn't it
any chance it changed ?
Would need rechecking, have not been able to replicate since
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
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.
however, i have not extensively tested this hypothesis
that's also my impression but I don't have any proof either
I have had a lost equipment room generate in the middle of a tunnel the driller dug out after we scanned the helmet
god. why is this the default protable infobox color scheme
also yeah the twin page looks really good, thanks fandom
yeah they basically gave a massive middle finger to all nonportable infoboxes
there is too much info on that one tho. and the reason it's screwed up is because there are three tiers
im currently fumbling my way through getting to understand what im doing with converting the non portable infoboxes to portable infoboxes, so
Punchy wth is this
Why is it called a weaponized bug? Just having a bit of fun or is this some weird fucking dev testing thing
Tbh, Magma core..

I don't remember who made the maggot example joke
Karl himself of course
I have looked around with free cams and never found the lost pack room, also, if it only generates on map load then there should only be one room but if you have multiple helmets there is a new lost pack room for each. Plus the massive FPS drops that they used to create leads me to believe it is spontaneous carving.
^
plus ive had rooms spawn where i surely would have seen them on the map, and i didn't
They might have at one point, but now its almost for sure on helmet scan
i did the thing. i think
What utter bull is fandom causing
lots
welp im gonna change the color of the infoboxes with css for now. it's likely on themedesigner tho
bit o css later and ive got this
@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?
1/3 off the top of my head
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;
}```
can an admin stick this into the fd skin for me
Do you remember if it was DensityInM2?
Old file has DensityInM2 set as 5
The chance was separate from that though, right?
Yeah will have to try find what value it was
But that might have something to do with them coming in pairs
What was the object that had the chances for any of them?
Haven't been able to find any info besides the value randomizations.
Like compressed gold is GemValue=(Min=150,Max=250)
And scales with mission length, hazard and mutators.
It was done as a weighted table of 2 options
e.g. error cube: 1, no error cube: 25
I know certain events have a direct spawn chance.
I think the values for these things may have been set in the mission setup files
Also have put changes in
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.
please and thank you ❤️ 
Well pretty sure it's 1/3 chance
btw if anyone wants hydra revived it's been made. i might customize it to make it work well for the wiki as well
also got some stuff to talk about
currently, this infobox just has too much stuff in it
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
Sounds good
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
it was too much info before
the top bit minus the unmodel and temp is fine but with that it doesn't fit all in that side bar
Cyrob is right for the Compressed gold, it was 1/3, but I am not sure how it works in practice since it is possible to find two of them in game unlike the other.
Redoing the infobox from scraft I managed to make them work, but they need to be wider on fandom than on gamepedia it seems.
Example here:
https://deeprockgalactic.fandom.com/wiki/Template:Test_Infobox2
Pretty sure that one contain enough info to make it bug normally on fandom.
Still need some css tweaks but getting them to work again should be doable.
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…
Oh, looks like someone (ARandomCitizen) converted the main infobox template and it fixed most of the problems we had.
First time I see this kind of code, is this the new standard for fandom templates?
(From what I see he did well converting it, didn’t parse everything yet.)
https://deeprockgalactic.fandom.com/wiki/Template:Creature_Infobox_SubTabs
yeah they've been helping me converting the infoboxes
it's the syntax for portable infoboxes
i do think it's important to move the temp and unmodel stuff elsewhere though
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?
outdated
because they aren't updating it anymore
so new updates break it frequently
portable is being updated
ok
Also some other misc benefits apparently: https://community.fandom.com/wiki/Help:Infoboxes/Benefits_of_Portable_Infoboxes
yeah probably
gonna style tables for lightmode today
the russian translation page of the “perks” page shows if you search “perks”
dunno if that’s intended but I assume it isn’t
Probably a URL issue
or someone just editted it to be russian? Not a clue
the russian side of the wiki hasn't been touched in a while
I am unable to provide any comment on that
👀
need to fix this as well
for some reason the twitter plugin is broke
wait that might just be my firefox settings for cookies
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
This is the best version of Twitter I've seen in my life
And it isn't even dark mode.
