#wiki-related-chatroom

1 messages · Page 65 of 1

acoustic scarab
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Right now we only have one season, so it's reasonably easy to keep all info about the season pass on one page
But from April onward we'll have two different progression tracks, but one set of rules for them (performance points, scrip, cosmetic tree) - they'll probably have to be split something like:

  • a page about how seasons work, which links to
  • s1-specific rewards
  • s2-specific rewards
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I think we have to approach this from a use-case point of view. Why would people check the whole track?

  1. To see what's there, what kind of rewards it offers
  2. To see where a specific victory move or beard is
  3. To see when they'll get to X total Scrip
marsh osprey
#

9 Rosé (hair color, all classes)
ah yes, Rosé

acoustic scarab
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In the game the track view is split into tens because of limited space, we have more freedom in this regard

glacial topaz
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5 by 20 allows all rewards to fit nicely , 10 by 10 might be too large for a wiki page
Even more when that is 20 columms needed (level and reward for each)
Post how it looks here
Would even say 4 by 25
But 5 is good cuz it will end on 10 every 2 lines

faint wedge
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You could also try putting the rewards for the season pass on a subtab on the article for the season itself

wicked cave
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(Please also check such a grid on mobile, have enough trouble with existing tables as it is…though that may warrant its own discussion thread)

acoustic scarab
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Fair point, I do my best to pretend mobile wikia doesn't exist

glacial topaz
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For CRSPR
How does the actual range works ?
Is it the distance between the middle point of the projectile (start of lifetime and end) ?
Which would explain it working a little over the listed distance due to the projectile end size

floral drift
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AFAIK, yeah it's the distance traveled by each particle fired by the Flamethrower. how are you measuring the distance? Laser Pointer is incredibly imprecise, so i don't trust it.

glacial topaz
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Been months, should be laser pointer
But I have a better idea to measure it next time I can play it

silent sierra
floral drift
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i highly recommend Bebe's "Speedometer" Verified mod. it has a setting that lets it display your in-game XYZ coordinates. just write down your starting position, then your ending position, and use the Pythagorean theorem to get much more precise measurements of distance travelled. i haven't tried doing this yet, but i think that if 2 players in the same lobby both were using Speedometer then one person could hold down Flamethrower in a straight line, the other player could walk towards until they take damage, and then they just notate what coords they're both standing at.

however! last i heard from @spare bloom the Speedometer mod was only working in Space Rig as of the last update, and my life has been too busy in the past two months to do anything DRG-related 😦

silent sierra
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Awesome, I'll give it a try then. Thank you!

glacial topaz
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I plan to use image comparisson and editing to figure it out

glacial topaz
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Noticed none of sludge stats got in the status page

dawn moat
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is there a way to make a "sandbox" page? like you can on wikipedia

shell frigate
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Yeah, no special way though

dawn moat
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do I just make a page and label it sandbox then?

shell frigate
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Just dupe the page name and add /Sandbox on the end

dawn moat
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Ah okay. Thanks

acoustic scarab
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Can't you also use your own user page as a sandbox?

glacial topaz
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Try "/wiki/User:[your name here]/Sandbox"

silent sierra
# glacial topaz Noticed none of sludge stats got in the status page

I thought about that back when I went and added a bunch of extra details from stuff MeatShield was putting into the damage calculator and people were discussing in this thread. I didn't really know whether it would be appropriate to put it in the status page or not at the time because the corrosion DoT was totally unique to the sludge pump.

glacial topaz
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Suffocation is unique to a warning and it is in there...

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Also gotta be sure the new weapons and enemies are listed as sources of the old effects, not sure if it is

versed halo
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Hey. to those out here questioning hidden(or not) stats, testing obscure mechanics, or writing an entire board of informative dump of text etc... Thank you as a guy who loves rubbing DRG's smelly corners.

Just wanted to throw this out of my chest, keep up the good work n have a happy new year everyone!

glacial topaz
#

Thanks, No problem 👁‍🗨 rocknstone

thick pelican
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Does Sludge Pump Goo proc Bullets of Mercy?

glacial topaz
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I know there is a list of effects that trigger it, so just have to check if the list got updated,
Not in the best place to check, but I can if nobody does

thick pelican
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Thanks, I'll be waiting

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Or maybe you can give me the link to the list?

glacial topaz
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Can't
So far not seeing anything for sludge affecting it, so still the same as before

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The description doesnt mention corroding, does it ?

thick pelican
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No afaik

short cloud
dawn moat
glacial topaz
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On mobile, send images
Though I can see when I get pc access tomorrow

dawn moat
glacial topaz
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Not common, but interesting
However, a hoverover might be a good option
Also, not all damage types come with icons, so...

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Also, effect is x0.3 speed, (multiplicative)
And isnt it "hits to destroy" ?

dawn moat
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Very true. I was mainly worried about readability. Do you think the icons make it harder to read for users?

I can change it to 70% slowdown so it doesn't sound subtractive and provide a mouseover for x0.3. I was just trying to make it simple.

Hits to Mine/Destroy means the same thing essentially.

glacial topaz
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Mine sounds like you will just take a piece out

dawn moat
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Well, you do take a piece out, then it blows up

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I use the same Hits to Mine thing on stuff like the blue plateau mushrooms that are just dug out

glacial topaz
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Wont know by just reading

trail gust
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I think Health icon should be before the word (not in-between colon and word), damage types should be hinted as tooltip at least but good nonetheless, effect word can be removed

glacial topaz
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And x0.3 is to have the correct value, "x0.3 movement speed (70% slowdown)" is an example of format

dawn moat
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Alright.

trail gust
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Hits to mine can be done simplier - "2 hits to destroy"

glacial topaz
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Tell me if any images could get a better version, or if something important is missing for biomes

silent sierra
thick pelican
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Bummer

dawn moat
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There's a few crystals missing from crystalline caverns (the blue and the white crystals), but I think everything else is present now

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I'll check as I go

glacial topaz
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Quartz ?
Do take photos so at least I can be sure of what to look for lol
Also, didnt say yet, but that hollow bough brown grass thing is probably not really grass, just tall mushroom tubes or something

dawn moat
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I'll just take the photos myself later

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I'm also gonna grab some retakes of images of stuff in azure weald. There's 1 or 2 I think could be better/clearer

wicked cave
# dawn moat

Steam geysers can be taken out via other means besides mining, no? Like C4?

Is that due to damage dealt, meaning it actually has a health value? Or just due to carving?

If the geyser has a health value, maybe list that instead

glacial topaz
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Try dumping all of subata's ammo on it
My guess is it will do nothing

bold plover
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It is carve based.

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Steam, cold, wind geysers can't be destroyed iirc.

wicked cave
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I think the Steam geyser is more like the lava geyser, isn’t it? Mineable and explodes when destroyed, vs. the sand/glacial horizontal wind jets that can’t be destroyed

bold plover
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Now that I think about it more, yeah. It has been ages since I have seen one.

modern raven
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Hey so I don’t know if references go here but there could be a page for it. When you grind on the morkite pipes one of the lines is “Look at me, I’m Stony Rock!” That’s gotta be a reference to Tony Hawk.

glacial topaz
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Possibily, some chance

vivid hill
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Does unstoppable work on slasher stuns, I assume no

bold plover
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no

pseudo locust
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Ok are you 100% sure? Just did a test mission with unstoppable, I was slowed by naedocytes, web spitters and slashers, and I definitely felt like I wasn't slowed as much

bold plover
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I just remembered, unstoppable uses the same system as dash, so it should affect it.

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It is just a broad "PST_MovementSpeedPenaltyReduction"

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I know when I tested it a long time ago it had various inconsistencies.

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It used to actually make you move much faster than max run speed in certain situations such as goo fields, goo bomber goo was still 100% effective vs you, shockers immediately stopped you in place.

pseudo locust
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That makes more sense, it seemed to be working pretty consistently in my testing

dawn moat
obsidian wolf
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related to a discussion we were having in #drg-chat, does anyone here know definitively whether or not the trigger for the Explosive Chemical Rounds explosion is the last bullet projectile of the burst hitting a target and/or the explosion is affected by blowthrough? In other words, are double explosions possible? I've seen double explosions personally but it seems that there are elements of the interaction that I don't fully understand, and others' tests have been inconsistent

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alright, I just watched @thick pelican test the feature with Spawn Menu, it absolutely works

thick pelican
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Can confirm, it's a bit finicky and probably quite hard to pull off in a normal game, but it's there

indigo kindle
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So you can have ECR explosions trigger extra times if the first target you locked on has other enemies behind it with Super Blowthrough (those targets are not locked on)? Interesting, last time I heard of it there were issues with ECR proccing correctly.

thick pelican
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From what I can gather, it seems the BT bullets have to hit following targets to proc an explosion

obsidian wolf
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yeah it's quite powerful

thick pelican
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Wait... Would it work 3 times?

obsidian wolf
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four I think

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it's so rare to get more than two though

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most of the time it isn't worth it to go out of your way for double explosion, but when it does occur naturally it really tears groups apart

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the only mystery left is whether all bullets are required for the double proc

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or just the last one

indigo kindle
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Last bullet has to hit subsequent targets for it to proc. Other interaction with Blowthrough: ECR explosion doesn't proc on killshots at all. This affects ECR vs Swarmer performance.

thick pelican
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So... Is it better or worse to use BT with ECR?

indigo kindle
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Depends. Would you like to kill Swarmer hordes with 1 explosion? Don't use BT. If you want more total explosions, use BT.

thick pelican
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Makes sense

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I suppose it'd be the same with Naedocytes

glacial topaz
glacial topaz
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checking if it should be removed, or changed
in case you guys not understanding it either lol

austere fossil
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Didn't y'all determine that PP from deep dive XP still followed the same XP->PP curve?

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So the apparent lower PP amount is just deep dives lumping "3 missions worth of XP" into a singe point on that curve and thus all but guaranteeing significant effects from the diminishing returns?

glacial topaz
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that would just be "PP rewards is only given for the total XP gained, instead of after each stage" no ?

austere fossil
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Yeah, same idea with different words. (yours is better)

glacial topaz
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Hue xD , about to eat
so feel free to add it in or wait some , with some changes if necessary

glacial topaz
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Done

acoustic scarab
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For the data cubes, did the first 10 give 1250 pp and scrip or only scrip?

glacial topaz
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by all means I expect it to be both
and the reason is that you had to claim the reward on the terminal

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not counting last I remember there isn't 2 versions of the cube

acoustic scarab
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It's certainly the sensible way

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But someone in a Reddit thread is saying it's only Scrip and I started second-guessing myself before calling them out

glacial topaz
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any images provided or data ?
there is probably some gameplay out there

acoustic scarab
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No, just someone's word

glacial topaz
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confusion with Data rack ?

acoustic scarab
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Could be

analog rock
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Both, PP at the end of mission screen, scrip in the terminal

acoustic scarab
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Do we know this?

glacial topaz
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never discussed here with me, probably assumed it is just for each shot,
depends on how it works

glacial topaz
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hmmm, the OC seems to activate burst mode for it
and there is a "0.05" variable for burst time on it
so my hypothesis is that it is just twice, you shot once, and 1/20 second later the other shot is triggered

short cloud
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The OC is just a huge RoF boost

acoustic scarab
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So logically it would roll for fear twice then

short cloud
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yeah

floral drift
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Yes, it is known that Double Barrel fires in a 20 RoF burst. By extension it does trigger T5.B Fear effect twice too.

glacial topaz
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will sludge puddles even lose heat ?
since It requires 3x 25 dmg EPC shots, and waiting several seconds between shots don't make it require more shots

weary sonnet
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The puddle should have its own temperature stats, including CoolingRate.

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FSD\Content\WeaponsNTools\GooCannon\BP_GooCannon_GooPuddle
BurnTemperature: 20
CoolingRate: 5
OnFireHeatRange: 170 (1.7m)
If you need the rest UUU or an object property export (ObjectTemperature) will be needed, I don’t know the default value for object temperature.

glacial topaz
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yea, cooling and burn temperature seems all odd
was it checked in game to see if the values matched gameplay ?

weary sonnet
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No, only checked the weapon files, nothing else.

floral drift
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last time i checked burning Goo, it seemed that its own heat source was able to keep it burning until the Goo duration ended. so, it seems to not use the same logic that regular enemies do.

glacial topaz
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could be that the cooling rate only gets applied when it is on fire
and while it is heating, it won't cooldown, for some bug

glacial topaz
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Recharge delay for Armor is 7s ??

floral drift
glacial topaz
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hmm... so revert the edits ?
reason of why they got wrong ?

stark tulip
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did someone do their own "research", forgetting that they have boosted converter equipped

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because that's the approximate delay with that mod

glacial topaz
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first edits from that IP
can't test it now, so just waiting on confirmation on what to do with them

silent sierra
glacial topaz
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I meant lose heat Without being on fire

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I waited like 5 seconds between shots, and it still required 3 shots to make it catch fire

silent sierra
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Oh that's interesting... If that's the case then my interpretation of why three shots were needed is totally false.

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I could have sworn I was able to get it to not light up until 4+ shots were landed, but I'll have to go and test again after work.

glacial topaz
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Heat I expect per shot:
10 (base)
11.25 (+5 dmg)
13 (Heavy Hitter)
15 (Heavy Hitter + 5 dmg)

silent sierra
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Huh... yeah I'm able to repeat your results. The puddles are igniting after taking 30 heat damage in total, and there doesn't appear to be any decay in heat whatsoever.

glacial topaz
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so always 3 hits
only HH + 5dmg requires 2 Hits only ?

silent sierra
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Yes. 40 damage HH with Plasma Burn is able to ignite with two hits, but every other build requires three hits to ignite.

glacial topaz
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fun thing that it could be anywhere between 26 < X <= 30 heat
and it would still give the same results on number of shots required

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in case there is some weird heat resistance going on and it isn't really a flat 30 heat

silent sierra
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True. I'm not sure how to test that though. Maybe the Karl class mod with the Hurricane?

glacial topaz
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2 players, or gonna need modded subata ftw

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15 heat + 13 heat = 28 dmg
but I guess subata would be more precise for allowing a 29.9 heat

silent sierra
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The hurricane with 16 direct and 24 area damage could achieve 29.33 on its own with one direct and one indirect hit.

glacial topaz
glacial topaz
silent sierra
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Sure! I need to run some errands and eat first though. I'm not sure how long it'll take, but I can get it done later tonight.

dawn moat
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I had to stop midway thru updating biomes features with their statistics. I'll be able to resume tomorrow. Just saying so it's known

glacial topaz
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I still have to update the mission articles with the new values lol
in case anyone wants to finish fixing it, since it isn't just values to change

silent sierra
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So I have some unfortunate news about the puddle temperatures. It's inconsistent between weapons. It takes 3 area damage hits from the Hurricane with 24 damage rockets to ignite the puddles, but those should only be doing 8 heat damage per rocket for a total of 24 heat damage. Meanwhile it takes three hits from the EPC with 32 damage pellets using Plasma Burn which should be 13 heat damage per pellet for a total of 26 heat after only two pellets.

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It's possible the hitbox of the puddles doesn't quite match the model. I'll need to test a bit further actually.

silent sierra
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Okay so the heat required to ignite the puddles is consistently 20 for every weapon that is not the EPC, and direct hits from the Hurricane are not igniting the puddles any faster than normal. I have a theory for what's going on.

weary sonnet
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I can try to hook the puddle temperature to see how it evolve with time compared to a creature temperature, but I won’t be able to do that today.

silent sierra
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Well you remember how the puddles have the tag that prevents them from taking damage from non-defined resistances?

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The Hurricane's direct hits deal kinetic to my knowledge, so it would make sense the explosion is all that adds heat. And the EPC does 50% of it's normal shot as Electric and 50% kinetic, so it should only be getting 25% of the electric damage added to the 5 base heat of Plasma Burn.

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5+10*.25 = 7.5 for three hits to ignite.

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5+16*.25 = 9 for three hits to ignite.

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5+20*.25 = 10 for two hits to ignite.

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That's the theory anyway.

glacial topaz
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only for puddles ?
what about all other creatures ?

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as in puddles only get heated by electric (seems random)
and creatures get heated by all types ?

silent sierra
# glacial topaz as in puddles only get heated by electric (seems random) and creatures get heate...

That's not quite it. The puddles have a property that makes them exclusively take damage from only damage types they have a resistance against. They only resistances the puddles have to my knowledge is 100% electric resist and 100% fire resist. So if the Plasma Burn's order of operations is to deal damage and then apply the damage conversion to fire it would have only half of its damage to convert with.
Something that leads me to believe this is that the Hurricane's direct damage also does zero heat to the puddles, and in fact a Jet Fuel Hurricane with 50 direct kinetic and 10 area explosive damage needs to use 7 rockets to ignite the puddles regardless of if it hits the puddles directly or not. With its 10 area damage converting one third into heat it would makes sense as 3.33 * 7 = 23.33 heat which is greater than 20.

glacial topaz
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so enemies with resistances will have odd heat interactions ?

silent sierra
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Something that seems off about this though is that the Hurricane should deal zero heat damage, so I don't know how the area damage puts any heat into the puddles if what I say is correct.

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None of what I said is true of most enemies.

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Heat resist does not get affected by fire resist.

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The puddles having fire resist is not relevant to what I'm saying right now either, except with regards to the Boomstick I would imagine.

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The important thing is that the puddles do not have any defined kinetic resist, which in turn should make them not even register being hit by kinetic damage.

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An example of something like this existing in enemies would be the Ebonite Grunts, which have -40% melee resist, and are flagged to be invulnerable to non-defined resistances and thus don't register any other damage type.

glacial topaz
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wait, doesn't make sense for heat to be based on damage done
otherwise the heat you get would be different for each hazard

silent sierra
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The stuff that converts to heat typically just checks if a hit was registered at all and just does the conversion from what's on the weapon card.

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So for the EPC, since 10 damage is kinetic, and 10 damage is electric, there'd be two sources of damage to convert. One doesn't register on the puddles, so only the 10 that's left over would convert.

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Probably.

glacial topaz
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so if somehow an enemy was immune to All damages
and only weak to Heat (so Ebonite, but instead of meele, it is Heat)
you will never be able to heat it with EPC, or any weapon ?

silent sierra
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Maybe? Plasma Burn does add a static 5 heat to the shots, so that might go through depending on where it's going in the conversion process.

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Maybe the easiest way to test this would be to mod the Hurricane or PGL to deal 0 area damage and see how their projectiles work against the puddles. Then we can try converting the projectiles to 100% fire damage and see what happens after.

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Or maybe modding White Phosphorus would be the better option.

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Take the Fire out of White Phosphorus and it might stop dealing heat to the puddles as well.

silent sierra
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I think I'm gonna try and look into how to make my own mods over the weekend and see if I can make the EPC do 100% electric damage. If my theory is correct then it should allow Plasma Burn to ignite the goo in two hits regardless of its build.

vivid hill
#

can someone check the EXP values on tyrant seed shards, I would do it myself but spawn menu doesn't let me spawn tyrant seeds to murk. The reason I ask is because someone has some issues with it and I want to find out if it's a bug or not

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The red arrow points to tyrant seed shards

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the weird thing is that if they put in exactly 1 shard they would get that number, but the creds would be off if they did that

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somehow 3 of the shards totaled up to 500exp

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Here's another one

glacial topaz
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500 XP, 350 Credit
but mind that might be different, since we noticed how all XP seemed to be doubled for resources

winter pond
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on the wiki, under the Caretaker's article, is the Caretaker (Eyes) health total for all 3 phases or just 1 phase?

stiff stone
weary sonnet
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Added a comment below the health table on the caretaker page to say, that it is per intake for the first one and shared between all eyes for the second one.

glacial topaz
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Weird, but will epc heating ignite it ? Ebonite

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Based on evan idea of goo puddle being weird for heating

weary sonnet
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Then the heat calculation must be done before firing?
But that wouldn’t make sense based on what you found with the puddle, would it?

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Another possibility is that the calculation is done afterward, but the damage immunity is the last step.

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The order (damage, amount of heat, immunity) would matter a lot in this cased since it would affect the amount of heat applied.

glacial topaz
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Additional testing with chamging elements required I guess

silent sierra
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Yeah, I think using mods to change the EPC to have 100% electric for a few tests and then 0% electric for more tests will be the next step to figuring this out.

glacial topaz
dawn moat
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Isn't even trivia really

glacial topaz
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perfect

fluid ibex
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But currently puddle isn't immune to non-defined damage type and its health component just has one property: health = 10000, triggers of specific damage type also got removed. Heat seems the only system working right now. For sticky flame doesn't disappear after cooling, my theory is that previous logic hasn't been changed that "once a puddle produces sticky flame, it will last until the puddle despawns", but the trigger of sticky flame is changed from fire damage to "reach burn temperature".

silent sierra
fluid ibex
silent sierra
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I see. Then I have no idea what the reason could be for the EPC needing to deal 30 heat worth of damage rather than the 20 that everything else needs. Also why the Hurricane and PGL projectiles' direct damage isn't applying any heat to the puddles. I'll see about testing that further to see if I missed something.

glacial topaz
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hmmm, seeing A lot of creatures got updated...
no time to check now, but one of them is saying mactera spawn has corrosive weakness of 100%, any true ?
I will make a list later on so we can check

silent sierra
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Yes, these numbers were pulled from Elythwaen's google doc on the bug health and resistance mechanics.

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I'm actually thinking of going and adding Poison resistance to the template as well because the robotic enemies have 100% poison resist as well.

glacial topaz
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👁‍🗨 that's better

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so only gotta be sure no typos were made, I guess
but good to hear

silent sierra
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Oh I also tweaked the formatting on the robotic enemies' individual pages so that their resistances used line breaks instead of commas.

silent sierra
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Added poison resistances to the Creatures page and updated the Caretaker's personal page to include its resistances to Explosive and Poison damage.

glacial topaz
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Is it explosive, or area resistance ?

weary sonnet
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Explosive, the resistance to radial damage was removed.

glacial topaz
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Huh, for hiveguard too ?