Incredible. Twit with no Ter
Nice
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
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%...
BET-C's spawn chance is determined in GD_EncounterSettings, and unless there were last second changes in U34, it should still be 6%.
There is nothing present in U32 salvage files to increase the chance.
if anything ive experienced them more in egg hunt
it's just chance. since they're so rare one mission type will likely get favored because it's randomly selected
has there been any update to why the Files are redirecting in weird ways ever since Fandom took over?
yes- Fandom is bullshit
and one of their ass backwards updates m ust have fucked with pathing and shit
we already knew the cause -- i'm asking if anyone has worked on fixing the problem
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.
for instance, https://deeprockgalactic.fandom.com/wiki/File:Icon_Upgrade_Angle.png redirects to https://deeprockgalactic.fandom.com/wiki/Zipline_Launcher
my hypothesis is that the icons are redirecting to the first page that referenced or embedded them
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.
that's not what it is
ik what it is
you see this when you open an image right? this nav thingy
great! is it easily fixable? Cyrob gave a workaround for now
It used to show the history of the file.
what's happening is this thing is what that link takes you to
and for some reason that's taking priority over the actual page for the file
Didn't you want an old version of the ammo one or something?
for the Hurricane T5.C, yes. now there are other icons to acquire, too.
im going to post this on the fandom discord because this is really annoying...
it makes no sense
alright i have info
you aren't logged in correct?
apparently, non-logged in users can't view file pages
ok. i accept that as the cause. however, why was it allowed for Gamepedia?
so, if i create a wiki account i would be able to see those File: pages again?
yeah
presumably, unless it's not just being signed in and instead some other permission
no
only because they aren't signed in
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
which is just dumb
just another reason for me to be pissed off at Fandom: i have to finally create a Wiki account after months of guest editing. 😠
But... but what about the editor XP you get for doing so from an account?
Though it sorta makes one for you still, you just login with twitch instead
Don't you do this to see pointless numbers go up?!
it is pretty cool to see how many edits you've put in
i don't care about internet points, nor accolades. i'm here to expand knowledge freely, like a good citizen of the internet
Eh? EH?
beeg number
😎
Just kidding, I'm a sucker for completing knowledge repositories
But the big numbers do help
i don't suppose there's any way to retroactively claim credit for my anonymous edits once i make a Wiki account?
probably not
oh well
Note that this only carried over from the Gamepedia account
oh nevermind, there it is. level 27 with 119 points
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
its apparently per wiki? i guess that makes sense
Achievements are wiki per wiki. The rank might be global, can't remember
Some of the local ones are pretty outrageous, though
Upload 5000 images, create 1000 pages
"Do literally the amount of work people get hired and paid to do"
5K images over 1k of pages that just include an image of my 'sona and say "rat bastard" on repeat lmao
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?
not yet
we generally don't create pages for stuff that hasn't been released yet
Shit- thats right
its still in experimental
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?
probably
we could do something like that
idk if cyrob put in my changes yet. it was 200+ lines of css lol so it might take a minute
Not a clue, probably working on it I imagine
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
Got delayed as host D&D Wednesday-Thursday
dw about it
gonna style the achievements page because it looks terrible. thanks fandom
top one I guess
@acoustic scarab about that myth page, do we have the one where people think the devs are hand-making the deep dives ?
No, but I've heard a few times when people asked if the devs pre-approve the dives before making them public
It's not big enough to be a myth, I don't think
tbh I've seen it pop a few times too much but that might just be me
why not just put it in there
Because it might bloat the page if we start putting everything that seems like it could be a myth
The seeds are randomized but the devs said they decide what seed is given to everybody via the deep dive servers.
I'm fairly sure I've heard them say that the Thursday dev streams are the first time thye see the new dives
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.
probably to make sure we don't get the same things twice in a row
if that was the case it most likely could be automated, biome, missions, and probably even cave shape
i think it's gonna be fine to have the unmodel view in there, but we should move the temperature thing out
i put it in the new portable infobox anyways for now because yeah but we should move it
nvm holding off on that change because of this weirdness
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.