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though I can see it still exists for it, just interesting that they would change it for caretaker but not hive

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yea, currently caretaker lists both,

silent sierra
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I didn't realize the radial resistance was removed. I can undo that part of the Caretaker page.

glacial topaz
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question for korlok, can you shoot down the projectiles ? and do you really need to kill all sprouts for the clam to open ?

silent sierra
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Yes, the projectiles shot by the sprouts are able to be shot out of the air. I'm not 100% certain there is no other way to open the shell, but I've never seen it happen without killing at least most of the sprouts (though not all of them).

acoustic scarab
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No, not all of them definitely

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Solo I never kill all of them

glacial topaz
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hmm... page has it wrong then

acoustic scarab
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But the number of sprouts scales with player count (I think)

glacial topaz
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the person editing it removed the part saying it can be shot down (projectiles)

weary sonnet
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The radial resistance still exist for the hiveguard, but not for the caretaker.

floral drift
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From my many solo haz4 encounters vs a Korlok I believe that only 3-4 sprouts need to be killed to get it open, whereas somewhere around six spawn. I’ve also may have seen a couple of times where killing a healing pod counted towards opening the shell. Haven’t thoroughly tested that hypothesis yet.

weary sonnet
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I saw the same, without rigorous testing either.

glacial topaz
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aight, lots of interesting info on korlok now that I check it, nice to investigate further
"NumShootersKilledToOpen = 4"
"MaxAllowedShooters = 5"
"MaxNumHealers = 1"
also, a 5% for a "don't close when below this HP"
and the health divisions seems to be 33% and 66.6%
now not sure if it is 33% HP or 33% damage done...
also 80% as minimal HP to spawn healing
some variables on damage to time too, probably to decide when to close it

wicked cave
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MaxNumHealers = 1 doesn’t have the obvious connotation, I think. Can’t you have more than one healing pod active in later stages/higher Haz+player?

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Almost certain I’ve had two healing pods spawn at once before on last health bar and Haz5 4p.

floral drift
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MaxNumHealers is probably to limit only one Healing Pod restoring hp at a time, no matter how many Healing Pods are alive. I think I’ve fought a korlok that had 3 healing pods alive simultaneously but only one healing beam.

glacial topaz
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so maybe the shooter ones is how many can be actively shooting ? and not how many can spawn

tranquil hazel
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Requesting smart people and/or wiki folks. Was TCF igniting sludge puddle a bug? Or was the ignition point changed for puddles? And, if it's designated as fire damage why doesn't it ignite puddles?

glacial topaz
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don't forget that
Fire != Heat

weary sonnet
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TCF only do fire damage, there is no heat so it can’t ignite anything anymore with the rework of clouds.

pseudo locust
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Heat ignites, fire alone does not

tranquil hazel
#

Thx !!

silent sierra
#

Does anyone know if the Inferno cuts the damage of the initial 50 that the Breach Cutter does on impact? I know that it lowers the damage per tick by 3.5, but nothing I've looked into says what the overclock does to the frontloaded damage.

austere fossil
#

Last I heard the only thing that affects that initial 50 Burn is Spinning Death, which removes it.

silent sierra
#

Awesome. Thank!

glacial topaz
silent sierra
#

I've never seen that happen, but this sounds really difficult to disprove without asking the devs.

analog rock
glacial topaz
#

Indeed

analog rock
#

Not confirmed though, but if it is a bug, it probably should not figure on the wiki

weary sonnet
#

Modified a bit the temperature page to fix the info about min/max temperature and add a part about effective temperature since we will be using it soon, the content is fine, but not too happy with the wording.

glacial topaz
#

the newly added content ?
good to see the additions though

weary sonnet
#

The last edit yes.
I will try to improve it a bit later, unless you have a better way to put it.

glacial topaz
#

I can read later tonight, for typos or if something is unclear
will be busy for now

weary sonnet
#

I will do a second parse a bit later, hopefully I will improve it a bit before you review it.

glacial topaz
#

the temp shock on creatures that can't reach On Fire
made me think "but you need to be on fire to trigger shock..."
only to notice it is talking on heating Frozen ones

weary sonnet
#

This one is a bit counter intuitive.

covert sinew
#

This has probably been asked a bunch. Im trying to kill a dread in 1 tick using embed detonators.
Asking about the Dreadnought Glyphid.

From my understanding, on how his armor shedding and regen works.
It's either, (or both at the same time)
You get x seconds to deal dmg, if you dont hit the treshold, armor regens and they become invincible for a bit
Or
You deal a % of their HP pool, armor regens and they become invincible for a bit

is it possible, to then deal the amount of dmg to kill the Dread? Or will I simply only do the % treshhold for the armor to regen, and the ''phase'' to end?

glacial topaz
#

you calculated how much ammo you need to insta kill ?
you can always try getting close to the closing point, and using a single instance High damage attack, like Hyper prop, or something

covert sinew
#

I need 100 bullets roughly to kill.
Max Ammo gives me 225 bullets (450 'shots'), roughly 8 550 potential dmg in 1 tick. (38 dmg per bullet on detonation)
They have 3 375 hp, this is ignoring mitigation from Armor
Granted, on something like the Dreadnought and hiveguard, armor doesn't matter as im hitting a weakspot.. So guess armor only matters for the twins

#

20 bullets per mag, 5 mags to achieve kill dmg

glacial topaz
#

I thought it was the hiveguard
saying OG dread is more common I think

covert sinew
#

Yeah mb

#

Technically the same thinking goes for both.
As they both have ''phases'', which I either think works off of a timer, or a % hp treshhold

glacial topaz
#

you can overshot damage, yes
it is every 30% (iirc), but if you do 29% damage, and do 10% damage in a single instance
you can get away with 39% damage

covert sinew
#

Alright.
So I can kill them in 1 tick is what Im hearing

glacial topaz
#

-> Bulk detonator + Dread

covert sinew
#

Just gotta..
Shred armor, dump as many mags as possible in the given timeframe, make sure not to reload, and count till 7-8 to make sure I reach the needed dmg (Cuz I won't have 100% accuracy)

#

Nice
Imma go do this now
Wish me luck, and thanks for the answers.

glacial topaz
#

does it detonate if the bullets hit armor ?
so you can accumulate damage without it triggering the regen

covert sinew
#

Well the Wiki tells me this.

austere fossil
#

P sure someone did this during the experimental when the embedded dets changes were being done

covert sinew
#

Perhaps I can just fire in the armored weakspot, and the dets will stick.

austere fossil
covert sinew
#

So suppose
if I hit a target, they just get a hidden 'number' that indicates how many dets is in it
upon a reload, it just does 38 x the hidden number of dets, on the target.

The det explosion itself just deals damage to the enemy's hp bar, regardless of spot hit, armor, or weakspot hits.

austere fossil
#

Just saying it is most definitely possible

covert sinew
#

Sort of figured it's possible.

#

Atleast knowing I can do more dmg than a 'phase allows' for

austere fossil
#

When Crit Weakness still applied to Dreads it was very easy to do with Hyper Prop

analog rock
covert sinew
#

There's no way for me to have to only be able to manually reload, so automatic reload can fuck me over

austere fossil
covert sinew
#

Well
Time for me to experiment, and make a thourough review on how it goes, so whenever someone asks this again, you can link to me

#

There's a Bet-c....

austere fossil
#

Yeah, since they have been changed significantly since then.

covert sinew
#

Okay so
Hiveguard, you have to hit the weakspot.
Just shooting into their armor, or during their invincibility period, does not make em take damage.
Can shoot the small things that stick out before they open their butt, but, I couldn't really tell if hitting these with dets did damage once the abdomen opens.

manic scarab
#

you can only place detonator when you deal damage to the healt of the target

weary sonnet
#

The prostrusions use a different health component.

covert sinew
#

Figured.
Quite not done

manic scarab
#

what is the experiment you are doing ?

covert sinew
#

got the Twins and OG left to experiment on, and need to do more with the hiveguard cuz I accidentally killed it too quick

covert sinew
manic scarab
#

in 20 sec with detonator + ifg and auto reload perks

#

but good luck to succed

covert sinew
#

Hiveguard is a Yes
I did +90% of their HP (some was shaved off for prior testing) So I can imagine the remaining 10% is also doable if you do it all in 1 go.
The details:
Just gotta make sure to hit the abdomen once it's open.
Hitting armor, or during the invincibility period doesn't embed dets in a way that makes them do DMG.
Protrusions are inclusive rn, so need more testing.

manic scarab
#

the only one you are gonna struggle with are twins, you need to break the armor plate or hit the mouth

covert sinew
#

Had someone already say that to me xd
I'll see.

Also tested on an Oppressor that shows up. Gotta hit them in the butt too.
Else if you hit their impervious armor, the dets dont even blow up, and they dont gain the 'embedded detonator' status effect once they're in the 'kill threshold'

#

Atleast my understanding of how the Embed dets are coded have increase
+1 Intelligence

#

OG Dreadnought. Definite Yes.

Can cycle phases, Dets stick all the same.
Same rules apply.
Has to hit the weakspot. Hitting impervious armor does nothing.
Though, interestly enough, Dets don't work on the weaker armor. At all.

#

And from this experimenting and testing, just 1 match so far

Embed dets are OP

silent sierra
#

@glacial topaz Hey would you prefer it if I moved the corrosion status information to the status effects page? I remember you mentioning it before and figured I could do that now if it's needed.

glacial topaz
#

Copy, not move
it is the whole deal of goo cannon, so it should still be there
status page is for completion sake, so we can actually list all status effects

silent sierra
#

Alrighty!

glacial topaz
#

pump page lists a lot of puddle and status interactions
think it could be made much shorter
even more considering that we don't have to list out every combination
do we keep the OCs listed ? e.g. normal puddle duration, and duration with a certain OC
think that is already on the OC table... so only the base values should be fine

silent sierra
#

Alrighty. I can make that change right now then.

weary sonnet
#

We should keep the interaction at least when they are not obvious, a lot of them don’t work as you would expect them to iirc.
In particular for the dot damage. The duration should be fine to simplify.

weary sonnet
#

Is there a way to use hoverover inside a bullet list?I wanted to add this {{hoverover|×2.5|3×0.833=2.499|underline=yes}}
But it completely break the formating.

weary sonnet
#

Also, I am pretty much done with the temperature page, reworked it a bit, just missing an example on effective temperature at the end of the page.

rigid cloak
#

Good morning everyone, I would like a support from this community to ask for a great help, I'm from Brazil and the game has several languages ​​that make the game easier to understand, please if you can bring the translation to PORTUGUÊS BRAZIL me and the Brazilian community be very grateful. I play on PS4 and I'm having a fantastic experience in this game, I appreciate everyone's attention.

weary sonnet
rigid cloak
#

👍

weary sonnet
#

Fandom preview is so bad… it is depressing.

glacial topaz
#

let me see

glacial topaz
glacial topaz
weary sonnet
#

I don’t mind keeping it in the infobox, but I remember there was a talk about removing it from the infobox at some point.

#

iirc for the dot damage, with the OC, the new dot apply on top of the old one instead of replacing it.