For some reason opening wiki pages on Praetorian shows different info for mobile and for desktop version of site
Page: https://deeprockgalactic.fandom.com/wiki/Glyphid_Praetorian#Front
Different info: about resistances, mobile version shows 24% resist to electro damage
It is because you were looking at the elite variant it seems.
The first infobox may have not displayed at all on mobile.
Actually you are right, a bit non-obvious for elite to be in the top of the page, but 24 is indeed for elite
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.
that in css?
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.
we can't do it in the template with portable infobox
which im gonna be honest is a good thing
i tweaked it with css rq so ill post that in a sec
Ok, then reducing the width of the invisible div should do it.
.InvisibleAlignmentBox {
width: 275px;
}
.wds-tabs__wrapper.with-bottom-border {
margin-bottom: -25px;
margin-left: 5px;
}
i think that should do it...
let me stick it in my personal css and test it on live rq
looks real weird with the non portable infobox
huh....
Theses will have to be replaced since most of them are not working that well.
tabber isn't displaying with portable infobox
wait it's probably because it isn't the live template
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.
Do you want me to apply the css still?
… can’t log in using twitch …
But it says successful log in…
and looks like the update to pi fixed the issues that were happening with this infobox
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.
can always check in the game itself
have the range of a simple golden crater on the ground vs a complete sphere
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
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.
Hot damn! Experimental data in less than an hour! Thank you!
second test: only gathered with pickaxe and Bosco, acquired 1228 (no lootbug interference this time).
🤔 that is a possibility. i was very focused on counting the total gold and less about where the gold came from. time to spawn a 3rd Crassus to test it!
Same deal with the only hole in the shell being a driller tunnel?
The bomblets do produce gold, crashed my game a few times due to it.
Default gold slag thickness is 0.25m.
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
m^2 or m^3 you think?
gold-to-surface implies m^2
the surface area of the golden sphere being the scaled factor, not the volume
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.)
see Banagement's edit -- 0.25m thickness apparently
the volume between inner/outer layers should be 4/3 * Pi * radius^3.
4Pi/3 * (5.25^3 - 5^3) = 82.532257 m^3
so gold per cubic meter would be around 14.88, potentially a little higher if not for the Crassus' dug tunnel removing some
the surface area of a sphere, 4 * Pi * radius^2, would lead to a ratio of 3.91 gold per square meter
Can I just interject for a second and say that I love that this conversation is happening in this channel?
This is the reason to learn math in school
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.
negative. the Driller tunnel isn't a factor, remember? the Crassus digs a roughly-cylindrical tunnel to the player which is 5m in diameter.
i'm currently already working on that aspect of "gold lost"
I see. When I said, "theoretical maximum," I was imagining the yield of a whole sphere, like if you spawned one in solid rock and it exploded.
once the "gold lost" is calculated, it should become trivial to find the absolute theoretical maximum
give me a few minutes
I think they mean the driller's exit tunnel, unless you're going for suicide strats
Or otherwise dash past the bulk as it's dying
i did suicide strat to absolutely maximize output
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.)
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
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.
i see where the confusion came from, i apologize
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.
i'm looking through my equations to see where i made the mistake
I'm dying to sit down and try and solve it, but I have to cook supper.
I really wanna know if it comes out to exactly 15 gold per cubic meter.
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
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
list the different scenarios for expected gold gain, such as "floor only" and "inside a thin tunnel" and later the "theoritical limit"
it does not, sorry to disappoint.
@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.
Imagine driller making a tunnel that wide...
sure! i'm happy to help clarify, i know that my writing style is hard to read and interpret sometimes
Right. I guess a driller tunnel is more like, what? 1?
Or less? Dwarves are short.
"it will destroy a chunk of terrain approximately 2m wide by 2.2m tall by 1m deep in the direction that(...)" - Drill's page
- 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
- I aggro'd the Crassus Detonator to chase me into the tunnel
- 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.
- 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)
- 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.