#

The question about the creature infobox is just so I know how I should update it.

#

The temperature page should be ready for a review, just fixed the display for the last part of the page.

glacial topaz
#

how would TempBox be like ?
short, with multiple tabs, or long
considering how long pages will be
and depending on the situation that creates large empty spaces
well, or instead of being meant for the right most side like CreatureBox
it is for the article, like HP / attack ones ?

weary sonnet
#

if we pull it out of the main infobox, then It would be included in the article like the HP / attack yes.
In that case we could try to make it wider than it currently is, the height could be reduced to like a quarter maybe of what it is currently using.

glacial topaz
#

seems like an interesting option to consider
adding it as a section of the main article

weary sonnet
#

I can try to make a quick example using some dirty hardcodding.

weary sonnet
#

800px wide for this test

glacial topaz
#

maybe Hot on top, and Cold below ?

weary sonnet
#

Wasn’t the point not to stack them on top of each other? Unless I misunderstood something.

glacial topaz
#

well, the hot as of now is 3 cells tall, and 2 cells wide
I was imagining it as like 3-4 cells wide, and 2 cells tall
resulting in a similar table format, just a different approach
just not sure on the best order
like, maybe Burn - Max - Douse - Cooling - Range - Die

weary sonnet
#

Ok, I think I see what you mean.

glacial topaz
weary sonnet
#

Not sure how to display the navigation vertically yet, but it should be doable, for the rest of the table it should be easy.

#

Well it is the relatively new portable infobox style, I am not used to it, and the documentation is scarce.

#

Other than the headers, this is what you meant?

glacial topaz
#

now wonder if the label should be to the left of the value Sconk
so "max - 500 ; burn - 300"
quite unsure on the order they should be
mainly the main 4 stats (Max ; Burn ; Douse ; Cooling ) same for Cold side

#
  • I sent before you sent it, let me check
glacial topaz
weary sonnet
#

No problem to align theses.

glacial topaz
#

I would say to put Die for cold after warming rate....
but warming cooldown is very related to warming rate

#

thoughts on this ?
would remove a cell (the cooldown one), since the headers already got space

weary sonnet
#

That would work and that would be a good place to display it.

warm sage
#

Sorry if this is the wrong chat for this, but I can't check myself since I don't have the Overclock, but today I say a karl.gg page claim this about Tuned Cooler's pressure gain rate. The wiki claims it's still x0.8, but the 0.8x penalty was added U34, and the Season 01 wiki page mentions another nerf to Tuned Cooler. What's the correct info here?

glacial topaz
#

let me see what I can find

weary sonnet
#

First, this is the good chat for this kind of things.
For weapons karl.gg is often more up to date than the wiki, but reporting any difference here is a good help to keep the wiki updated.

glacial topaz
#

oh wow, thought they would be the same
is it that bad of a difference ?

weary sonnet
#

In game it is -50%, (probably multiplicative in fact, need to check the files).

#

In game:
+1 Freezing Power
-0.2 charge up time
-50% pressure gain rate
+10% flow rate

glacial topaz
#

0.5 in files

#

at least seems to be the one based on the combined upgrades
now other part would be see the previous value

weary sonnet
#

Penalty to the charge up time is additive
Penalty to the pressure gain rate is multiplicative

glacial topaz
#

-_- I think I was busy at the time
how could I have missed the patchnote on that, and not checked

#

yea, got the % tag

weary sonnet
#

bonus to the flow rate is a flat 0.8, so 10% of the base RoF

#

bonus freezing +1 is a flat +1 cold damage

warm sage
#

So, if my math is correct, if you dump the full chamber, plus the one second re-pressurization, it'd take 6 seconds to refill at base, and 11 seconds with Tuned Cooler.
That's... really mild. I haven't used TC yet, but as a Cryo Cannon main, the only time you end up dumping the full chamber is by accident vs Dreads, so it'd super punish you there, but it reads like it's still very strong. Thanks for the stat reconfirmation rocknstone

short cloud
#

in b4 the devs nerf it further. Maybe an ammo penalty would do instead drillchamp

glacial topaz
#

max pressure is 4.5, Gain is 0.9, with only the x0.5 from the Tuned cooler that is 0.45 gain
so yes, 4.5 / 0.9 = 5s ;
4.5 / 0.45 = 10s
however if you use T3A (x1.75 gain) you get ~2.85s vs ~5.71s

silent sierra
#

For the slowdown effects on the Sludge Pump page, would putting a brief blurb about them under Unique Modifications and Unique Overclocks to explain how they affect the respective DoTs multiplicatively rather than overriding them be a good compromise to keep the DoT sections short and easy to read?

glacial topaz
#

that looks so simple to need a section, couldn't it be explained on the "understanding weapon" part or something
well... though that is every slowdown iirc, all multiplicative

silent sierra
#

I think that there are enough small interactions between the DoTs, Protein Disruption, and Hydrogen Ion Additive that it would be a major QoL improvement to just have their interactions spelled out explicitly to readers. While having a brief explanation that the affects are all multiplicative would make the information correct and complete, it'd be a pretty big annoyance for anyone wanting to quickly brush up on the information to need to break out a calculator to get a complete understanding of each of these mods.

#

Not to mention readers would have to go back and forth between a bunch of hover-over alt text to get the information they're looking for while doing all of the calculations for themselves.

#

Something like this.

glacial topaz
#

would think that having it listed like a table and as a different section will be better
like keep the idea, but not like that

silent sierra
#

So like have a separate page for stacking slowdowns?

glacial topaz
#

same page, but a single section with the interactions

#

like instead of a secton for each upgrade and OC
have a single one that lists all the interactions
similar to the thunderhead AC page I think

#

has all the combinations for rate of fire, max rate of fire, scaling, etc

silent sierra
#

Okay! Sounds good.

silent sierra
#

How's this?

#

I could touch up the wording a bit actually.

acoustic scarab
#

This is outdated, right?

#

In my understanding the length finally factors in

glacial topaz
#

oh wow, where is even that
outdated

acoustic scarab
#

Cargo crate page, trivia

glacial topaz
lost sky
#

It was suggested that I bring it up here, does anyone know if it is intentional that the breach cutter's plasma trail doesn't do damage to caretakers?

dawn moat
#

Anyone who's experienced in digging around the files know what this means?

#

i was trying to find the warming rate of the hot springs in Glacial and this is all that's listed. Not sure where to find the value of Heat2

weary sonnet
#

afaik no one in the wiki team know the answer either.

#

If you found the answer to that, please let us know.

glacial topaz
#

seems like it is fire damage, but I am guessing it isn't immunte to CRPSR
any other fire effect ? other than burn, I imagine you can't burn it, or can you

glacial topaz
#

Does not sound much like a status

#

If table is missing possible slowdown combos, always add it if you know how

#

That icon is not for having bullets
It is for being ready to be killed by them

#

No need for damage to be displayed, it is too simple, you jist add the values

burnt sundial
#

the embedded detonator icon on the healthbar? Also shows up with the Subata's explosive reload, and it means that the current amount of detonators within the target are enough that it will die when they go off

austere fossil
#

iirc, that icon won't appear if an enemy is damaged by something else and crosses that threshold instead of the Zhuk/Subata.

burnt sundial
#

I think that's right, at least on XBox/Windows Store version

burnt sundial
#

indeed it is, it should be there.

glacial topaz
#

At most it should be on the weapon page

#

Should be on wiki

burnt sundial
#

knowing what's going on and how to edit that site, and being willing to subject myself to it? Two different things

silent sierra
#

The damage numbers for the status are a little less apparent, but the underlined "Effects" in the mods table have text that will display when hovering over them. So with Fluoroantimonic Acid it will show that it adds +1 damage to the corrosion DoT ticks and +1 damage to the puddles' DoT ticks. And Hydrogen Ion Additive directly displays that it adds +0.5 damage to the corrosion DoT ticks.

#

This does bring up something I wanted to get some clarification on though. Why do we use hover overs in the mod effects table rather than just outright stating what the mods do? It's not always intuitive to readers that there's extra information available just looking at some underlined text, and I don't think mobile users can read the hover over text at all.

glacial topaz
#

saving space, depends on case
or if the info is just detailing how a value is calculated

silent sierra
#

Looking at the other driller weapons' tables it seems there's a precedent for putting the in game description and then having a slight clarification under it in parenthesis to have things more readable.
For example Sticky Flame Slowdown says

(x0.5 speed, Base is -10%, making enemies 55% slower)```
glacial topaz
#

should x 0.9 and x0.45 , pff
I think I remember seeing it and thinking it needs fixing

silent sierra
#

Incidentally there are a few adjustments needed for certain mod effects that were updated in game to be more accurate to their actual properties. I can fix those shortly.

fluid ibex
trail gust
#

Turret Arc does no dmg too smh just because of that component I suppose

thick pelican
#

Would it be possible to pin it to this channel for better ease of use?

weary sonnet
thick pelican
#

Thanks!

glacial topaz
#

Do we know what causes the spacerig terminals to not display employee of month and miner's union, and instead behave like a random messages board ? well, or how to fix

weary sonnet
#

I think there was a list of possible causes in a sticky somewhere on this discord, let me check.

glacial topaz
#

the union had problem here and there
but the employee one not showing up is the first time

short cloud
#

the machine running the processes suffer from some memory leak at the moment

#

and about the common issues of the union stopping to work randomly

#

it's just the bot having problems since a discord update broke it

#

It was Pedro who was taking care of it IIRC but he left GSG since then, it was his pet project

weary sonnet
#

For the common issue fix:
Basically:
Same privileges on steam and discord (either both admin or both as a normal user).
Not invisible on discord.
Once that is done, just restart them and it should work.
That is if the problem is on your side.

short cloud
#

also here's the full list of compiled possibles fixes and workaround I've managed to get so far in case you missed it :

  • Online on both Steam and Discord (make sure you're not invisible)
  • Make sure the discord server isn't muted (thx to Chindian for this one !)
  • You can try using the browser instead of the app (or the other way around)
  • You can also try having steam and discord running on administrator mode (thx to Marcos for this one !)
  • If nothing work, check this message : #drg-chat message
  • Or this one : #interplanetary-miners-union message
  • keep in mind : the bot is half-broken, so it's only working when it wants to
weary sonnet
#

afaik online on steam isn’t required, I am invisible most of the time and it never broke for me.

#

not 100% sure though, I mean just one person don’t mean it will work for everyone else.

short cloud
#

possible but I just prefer to play it safe tbh 😄

#

it's so wonky, even none of that is guaranteed to work

#

I tried everything and it's still a complete gamble for me

glacial topaz
#

mostly worried on the game not saving my progress,
though it still shows servers for me,
didn't check if backup have cloud saves there

short cloud
#

don't worry, I'm pretty sure the cloud isn't handled by the same machine

dawn moat
#

I think Jacob said it was being worked on right now, and hence might not be operational more often than usual

short cloud
#

I could just show the message tbh

#

there we go

glacial topaz
#

:s oh, now just made arbalest be immune forever
lacerator long gone, and can't do any damage to arbalest
hmmm, will try to make it burrow

#
  • ok, that one works, stay away until it is forced to burrow, so the HP will turn red again
analog rock
glacial topaz
#

I remember damaging them together at some point, but not sure if it was that, since the killing blow on lacerator didn't have arbalest near
using Hyperprop and Lok-1
damaged them equaly until the 50% heal, after that got them to heal twice by only focusing one of them, and finished
maybe the arbalest was burried while I killed lacerator ?

  • also, hazard 4, solo. azure weald, , 2 eggs, first one wa hiveguard
marsh osprey
#

ayo lads, fix this battle

#

err23 gives 2k or 4k xp?

short cloud
#

4k apparently but I don't recall it being that much

glacial topaz
#

something changed, secretly or not
that instead of using hazard bonus
all resources , or most, use a 2x multiplier

short cloud
#

apparently it was taken during the christmas event, could it be related ?

faint wedge
#

barrel bosco framework & moss crawler paintjob should be added to the page for bosco

acoustic scarab
#

Ugh, which property puts hover text over an image?

#

I have this inside a paragraph
[[File:Icons length 1.png|76px]]
And I want it to say "Length 1" when a cursor is over it

#

Preview gives error 503, great

#

I'll just use {{icon cave|length|1}}, screw it

weary sonnet
#

Just checked, that is the proper way to do it actually.

#

[[File:example.jpg|width|caption]]

acoustic scarab
#

Ah, caption

#

I tried alt= and text= before I gave up

weary sonnet
#

you don’t need to write caption, any text at the end that isn’t a specific tag should register as a caption text

acoustic scarab
#

Got it, thanks

glacial topaz
#

we didn't discover much else about why EPC needs 30 heat for puddles, right ?

#

//"If Steeve is pet upon his death, your character will briefly eulogize the fallen comrade."
is that one true ?

short cloud
#

but I have no idea sooo

#

I don't know

glacial topaz
#

no creatures have that many screenshots for them, why do we need that many for lootbugs ?
also, the ones we have for creatures is to showcase the attacks

#

//also... crpsr and cryo text got messed up...
working on fixing that, in case it isn't just a restore

glacial topaz
glacial topaz
#

@silent sierra The Description section is a word-by-word reproduction of the in-game text, not supposed to change anything on that
Effect section is where we get more detailed on what it does

#

guessing this is outdated then ?
gotta fix that one up, but curious if we know where that one is stored, I think we do

silent sierra
#

And yes, the Heat Radiance section is outdated. I'm not sure what you mean by where it is stored though. Is it using a template? Or would it just be better to change the text?

glacial topaz
#

the variable in game code that has that info,

silent sierra
#

Gotcha

glacial topaz
analog rock
glacial topaz
#

not sure if you figured that one out by now, but ,

  • Make new page with the redirect words , and for the page content include
    #REDIRECT [[Corrosive Sludge Pump]] for example
#

Thoughts on what to do with that gallery ? it doesn't even show anything interesting, and if we are the show creature on different angles we better make it properly with no background

acoustic scarab
#

It's relevant to know what they look like, so leave one picture of each

dawn moat
#

you can remove some images if you like, as I understand your reasoning, but also it's not hurting anything the way it is right now

acoustic scarab
#

They are memey enough that people will make daily threads posting screenshots of lootbugs

glacial topaz
#

we already know how they look like

#

if there is anything an image could offer, would be either to show lootbugs glow in the far far distance (both types would be nice)
or showing a group of them
all we have now is just different version of the image at the top of the page

glacial topaz
acoustic scarab
#

I can agree with that, wikis are supposed to be neutral in tone

#

If you're asking for our blessing the remove the gallery altogether, I don't think I care one way or the other, but it does seem inconsistent that only this creature has a gallery and not, say, Wardens or Acid Spitters

glacial topaz
#

well, wardens and Acid have Sconk

acoustic scarab
#

Oh. I assumed they wouldn't 😄

#

Then I return to my previous point, leave one regular and one golden

weary sonnet
#

Maybe we should add quotation mark (or the equivalent proper wiki quote tag) around descriptions when they are directly pulled from the game?
Not the first time we have this misunderstanding.

glacial topaz
#

make it italics and all ?
guessing you can't just make that for all 48+ equipment tables...

weary sonnet
#

If we decide on a style, I can do it.

#

The default quote tag look a bit too heavy I think:

#

(didn’t save anything)

glacial topaz
#

having "in game description" for all of them seems like too much

#

just having quotes might be better (like before and after the sentence) and not so big

weary sonnet
#

Should be edit the quote template to make the quote signs smaller or just write the quotes manually then?

glacial topaz
#

at first I was thinking manual quotes, maybe in bold
if you think it looks good and solves the issue

  • the issue is using a feature meant for start of the page, which is probably fine being big , on something that is a table with a lot of entries, I guess
weary sonnet
#

“ ” are theses the good quotation mark in english?

glacial topaz
#

" " Sconk interesting

#

certainly better looking

wary cove
#

@glacial topaz those are spam bots

glacial topaz
#

what type of spam bot doesn't give a link, or only post 1 message xD
oh well,

acoustic scarab
#

I continue to think that this is someone trying to have a bot that automatically translates to many languages to spam on many servers, except the bot fails to interact with the translator's API

#

"EN текст" has been with us for weeks now

weary sonnet
#

For the quotes, it seems both the normal and curvy can be used, but it doesn’t change much since the current font display them almost the same way.
The fancy one are just a bit italicized compared to the straight quotes.

Used theses here: “ ” not that it really matter, should probably switch to the other for convenience since it is barely visible.

From top to bottom normal (1), italic (2), bold (3).

I would choose italic, what do you think?

glacial topaz
#

bold used for an entire text seems too much, instead of just important words

analog rock
#

Italic seems better for me. Why not change the column title to "in-game description", if the content is composed of these ?

weary sonnet
#

I was thinking about that, but forgot to write it here for some reason, too dumb probably, thanks for the suggestion, that will makes it clearer.

#

Well I will update all the tables that way then:
Adding quotes, italic and changing the header from description to in game description.

glacial topaz
#

which reminds me that wiki might be outdated on the game descriptions
I was planning to check that out, cryo and crspr were quite big ones...

analog rock
glacial topaz
#

outside some typo fixing or commas I guess it will be clear when there is a big description change
though can you at least order them by "mostly recently changed" ?

acoustic scarab
#

Should we attempt to make a page that lists all cosmetic options in the game?
Or are we better off making a special category for them and include the individual articles there?

stark tulip
#

You could do one big sortable table
So readers can sort by equip region, unlock requirements, or unlock method

acoustic scarab
#

It would probably have to be without previews due to the sheer size

glacial topaz
#

Oh wow, that heavy ?

#

Maybe leave links
Or combine multiple cosmetics in 1 image

weary sonnet
#

Should be good for all OC tables.
Will do the mod tables later.

ashen sedge
#

So anyone know where to find lore on the game? Like I've been wanting to find out the story behind the ommaron heartstone but can't find anything but fan-canon

short cloud
ashen sedge
glacial topaz
#

the ones in the spacerig, with information, appears like everywhere
such as dwarf rooms

short cloud
ashen sedge
short cloud
glacial topaz
#

not like you are going to find something that doesn't really exist...
outside those pieces of information and imagination to piece everything together

short cloud
ashen sedge
# short cloud ?

All I was looking for and answer to was if I could or couldn't find lore about a specific item in the game nothing more nothing less. I think all the rocks and stones have gone to your head brother

short cloud
ashen sedge
#

I was rude?

austere fossil
#

PSA: Hygiene is important. Please shower at least once every 30 orbital cycles.
Is a quote from those terminals in-game, and in DRG, those terminals are a large portion of what we have that count as "lore".

acoustic scarab
#

@ashen sedge you're fine, Pounce really got into semantics for no good reason there Sconk

#

There is no official lore deeper than the Miner's Manual, the voice lines, and the occasional messages on the Space Rig

hexed epoch
#

can you get two of the same dreadnaughts back to back in elimination?

dawn moat
#

so if 1 is hiveguard, 2 can't be hiveguard, but can be hiveguard for the 3rd

hexed epoch
#

yep thats wut i thought

#

was talking to someone that swore they'd seen it happen

#

even tho its never happened to me in 1000+ hours of gameplay

dawn moat
#

rare bugs are always possible, so who knows

hexed epoch
#

ye if it does happen id like to see footage of it

#

like how ppl claim the anti grav pit has spawned outside escort, but iv never seen someone with proof of that

short cloud
hexed epoch
#

biggest of sads

#

im hoping theyr saving electric goo for the new driller primary

gaunt cipher
#

walking sideways, you can see how without unstoppable the slasher easily keeps up and stays in the center of the screen.
with unstoppable, it gradually falls more and more to the side and eventually can whiff attacks

wicked cave
#

would be nice to confirm with a mod that directly measures dwarf movement speed, but yeah, it does look pretty convincing. nice comparison

gaunt cipher
#

For whatever reason I've been unable to get that to work in missions to test with it on the current version-only in the space rig.

bold plover
#

I could probably make a replacement fairly easily.

stark tulip
# acoustic scarab It would probably have to be without previews due to the sheer size

On second thought
A single unified page with sections for each cosmetic slot would be better
Since it would be organized like the wardrobe, similar to how it is currently on the shop page
The existing pages would still list the items, but the shop page would have shop items only, no matrix core cosmetics
Matrix cores should have their own page if they don't already
Sure, there would be some amount of duplicate info, but at least readers would be able to see all the available cosmetics at once, and also easily find out what's available from specific sources (crates, shop, matrix cores)
The frameworks and skins would be on a separate page from the character cosmetics
So would pickaxe parts
Because separating them by their terminal seems like a logical way to organize them

acoustic scarab
#

A happen to have a spreadsheet for all cosmetics in the game, but I haven't updated it since u32

#

And there is a couple of discrepancies there too, I haven't gotten around to fixing them

glacial topaz
#

ended up testing this one after my first hazard 5 run since the early access ages
failing a haz4 dozer mission, did not interrupt the complete 5 haz5 in a row from failing, Awesome

acoustic scarab
#

Remind me please, Scale Brigade does not have a weapon painjob, right? It's armor paintjob and weapon framework as far as I remember

dawn moat
#

you're correct

acoustic scarab
#

Noted missing Bosco cosmetics on his talk page

acoustic scarab
#

Working on a cosmetic index. There's no easy way to lay it out

#

Some weapon paintjobs are unlocked per weapon, some per class, some universally across the board

#

Well, it's easier as a vertical table, naturally

#

But giving someone boxes to tick creates a whole UI problem

acoustic scarab
#

Second iteration

#

Aaand of course I notice mistakes now

marsh osprey
#

Just to remember: how do machine event chances scale? And what are the values?

acoustic scarab
#

15/20/35% for length 1/2/3

marsh osprey
#

Thx

tranquil hazel
#

The chance of spawning depends on mission length (Cave length 1 length - 15%, Cave length 2 length - 20%, Cave length 3 length - 35%)

#

Wait wtf 😂 I should have just looked up the message above me

fading lion
#

Really? I thought it was still flat just increased overall

weary sonnet
#

They fixed it during season 1.

fading lion
#

Alright, thanks

fringe crystal
#

Also feels like Bittergem and Compressed Gold spawn rates have gone up, but it could just be a couple of lucky missions I had. Any news about that?

fringe crystal
#

I guess I did slap the dice 😎
4 Gold and 3 Bittergems spread out over 6 missions, we were confused

stark tulip
#

Can someone test if it's still possible to get the Exploring My Options achievement via Bosco upgrades?
I added that info back when I was a greenbeard

plush ferry
#

Is there a group that seeks to translate the game Wiki in Spanish?
Because I am interested in being able to update some pages and that they remain in sync with the English version. That is why I wanted to know if there is a channel dedicated to the translation of the Wiki in Spanish.

glacial topaz
#

nothing in here or that I ever heard,
though some pages do have a Spanish version, so maybe check with the people doing them

plush ferry
#

Got it, thanks!

glacial topaz
#

All good

plush ferry
#

How can someone edit the main page on Wiki?