Yeah, that seems pretty 'best-case' to me.
the tunnel is 2.2m tall; i think a dev once said that the dwarves are like 1.5m tall
Great work on that, by the way
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
i think the command i used to find those numbers is from GetAll WPN_DoubleDrills_C CarveSize which returns {'x': 200, 'y': 150, 'z': 220} or something along those lines. i did it as part of my investigation into Drills a few weeks ago for the Karl.gg blog and Drilling in the Name of's video
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
and what is the explanation for the extra 3 centimeters
math
don't even start digging into the dimensions of stuff in drg it falls apart very very quickly
ex. you can use the bullets as a reference and they just don't match at all
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 ?
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
can't you draw something
it is within my capability, but it would still need words to explain.
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
Hey everyone, get ready to learn about the Driller's Drills! It's Mea...
@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
Interesting. I'd be interested to know how close an experimental result is to your calculation.
testing now 😉
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.
Can you seal the hole after it has started its explosion animation? Might not be enough time
not easily. platforms don't really fill in volume very well; it would need like 4 engineers coordinating
Because of how platforms are oriented, would it help if you drilled the tunnel straight down?
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
I'll see if I can do it.
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
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.
alright
it would be immensely helpful if you put a very contrasted color in the background
that will work perfectly
That looks like mcglyphid lol
I think the inner diameter of a crassus crater is actually 13 m. 🙃 (fixed, said radius earlier)
what was the method used to measure and reach 13m ?
if that's the case, then the numbers change to 133.198 m^3 of gold mined to get 1228, and 9.219 gold/m^3
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
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)
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 subtract2.4m0.6m 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
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.
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
13 is what the game says it is.
@bold plover why do you let us do all these tests when you can just look up the answers? 🤪
He enjoys watching you scratch your heads
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?
teleportation issues
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.
yay! theoretical numbers are mirroring practical results 🎉
Why are you here just to suffer? For my entertainment of course.
[are you not entertained].gif
I can't do any theoretical stuff but I can certainly get some numbers or whatever else, just got to bring it up.
request permission to ping you incessantly in this channel any time i need an obscure number looked up? 😏
Sure, no guarantees that it won't be ignored.

It would be a shame if Fandom made some changes . . again.
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.
Yes, it does have a lingering effect.
Can’t find anything about it in the files though.
Err, I guess at one point it was discussed, looking at it now and I guess they never implemented it.
it definitely looked implemented just now
I remember seeing evidence of it in game as well.
But I see nothing that could explain it looking at the files.
@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
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)
ive never heard of that being a thing, but someone else can confirm
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
I think that black shellbacks cant be frozen, I believe ive tried and failed on them
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
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)
Nayaka Trawlers can't be frozen (immobilised) either but take x3 damage and can be tempshocked.
But I do think the 3x damage on frozen shellback is only if you’re hitting an exposed unarmored bit, unlike typical frozen state where you can bypass heavy armor
Needs some validation
yeah
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.
Just to clarify - do they also take 3x damage when fully chilled and rolling, provided you have blown off a chunk of armor and can manage to hit a spot with no armor?
that is what i recall, yes, but it might be prudent to do some additional testing with this mechanic in mind.
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.
@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.
👀 thanks!
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?
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)
getall EnemyTemperatureComponent OnFireHeatRange
right... OnFireHeatRange. the 2nd one i mentioned
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?
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
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.
5 damage, for sure.
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?
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
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
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.
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
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.
so it's 5 Fire-element damage + 5 Heat, or only 5 Heat?
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.
👍 nice. thanks for looking that up! i know @weary sonnet has been investigating that OnFireHeatRange stuff for a while
Trying to figure out what controls the temp increase
for the DotStatusEffectItem_0 that does 5 Damage, what's the tickrate? same as Burn DoT 0.3-0.5 interval?
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...
yup, that's what i expected. i bet they just have to change Duration from -1 to 3 and it'll be fixed
StatChange=0.250000```
👍 yep, already figured out the 25% FDR just from experimental data and gamefiles. thanks!
Only U32 data that I can get, so it might be out of date.
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 🤔
@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.
random information for the wiki, omen drones are affected by lures
Does the lure do “exclusive” aggro on OMEN drones like it would with a nearby grunt, or does it just count as one more possible aggro target like with a dread?
it counts as one more aggro target
Gotcha. Still useful
because they still went after me some of the time
addtion to it, heavy burster ignores lures
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
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.
So wiki is wrong here probably?
Wasn't it changed at one point to not ignite neuro grenade gas?
It definitely used to ignite it
Ive had it ignite recently..so, it needs to be changed
EPC, sticky flames, Breach cutter, direct fire, etc will all ignite neuro
If you all would like I can hop on and test it the same way I did egg flesh melting
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
Probably when enough people complained that they explode their own toxin cloud with the flamer before it could do any real damage :V
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
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.
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 
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.
does anyone know if iron will pickaxe damage stacks with slayer stout/SYIH
If by Slayer Stout you mean Skullcrusher Ale, yes.
Yes
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?
Is that not on the wiki? The pitch %s?
the pitch %s are, but its not mentioned that its done in post as far as I know
Yeah, on the class pages it has their %
hmm, I guess it isn't explicitly stated that's what it does
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?)
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
Mhm, dunno why i thought they did it in such an inefficent way lol
Speaking of, is Underhill still bugged to leave you at 100% pitch after it wears off?
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
Since Engi is 105% you end up sounding pretty close to an Engi despite being a Driller/Scout and it's kinda obvious.
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
It is a very efficient way, lol. Record all the lines from the voice actor, throw all the lines in to be shared by all the classes and just change the pitch by class. I even have this setup for one of my mod updates so that my custom lines are pitched similarly depending on what class you are.
Two things to note while testing for the Underhill bug
-
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
-
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
yeah haha, im just very stupid sometimes.
which infoboxes
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
only longer
😔
damn it
i wasnt able to replicate the bug and unfortunately my masochism doesnt extend to testing for bugs.
Im betting it still happens from time to time though. Besides my notes as seen here, I didnt really notice anything unusual
noticed the dreadnought twins where fixed. I assume that was your fixes finally going through @low hamlet?
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?
iirc dreads arent affected by slow. at least Sticky Flames and Neuronades
I’ve heard that too, but my own experience runs counter to that, at least with NTP AC
I'll consider testing it in a minute, I was about to hop back on anyway
Also chilling a dread with cryo definitely seems to slow it briefly
I cant get exact numbers but i can for sure see if it slows them at all
Hiveguard absolutely can be slowed by sentinel goo too
So it’s not a blanket immunity
Gonna be a pain testing for each one
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)
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?
I could guess based on gameplay experience, but it would be a guess.
more slow the lower it gets
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
That would’ve been my guess! 😉
Ah yes, the common driller max CC build, sticky + cryo + IFG 😂
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?
Enemy speed in general can
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
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
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?
should have been fixed a while ago i believe
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
Yeah. Thanks for the quick test run.
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
if the "Do X missions Solo" achievements are any indication, my guess is the latter; you would have to launch as Solo, not just as Friends-only with no teammates.
fair enough
I can confirm that Meatshield is right, solo mode is the only thing that counts as solo.
(From a technical standpoint, having a friends only game will still create a lobby, whereas the solo mode does not)
Cool, I figured as much from personal experience and rational thought but wanted to confirm
Just got a confirmation that this was intentional.
coolio. still weird though, i would have expected them to interact
dreads don't have any form of slow immunity as far as I'm aware
they resist it proportionately based on their elemental resistances apparently?
Do we know their numerical resistance to slow?
Wiki only seems to list immunity not resistance
its whatever the relevant elemental resist is, afaik
(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?
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?
Hmm!
or something like that
Do they (or anything?) have neuro resistance?
mind you, I'm no longer sure whether or not that's still true
@weary sonnet is the person who figured out Dreadnought's Slow Resistances originally. i do not remember what the final verdict was.
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?
does dreadnaught shield have more/less resistances compared to normal hitbox?
less
gotcha
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?