#

In the Spanish version there are many things that I would like to update, starting with removing the Mixer from GSG, Lol

#

I think I should have the permission for it

glacial topaz
#

Do Elite Enemies have differences on their attacks other than attacking faster or more damage ?
Basically checking if there is anything interesting on them to show

floral drift
#

Elite Guards and Elite Praetorians both have a knockback force applied to their attacks. Elite Mactera Spawn shoot 2 projectiles at once.

other than that, they all have attack speed increases i think.

short cloud
#

Menace burrow more often too IIRC

woeful jackal
#

Greetings. I updated all of the Armor pictures in the Accessories page and I am now planning to update the gallery of armors in the same page. I wanted to get opinions on if the gallery pictures should remain with just the five MK armors for each class or should they also now include the Scale Brigade armors (all base game armor pictures)?

analog rock
plush ferry
#

Nice

hazy bloom
#

how do you unlock more the item locked beer's if you already have the 4 there is. i have seen some beer's that are not in the bar that people have ordered

#

?

dawn moat
weary sonnet
#

I finished formating all equipment description to add quotes, italic and renaming the headers from "Description" to "In Game Description".

glacial topaz
#

Why Accessory_Shop page has Matrix Core cosmetics, scale brigade and Victory moves on it ???

woeful jackal
#

I've said it before, I believe the Accessory Shop page should be renamed to the Cosmetic page.

glacial topaz
#

and then which page would have the accessory shop ?

woeful jackal
#

I believe it should be part of the Space Rig page, with a link to the Cosmetic page.

glacial topaz
#

issue being that cosmetic page is too big to be a thing to combine every other page
we would still need individual pages for the cosmetic groups

woeful jackal
#

Personally, I don't think the cosmetic page should be split up anymore than it already is. It's convenient having one place with almost everything in the wardrobe.

glacial topaz
#

it has to be doable and usable

woeful jackal
#

PunchyTurtle voted to keep them all on one page and he's one of the higher ranked Wiki patrollers.

hazy bloom
glacial topaz
#

and what does that mean

woeful jackal
#

That he has more experience editing wikis than you and I combined.

glacial topaz
#

Not really

#

guessing you don't really know how the ranking works ?
I have started much much earlier, and my edits are all about reviewing / adding content
what gave them a lot of points was putting stuff in categories and small fixes
not saying which one is harder to do (and ofc, we both do a lot other things for it), just that ranking can be easy to get depending on what you focus on
not counting how I am like 5 edits away from surpassing them by A lot, but just haven't due to deciding to focus on other things for a little while
but sure... later today I can do the things I was waiting to do

glacial topaz
#

//Done, I am higher ranking now
I thought it was a thing just for myself to have fun... but now seeing how other also care about it I will have to focus even harder (ranking)

silent sierra
#

I went ahead and added the Corrosive damage type to the Damage page.

glacial topaz
#

I always thought there wouldn't be too much to say about it, the corrosive damage

silent sierra
#

There isn't much to say about most of them to be honest. I just added it for completion's sake.

#

Most damage types on that page just say "Does damage, comes from X thing." and then nothing else. We probably could stand to expand them a bit, but anything of that sort is generally better suited to another page like the status page or a specific creature's own page.

glacial topaz
#

well... damage type is damage type lol
not even the stuff that is weak to it ? or resists

silent sierra
#

Nope. Some of these entries are actually slightly misleading as well like with Fire and Frost both listing how they may cause their associated temperature status effects rather than Heat and Cold being listed separately.

glacial topaz
#

yea, damage was considered for HP only
with Temp being on the Temperature page

steep blaze
#

@plush ferrylet's have a chat through PM some time soon. I'm out from work now, so will write to you about anything you want to discuss 🙂

plush ferry
#

Sounds good for me ;)

analog rock
glacial topaz
#

would rather keep the shop page, remove the non shop stuff, move them to their correct pages
AND make a new page to compile all cosmetics
now how to handle that page is another issue
having 500 images page, or just a list of names

#

and in the "too much to load" issue, I suggested having single images showing multiple cosmetics

stark tulip
weary sonnet
#

I checked it a bit earlier, it seems anything in a collapsed area isn’t loaded when the page first load, it loads only when you expand it, so it would help.

stark tulip
#

Ah so the cosmetics page could have separate sections for each slot

weary sonnet
#

Still need to be confirmed via the documentation, I just tested it with a pc that have a pretty bad connection, but it seems to behave that way at least.

silent sierra
glacial topaz
#

well, tips are meant for the tips page only
but actually mentioning which creatures are weak to certain damage types is a good idea
but not really "you should use this" , makes sense ?

silent sierra
#

Gotcha! So I'll avoid any sort of language that would imply a "correct" course of action, but do inform of how the damage types interact with creatures.

weary sonnet
#

Basically they behave like a single tick DoT.
There is no resistance / weakness against it, at least for now.
They are not affected by armor, weakpoint, frozen…
That mean that only global multiplier (mostly on the creature side) can affect their damage, stuff like hazard level resistance scaling, IFG and such.

#

If it helps, I made a small guide for the DRG modding discord a while ago.
You can find it here:
<#799404622682390599 message>
The main goal was to avoid the confusion between damage and temperature at the time as well as link the in game name, wiki name and file name of the damage types.

analog rock
weary sonnet
#

One of the good sides of fandom, finally seeing one!
Thanks for doing the test to confirm it.

warm marlin
#

Hi, quick question: on the Beast Master wiki page it says "Steeve takes 2% friendly fire damage and isn’t affected by Sticky Flames from the Driller's CRSPR Flamethrower." However I noticed Steeve heating up while in the sticky flames (see video). Is this intentional, a bug or has this behaviour changed? Thanks!

floral drift
#

i don't see anything in the gamefiles that would indicate Steeve has any resistance to Sticky Flames.

acoustic scarab
#

Give me 10 mintes, I'll show you what I mean

acoustic scarab
#

@glacial topaz @analog rock @woeful jackal @stark tulip
⬇️ This is what we're working with in terms of how many cosmetics (and how many pictures) need to be mentioned on the wiki.
Given the numbers, putting them all on one page is probably suboptimal. We'll likely split that table into several blocks, one for each article.
Suggestions welcome on how to split them.

glacial topaz
#

why is default with shop

acoustic scarab
#

Here's a better breakdown

glacial topaz
#

if we have to split them, then we already have that over different pages iirc
the idea is to have a page with all of them together
also can probably split using aquirement method and reward
so one table being assignments, matrix, cargo etc, and the other being framework, victory move, beards, etc
considering the page is ok with using collapsibles...
what about editing it though ?

acoustic scarab
#

Because default options are like 1 beard, 1 hat, 1 weapon framework, etc. It's too few to meaningfully be in their own category

#

if we have to split them, then we already have that over different pages iirc
the idea is to have a page with all of them together
Yes, but the current way they are displayed is a little janky, as you mentioned. Cosmetic cores and Victory moves all in one place

#

I maintain that if there is one page that serves as an index to see how to obtain what, it shouldn't have any pictures at all, instead containing links to more specific pages that have illustrations

glacial topaz
#

so: victory move

  • performance pass
  • [lists them here]
  • cargo
  • [list them here] ?
acoustic scarab
#

I need to go to sleep now, will probably make a pivot table tomorrow so that we can all see and track exactly what is obtained how

bold plover
silent sierra
#

Is there any resource with more detailed information about how enemy aggro works in Deep Rock? I'm trying to figure out more about how the Pheromone Canisters affect enemy targeting.

glacial topaz
#

never ever heard that ever be mentioned,

#

well, just the basic stuff on how enemies can change targets, but nothing in depth was discovered last I heard

floral drift
#

i am not aware of any documentation on how enemies' aggro works. that doesn't mean no research has been done, but if it was i've never seen it.

#

i always just thought for small, medium, and large enemies (Oppressor or smaller) that it was mostly proximity based. whatever was closest got aggro. if another thing got closer, then it switched target.

notable exception is the LURE and Pheromone grenades.

then for extra-large enemies i think that it's mainly random targeting, and that it switches targets every 45 seconds or something

glacial topaz
#

at least for phero, only interesting thing I can find for it is a "AttackCostModifier" of 12, with beast master and hacked patrol bot being 1, whatever that means
but I am guessing changing the value will probably do something

silent sierra
#

I see. Thank you guys for the help!

vivid hill
#

Oh the wiki for twins is the 7500 hp for haz 5 4p combined or individual

somber summit
#

Oh, you beat me to it.

versed halo
#

Question on Electrocution: On the wiki's Status page, Electrocution effects(both damage and slow) can be reduced by Electric resistance. Does that mean its effects can amp up if the target has negative Electric resistance?

acoustic scarab
acoustic scarab
#

Should we start threads here for longer-spanning wiki projects that come up every once in a while?

weary sonnet
#

AttackCostModifier for the Pheromone is the number of target that a given creature can aggro when covered in pheromone.
I remember it being mentioned a long time ago.
@silent sierra @glacial topaz

As for the other pheromone questions, the only things I documented was wether or not a creature can be affected by the aggro part of a pheromone/lure, it is on my spreadsheet. For that part it is mostly affected by if the creature is a boss / stationary type or has some forced movement pattern.

weary sonnet
glacial topaz
#

Having the hp combined would make no sense to have

vivid hill
#

@somber summit ^

glacial topaz
#

Ever after twins healing turned into a non zero sum game, did we get the numbers on how it works ?

weary sonnet
#

I don’t think we ever get the exact formula.

#

Only the rought explaination

#

Which is the bigger the health difference, the more health they will recover during the health exchange.

#

For the component responsible for that, if it hasn’t change it was HealthDamageTracker with 3 properties: OnTrackedPercentageReachedEvent, TiggerOnPercentage, Health

glacial topaz
#

So I guess a relation table would need to be created to learn more about
Registering initial hp before heal, and afterwards

weary sonnet
#

We could also try to ask the devs for the formula.

thick pelican
#

Quick unrelated question, what's the range on Hoverboots for them to actually ignite something?

weary sonnet
#

Not sure if I am looking at the good line, but in the BP file, there is a SphereRadius of 150, so 1.5m radius.
I can’t find a DamageRadius for that one.