How do I become a wiki editor
Ely's list of theoretical values #wiki-related-chatroom message
And their notes on what the actual values are #wiki-related-chatroom message
the wiki intentionally lists the theoretical ones despite them being supposedly completely wrong btw, so don't use the wiki for this
i see
so hyperprop is really good until thats fixed
and theres no kinetic resistance?
hmm
as far as I'm aware nothing resists kinetic at all
until thats fixed
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
it's a community Wiki, so anyone can edit it. what were you thinking of changing or adding?
Idk, I jsut want to contribute
Be important
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
hmm
I was mostly curious about which slow effect was most powerful on each dread
dreads are immune to stuns right?
Which is complicated since each slow effect has a different base slow
Yes but Stun != slow though
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
gotcha
Stun is the stagger animation like when you toss an axe into a guard’s face
One thing I noticed is that snow breaks your fall :3
Though I’m sure that’s something well documented
so warthog would slow dread instead of stun
Erm…dunno about that. Does warthog apply slow?
no?
no its like a 50% chance to stun
stun doesn't work on stun immune enemies, which the dread is
Stun != slow though?
dunno
probably on the glacial strata page
Yup yup
might be
Prolly
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
reminds me i need to get the fricken biome features on the wiki
oh wait no its in the fall damage page ok
could put it on both
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.
is the 20% frost res only for frost damage from cryo cannon and not cold slow then?
Thanks. So extrapolating, there’s no resistance to poison so no resistance to neuro slow?
I also wonder where green/pink goo falls there
On dread no there is no resistance to either of theses so far.
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?
No creature has a resistance to poison.
Oh, execpt elites maybe, I forgot about them yeah.
Do we know the actual % reduction in movement speed for the various slow mechanisms?
how do you guys figure out the numbers?
the for one cryo is listed on the enemy's individual page since it's unique to per enemy
game files and real testing
Ok. Should be simple math then to work out what slows best (i.e. what results in slowest effective movement speed) vs dread resist
i dont do any of the number stuff because idk how and im dumb lol
Except for cryo I guess, which is variable
re: this question, what exactly is emd/arc's electrocute classified as? given it seems to bypass electrocution immunity
I am the opposite of turtle, I gather numbers, but do little else theses days.
EMD and arc are classified as electricity based slow.
right, but they're not the same thing as "electrocution"?
oh wait emd doesn't slow
just arc then
No they follow slightly different rules so they can stack with electrocution and can affect some creatures that are immune to it.
ok neat
It doesn’t?
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
(Pretty sure it does)
yep 😄
I use it on my main engi build
i started working on the wiki thinking "woah ill get so smort because of all the numbers" but nope lol
The numbers are (in theory) what elevates all this above schoolyard rumors 😉
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
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
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
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)
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
Would report to the #jira-bug-reporter since you have repo steps
if you havent already
i already have 25 19 open Jira bugs 😆
incredible
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
Soo…
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
when you edit use the source editor so you'll get used to it
dont edit in visual, use the source editor
hit the 3 dots next to edit and click edit source
do you have any experience with html?
Nope
Well
Actually
Kind of?
But why should I use the source editor
The visual editor is easier
in the future, it isn't
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
"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 ?
the quote is correct
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.
it's like how there are also other enemies in praetorian swarms
different swarm types
and praetorian have that system that turns them into oppressors
anyway, the link for it : https://deeprockgalactic.fandom.com/wiki/Glyphid_Swarmer?curid=1548&diff=25713&oldid=24202
@weary sonnet Do you remember if the Swarmers swarm type is exclusively Swarmers, or if Grunts can spawn for it ? (non natural spawns, ofc)
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
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 😅
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
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
fair
I'll see what I can piece together for review
Tangentially related, do we know the value of "Maximum Cold Slowdown" for dreads (or other creatures)? Is this too obscure to go in the infoboxes? Referencing https://deeprockgalactic.fandom.com/wiki/Temperature#Decreasing_Temperature
(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)
Turret arc slows them a ton
U34 buffed Turret Arc to x0.2 movespeed IIRC, from x0.3
that would indeed make it most powerful
So 80% slow with no resistance?
yeah
possibly? i do not claim any knowledge of Slow Resistance
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
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"? 🤷♂️
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%
@wicked cave i mentioned this earlier
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)
Thanks for the clarification. I should've qualified "for determining slow effects on a dread...same as turret arc" 🙂
(at least in this update)
it's in the enemy's infobox
just go to the enemy you want's page https://deeprockgalactic.fandom.com/wiki/Glyphid_Dreadnought in this case
scroll the info box right... (that is really annoying btw, can that please be changed?)
i think its our workaround for the last bug with infoboxes
what was the last bug? I don't think I was here for that
infoboxes just outright shitting themselves.
the Dreadnought twins, the elite variants
ah rip
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?
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
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
yup. thus my earlier message about "technical vs intuitive" writing styles
uhm... I don't think we should be using only the non entirely correct version
as I said before "x0.2 (equal to a 80% reduction)"
or similar
https://deeprockgalactic.fandom.com/wiki/"Stubby"_Voltaic_SMG?curid=1442&diff=25731&oldid=24471
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 😉 )
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
(also just some meta-level feedback, I appreciate the coaching and engagement for a relative newbie wiki editor)
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)"
Honestly I'd be fine just standardizing on x0.N and folks can get educated 😆
Mostly aiming for simplicity and consistency
be aware: sometimes aiming for simplicity means sacrificing educational value. some articles require complexity
(but i've already written most of those technical pages)
Thanks again for the feedback. When it's convenient for you, have a look at https://deeprockgalactic.fandom.com/wiki/Status_Effects?diff=prev&oldid=25732 and let me know if that looks better.
If so I can run with that (where it doesn't break formatting beyond my ability to fix)
should i add a trivia section to the Glyphid swarmers page that offers combat strageties for fighting swarmers
Nay
A line between info and guides has to be drawn somewhere
Wiki articles there to give info, eg what stuff does imo
guides and strategy is for the tips and tricks page
What to do with/how to use it is up to the player
oh, where is that
nice
i'm gonna gear more towards edditing that
i'm gonna be a big contributer there
cool, I broke the wiki, what do I win

How do you get the Wiki editor role'\
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
lmao
i've added a little bit more then three additions rn hehe
how do they know who is who tho
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
i'm gonna work on adding in like a couple dozen new tips for the tips and tricks page
just stuff
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
it definitely can
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
rules?
Turtle recently had to redo all the infoboxes
mhm
its probably got a few unnecessary things in there hes lookin to remove
these. the stuff not in the brackets
also, Turtle can you answer this question for Dwarfette? i assume you would know. at least better than my answer
there are a quite a few empty rules like this
mhm
turtle is going deep into the code
i'm just here adding shit about spawners
hehe
sure! basically just edit on the wiki and contribute and eventually it'll happen
Cool, figured it was that easy.
:)
good
and what about the myths? have we abandoned that project?
anyway
i'm gonna be adding a lot to the tips and tricks page, considering it's kind of bare
dunno. i wasn't really working on that
i prefer working on formatting and code nitty gritty stuff
I know we tossed the idea and Yoshkin made the reddit thread but I dont think we decided how to format it
ooh. alright
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
you can always screw around with it on ur user page if you wanted to
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?
also
that's something to ask ely about
i think the brood nexus's insta freeze?
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
Brood Nexus has TempChangeScale 4 i think, so it only needs 12.5 Cold to Freeze
Do we?
i feel like anyone looking up "DRG tips and tricks" or something like that would find it
its not accesible from the main page
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
WELL ARE YOU A FUCKING COMMIE OR AN AMERICAN
no one really. unless the page creator asks
or i find it
is armor the main page? wtf
american english spellings, since that's what is used in-game
alright, let me fix these ones in the TTaS page then
The Mactera Brundle uses "Amours"
yeah
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
my favorite thing to do is clean up source on a page
sadge that you cant have really clean looking source with inline because it has wikitext :(
'gentledwarf'
funniest shit ive read all day
alright
and- done
going back through to change all those pesky british spellings
"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."
should informations be information
got em all. britian is no more lads 
do we really have a goddamn template for {{gamename}} to change to Deep rock Galactic?
I assume thats a fandom thing but-
its like the same amount of keystrokes??