#

That match what I saw when I tested it so it shouldn’t be too far off.

thick pelican
#

Thanks, we're having a field day about an offensive application for HB in #drg-chat ,if you wanna check

upper locust
#

Do we know the size of Hurricane's direct damage impact area? IIRC, AC is rather large, does Hurricane follow that trend?
Asking to determine how hard it will be to test napalm heat interactions with goo/gas without doing direct damage.

weary sonnet
#

It is visible in the infobox of the hurricane main page:
Radius: 1.4m
Maximum Damage Radius: 1m
Minimum Damage: 50%

upper locust
#

Oh, thank you! I didn't realise that was actually how to read those values dderp

#

Does it follow then that 1m is not just the maximum damage area for the area damage component, but also is the direct damage component? :S

weary sonnet
#

You should check this page if you are not familiar with how are damage works in drg:
https://deeprockgalactic.fandom.com/wiki/Area_Damage

But basically for the hurricane:
16 single target damage
20 area damage within a 1 m radius
20×0.5 = 10 area damage at 1.4m radius
The damage will scale linearly between the two radii.

Single target and area damage do stack, for the area damage, you only suffer it once, depending on how far you are from the center.

upper locust
#

Thank you

#

Sorry if I'm being a bother, but at first from your answer, I thought I was misunderstanding something previously, but now I'm confident that I wasn't.
I was asking specifically about the area affected by the direct damage component for the Hurricane, excluding the area damage entirely.
From what I understand, the AC's direct damage component has a small size, rather than an impact point. Does the 'cane's direct damage only deal damage at an impact point, or does it have a small area as well? (Example being if you hit a point on the ground, do you do direct damage to nothing, or anything within a small radius separate from the area damage values?)
(I guess secondary to that, am I misunderstanding how AC's direct damage works too? xD)

weary sonnet
#

For the AC or the Hurricane, the direct damage part is single target only and doesn’t have an area of effect at all.
If you shoot the floor, on will only do the area damage part to any nearby creature.

upper locust
#

Thanks again! Seems what I thought I learned about the AC previously was wrong. That actually makes more sense than what I read before somewhere. 👍

weary sonnet
#

If you want to test it out yourself, you can try to use gear mods/overclocks that would make you almost oneshot some small creatures like swarmers at a given difficulty.
That way you can check if the single target damage apply to them or not.

thick pelican
#

Hey! It's us again! Does Bullet Hell ignore terrain?

glacial topaz
#

I can see it only applying to 1 target, but having it with a certain radius allows for leeway when aiming I guess

upper locust
#

Question could/would also apply to Chain Hit(s) and/or Magic Bullets, since IIRC they use the same mechanics?

trail gust
glacial topaz
#

Ignore terrain like to hit a target after ricochet ??

trail gust
#

yep

#

easily kills stuff around the corner

#

I think it spawns in dark space and it's already past the wall

#

and from dark space it's free way into the normal world again

upper locust
#

That corroborates my experience. I'm not crazy! 🥳

glacial topaz
#

so like this ? impressive

glacial topaz
analog rock
glacial topaz
#

As expected, perfect

analog rock
#

These are the only voice lines for the character selection.

glacial topaz
#

would be a good idea to apply them on the page...
some of them were probably based on what people heard and misheard, so they have differences

analog rock
#

Use those key words to find them on crowdin CharacterSelection_Scout

glacial topaz
#

so I guess both are used for selecting and joining missions

plush ferry
#

Does anyone have the wallpapers that are on the English wiki?
Both for night mode and day mode.

weary sonnet
plush ferry
#

I thought they were edited backgrounds, because of that gradient effect when you scroll down the page.

#

Thanks!

analog rock
plush ferry
#

Does anyone have a file with all the PNG/Web images of the creatures that exist? Including rival tech. It is to update the Spanish wiki.

glacial topaz
#

I doubt anyone would have all of them
but you can go to each one and get the original images yourself on the wiki

analog rock
plush ferry
#

Got it

pearl salmon
#

Can hack events spawn on sabotage? I'd think not but wanted to check

analog rock
glacial topaz
#

On sabo, Can you connect the hacksy to any power station ? Or just the one that called it ? Not even sure you can call both hacksy together

acoustic scarab
trail gust
#

those hackCies are dropping down closer to other stations sometimes

analog rock
#

No length limit to the tether either too, we had one going round and round through the caves, and it still worked.

#

Only thing left to try is to see if the remaining nodes explosion could damage a dread enough to one shot it.

glacial topaz
#

the question is if the damage stacks, or ?

#

as in what is stopping it from being one shoted

silent sierra
#

If it's an OG dreadnought I would assume it'd stop the one shot via its health gate. If each node is a separate instance of damage I would assume that the game would recognize the Dread's health has depleted past the invulnerability threshold and stop further nod explosions from dealing damage.

#

The question I have is how many node explosions can go off before we crash our clients.

glacial topaz
#

increasing the damage of the explosion would solve the issue of needing too many nodes

silent sierra
#

That's true.

glacial topaz
fluid ibex
#

6-shots burst reduces the "BurstCycleTime" by 0.02s (in Effect_BRT_FasterBurst), and the whole sequence has 5 BurstCycleTime, 5*0.06s=0.3s

glacial topaz
#

I was the one that added all of that lol (or most of)
all of that part I know, burst times, etc
what doesn't make sense is the table, and what they mean "sec/burst"

fluid ibex
#

It means how long the complete sequence of a burst takes? Though it's a bit misleading because the first burst doesn't need to incorporate cooldown.

#

But it's handy for calculating long-term DPS

#

I think a more detailed explanation of the sequence is helpful for someone unfamiliar with the mechanic to grasp, also making the chart more understandable.

glacial topaz
#

:S it is indeed rof + burst (0.08 x 2 + 0.25 = 0.41s)
I will consider how useful that is and either get rid of that part, or reword it

fluid ibex
#

"sec/burst" is actually "sec/whole sequence", but the data is accurate

#

maybe change the first column from "seconds" to "sec/burst" and the rest from "sec/burst" to "sec/sequence" or omit it, just keep "rounds/sec"

thick pelican
#

Dropping in to give a quick "Thank you" to all wiki contributors for their amazing work!

#

Rock and Stone rocknstone

glacial topaz
#

Appreciated 👁‍🗨 rocknstone

acoustic scarab
#

You're welcome. It's nice to hear a word of appreciation every now and then

glacial topaz
#

Not sure if clear, but how should Effective rof be calculated for brt ??
A: 3xburst - interval - 3xburst - interval
B: 3xburst - interval - 3xburst - interval - 3xburst

rancid blade
#

i think it depends
A is useful if u are shooting the brt continuously (like unloading into dreadnoughts bum)
B is useful if u want quick burst dmg

#

problem with B is that u have to decide how many bursts u calculate with. or maybe u can have a chart that shows how effective rof decreases to A over the amount of bursts fired

glacial topaz
#

Biggest issue of A is that it considers a interval after a burst, so kinda like adding in reload time
You not adding damage after

rancid blade
#

yea the effective rof u get from A is if u fired the brt nonstop forever

#

it might be useful for micro flechettes

glacial topaz
#

well, at least B approaches a limit, and you can always have the interval between the ERof for 2 burst, and for infinite bursts
though for simplicity sake option A should be fine to start with, I think

glacial topaz
#

//Ok, changed most of it, making it more simple and probably easier to use

#

btw, here it is, if anyone wants to check it out here before doing some adjustments

fluid ibex
#

To be more precise, "the inverse of" RoF is the time interval, and all ERoF should have "~" to indicate its approximity?

glacial topaz
#

shots per second
Seconds per shot , yea
nah, not all, some aren't approximity

fluid ibex
#

I mean the value is a bit different from real circumstances (calculation approach B)

glacial topaz
#

though the seconds per shot is odd to have when nothing else has it
also, problem of using "~" is that it might leave impression it was rounded, though I can see why

fluid ibex
#

I think approach B is more accurate for calculating DPS, but its value differs with circumstances (different burst in a row), thus not suitable for the table.

#

result of approach A is lower than approach B (that's what I mean "real circumstances"), so the value is always a bit deviated apart from rounding

glacial topaz
#

hmmm, could include that part on the text
for the table, not too sure

wicked cave
#

interesting. just entered the drop pod and left while a machine event was going on, and didn't get the event XP. thought I read a conclusion in here a while back that you simply had to start the event rather than let the timer run out

glacial topaz
#

I think that was meant as "you don't need to Win the event"

wicked cave
#

ISTR some splitting of hairs on it

#

'cuz "everyone" already knew you got XP, win or lose

#

but finishing it seems to be key

#

although the wiki currently says "when timer runs out" so I suppose the conversation here is moot 😉

glacial topaz
#

"XP is awarded if events finishes either for running out of time, or for completing it"
etc etc

wicked cave
floral drift
#

correct. either you need to succeed, or the timer has to hit zero. just starting the Machine Event and then extracting does not give the XP/credits

dense vapor
#

I want to start testing things in a controlled environment, what mods do I need besides spawn menu?

weary sonnet
#

Depend on what you want to test.
Deluxe Mission Map, Better Time Control and Debug Mode are the one that i use the most commonly when testing.
Damage Text can be useful as well.

dense vapor
#

I wanted to test inferno OC on different enemies

#

I'll look into the mods you suggested, ty

weary sonnet
#

One thing you need to be aware of: Damage Text displays the damage done to base health ie it doesn’t count the hazard multiplier.

dense vapor
#

I was aware of that one, ty though

dense vapor
#

is there a mod that forces 4-player enemy health values in a solo game?

short cloud
dense vapor
#

I don't know what to search for

#

thank you

acoustic scarab
#

Can anyone confirm the part about credits?

glacial topaz
#

wait you get 100% credits no matter what ???
I thought it was 25% for everything

acoustic scarab
#

That was my understanding too

tough grail
#

stupid question: i was forging a ton of overclocks and i heard one of my dwarfs go "Does it come in red" has anyone else ever seen this? how rare is it?

glacial topaz
#

from what I can see that is just one of the text entries for forging vanity items, 11 variations that I can find

acoustic scarab
tough grail
#

Okay I just couldn’t find anything on it

acoustic scarab
mystic shell
glacial topaz
#

🔧

#

it is not potential, it is a bad edit lol
also you can probably fix those if you see one and have time, and know how to

#

next one ofc, already purged that one

mystic shell
#

Sure, will do next time.

versed halo
#

Guys, do sniper turrets from Industrial Sabotage have any weakpoints? Wiki says their glowing bits are, but Elythnwaen's stats sheet says they don't have any.

versed halo
karmic sphinx
trail gust
#

trust ely

#

you can check miners manual if you want

versed halo
trail gust
#

it means devs forgot but they don't lie

#

if there's one

#

anyways what's the point of having tiny weakpoint on a tiny turret far away

#

it's just a piece of scrap that shoots, it doesn't have to be complex
its weakness is that it already has 300hp on any hazard lvl

#

you can literally just bomb it with Carpet Bomber albeit not accurate at all

versed halo
#

Just want to point out that wiki seems to be wrong on the Sniper Turret. And it's not bad to know how breakpoints would work imo

weary sonnet
#

Sniper Turrets don’t have any weakpoint.
For other turrets, the weakpoint is the glowing part.
(Fixed the wiki for the sniper turret weakpoint.)

#

I checked every glowing bit using a modded weapon with 1 damage and ×50 or ×10 weakpoint damage (depending on the target), it makes it pretty clear if something has a weakpoint or not.

glacial topaz
#

I mean, whem some shots do 5% damage ans others do 30% damage that is good sign you hit a weakspot xD

#

Should I include images for the weakspots ? Just like we have for other creatures, such as praetorians, showing weakspot, armor and flesh

weary sonnet
#

When you have no idea where the weakspot is, since not all glowing spots are weakspot, that mod allows to find it quickly.

glacial topaz
#

yay or nay for having umodel images for rival tech ?

weary sonnet
#

Could be useful on a few of them, but not all.
Only when the weakpoint location could be unclear, such as Repulsion/Burst Turret, Robotic Appendage.
I think Patrol Bot and Prospector Drone should be clear enough.

glacial topaz
#

well... mactera spawn got one, and if that is unclear...

weary sonnet
#

We can do one for the bots that have a weakpoint then, that would exclude sniper turret and shreder.

silent sierra
#

How can I make a link to another page that hops down to a section with a space in its title?
I wanted to add a link to the temperature page from the On Fire status that would jump straight to "Increasing Temperature" but the correct link is "Temperature#Increasing_Temperature" and the wiki tools won't allow for the underscore character and instead automatically replace it with a space for "Temperature#Increasing%20Temperature".

#

Ah, wait I may have found a way via the "external link" option.

dawn moat
#

[[Temperature#Increasing Temperature]] should work

silent sierra
#

Oh that's much cleaner. I'll give it a try.

#

Thank you!

silent sierra
#

There was a very odd issue with the formatting going on in the Temperature Page where a hoverover in the Increasing Temperature section for the Maximum Temperature bullet that was forcing a following period to appear on a new line and put a large gap between other elements in the bulleted list.
I fixed it, but I needed to remove the hoverover. I'm not totally sure if the new sentence structure adequately conveys the information that used to be contained within the hoverover.

silent sierra
#

Should the On Fire Heat Range be added to the On Fire section of the Status Effects page? It's a temperature mechanic, but it's exclusive to the On Fire status, so it seems appropriate to at least indicate that the mechanic exists within the On Fire section itself.

glacial topaz
#

seems it is missing, just have to add that it will add heat to everything around it within a certain radius

silent sierra
#

Should it be a part of the stats, or maybe just part of the description of the On Fire status?

glacial topaz
#

just the description, after all it changes something big about the creature, that being 1- takes DoT 2- heats stuff nearby
for stats part... depends on how consistent it is, but I can see "Heat: depends on creature ; Range: depends on creature"

silent sierra
#

Here's a quick mock up of the two ideas I had for how to include it. I'll just go with the first one for now.

glacial topaz
#

heat source part should probably be included right after the part it talks about DoT
and could just treat on range as stats

silent sierra
#

That's a good point. I'm pretty sure every creature has its own heat radius though, so the range might need to be left vague outside of the creatures' individual pages.

weary sonnet
#

Default range is 1.5m iirc

#

But the most common enemies use a non default range, in particular grunts and preats.

glacial topaz
#

I mean that is why we have "burntemperature" on the duration instead of actual values

#

just now unsure on how to properly label the stats

silent sierra
#

Maybe this?

glacial topaz
#

you forgot the heat amount, that is for the stats btw, not text

#

mostly all good, just not sure if we have to included the "1.5m" for it

silent sierra
#

I feel like having a specific radius included would at least give readers an idea for what to expect. Maybe I could make the wording a bit more specific like "1.5m is the default, but most creatures have a larger radius loosely correlated with size."

weary sonnet
#

The heat amount is fix, it should be 5 per second.

glacial topaz
#

we don't have anything for burn time though, so... either neither or both

#

could list different values, like if there is 3 different radius , we list the 3 of them
unless it is more granular

silent sierra
#

Will we be including the specific heat radius as a value on the Creature pages in the future at least?

glacial topaz
#

seems like yes

weary sonnet
#

As for the radius being tied to the creature size, I think you are right, the explanation was roughly than keeping the 1.5m radius for big target would makes it pointless since the radius would be smaller than the creature itself so it would have no effect.
One of the devs said something like that iirc.

glacial topaz
#

do we have a list of radius used ?

#

values only, not creature

weary sonnet
#

I have the full list of radius for the on fire heat range, but not the list of creature size.

glacial topaz
#

maybe just have the smallest and biggest values

silent sierra
#

It's pretty much just three radii at 1.5, 2.0, and 2.5. Basically the smallest enemies have a 1.5 meter radius, Praets have a 2.5 meter radius, Grunts have 2.0 meters etc.

weary sonnet
#

This ^

glacial topaz
#

" Heating Radius: 1.5 - 2.5m (depends on the creature) " ? ?

weary sonnet
#

"creature’s size"?

glacial topaz
#

well, just meant it is different for each one
not about that you can tell it using size

silent sierra
#

With only three radius values, I think it may be adequate to say something like "1.5m, 2.0m, or 2.5m (depending on creature size)"

#

There are a handful of exceptions like Wardens which to my knowledge are large sized creatures but only have a 2.0 heat radius.

#

Also Dreadnoughts, but that's kind of a moot point since they can't catch on fire anyway.

#

How's this?

#

Wait one last adjustment.

#

I forgot to add that heat interval is only 1 second.

glacial topaz
#

quite good, just unsure on the part of including numbers on the description, seeing how nothing else has it, only having numbers on stats

silent sierra
#

That's true. I'll go ahead and remove the numbers there since they are added elsewhere as well.

glacial topaz
#

Good job over there

austere fossil
#

Is that 5 heat also applied to the creature that's On Fire? The stats breakdown alone makes it look like it does.

silent sierra
#

That's true. Maybe rename the bullet as "Radial Heat"?

#

Or maybe "Heat to Surrounding Enemies"?

glacial topaz
#

that would make a bunch of creatures take wayyy much longer to cooldown

#

just gotta change the text to say "but not to itself"
"heats up creatures around them, but not itself"

#

not sure if the stats names need changing

austere fossil
#

Might also make it a second stats list, call it "creature heat source" or something?

#

Feels a bit weird to have two "damage" and interval values for "one" effect

#

Might format it as On Fire having two effects, self DoT and outward heating

silent sierra
#

So like this maybe?

glacial topaz
#

Heating aura ? or
outgoing seems like a weird word for it

silent sierra
#

Radial Heat?

#

Come to think of it. Is the duration of On Fire actually accurate? Looking at the line this line from the temperature page:
The Cooling Rate will always be active when a creature is above its normal temperature, no matter if the creature is On Fire or not. This effect is applied once per second for most creatures.
It seems like there's a bit more to the formula than can be briefly described in the bulleted list.

#

For example a grunt that just had a tick of "cooling" and then instantly hits 30 degrees right after will cool for three seconds to reach 12 degrees and then need to wait one full second longer to have its temperature go below 10 and lose the On Fire status, thus putting the total duration at 4 seconds rather than the calculated 3.33 seconds. On the flip side if the Grunt hits exactly 30 degrees at the moment precisely before a tick of "cooling" they will ignite butt then be at 24 degrees, and thus will only need three ticks of "cooling" to reach below 10 degrees and lose the DoT which would mean the status has only a 3 second duration in this instance.

#

That's not even getting into the details of how temperature can go above a creature's burning temperature.

weary sonnet
#

For the formula I think you are right, we need to wait for the next tick to happen, so the current formula may be wrong.

silent sierra
#

I went ahead and adjusted the wording with a link to the Temperature page.
the formula for estimated duration is (CurrentTemperature - DouseFireTemperature) / CoolingRate

#

The idea being that with the word "estimated" in there it would imply the formula has some variance to it.

#

Would it be alright if sometime later I edited the Temperature Page so that Warming/Cooling Rate mechanics can have their own section with an in depth explanation of how the one second time interval between Warming/Cooling ticks can affect the status duration?

#

I think it could help people who get confused by occurances such as Oppressors instantly leaving Frozen in some instances while staying Frozen a full second in others.

weary sonnet
#

What play the most important role in the status duration is the update time actually I think.

silent sierra
#

Oh I see what you mean. That's a good point.

weary sonnet
#

I would need to verify it via in game test, a fix burn interval (CVO has it) and a slow time mod would help for that.
Don’t have time to do theses tests for now on my side.

silent sierra
#

Alrighty. I still need to learn how to do modding myself so I can assist in testing these sorts of things as well. I'll just focus on getting that kind of knowledge for the time being then. I have some stuff I want to be able to test via mods with regards to the goo puddles and damage type interactions anyway.

acoustic scarab
#

I think that settles it, the lost pack room does not indeed exist prior to scanning
https://youtu.be/9IhKduMw4I4

Theres probably already videos showing this in a better way than i did but i dont want to look and i have nothing else to do so i made one myself

I dont have any video editing software so ill just put timestamps here

0:26 - You can clearly see theres nothing where the lost pack spawns after I use the helmet
2:08 - Using the helmet
2:39 - You c...

▶ Play video
bold plover
#

I'm pretty sure that we have discussed this specific scenario and way of confirming it before.

#

Another good way of knowing was that it used to freeze your game upon generation (something a bHiddenInGame boolean wouldn't do), you can spawn 100 helmets and never see the loot rooms with free cam (rooms are not map gen only), you can have it generate where Doretta carved out partially.

acoustic scarab
#

I wasn't aware of those discussions

#

The conversations I read here were inconclusive, so that was what I thought

bold plover
#

No worries.

acoustic scarab
#

So what is the answer to this question that has evidence behind it?

bold plover
#

Room spawns after helmet use, not tied to map gen.

austere fossil
#

This is a nice "link to someone doubtful so they can see it for themselves" thing to have.

bold plover
#

Yep.

glacial topaz
#

it is quite long

floral drift
#

yeah, this channel has probably covered virtually every question in the game at some point. when you find something you want to know about, just search in this channel's history. rocknstone

bold plover
#

But the unexplained is how are beardlings made?

acoustic scarab
#

I still think we should do threads for separate discussions/projects

#

Like, this is one of the few channels on this server that would actually benefit from the feature

night spade
trail gust
#

@acoustic scarab Did you finish updating your Unlock Tracker?
I've seen driller's part there but your online spreadsheet is still relevant as for U32.

acoustic scarab
#

I updated the Driller part to s1 to get an idea of how much has been added.
I don't think I'm going to update the entire thing, it's sort of a dead-end tool. There's no automation or reading from a save file, so anyone attempting to use it would have to manually tick everything while looking at their game inventory, and then re-do all that again every update as things change and the sheet gets rearranged. Noone's going to do that.

But I do intend to make a map of how things should be laid out on the wiki, today or tomorrow

floral drift
#

@acoustic scarab remind me, what is this thing that you're working on? a spreadsheet that tracks cosmetic item unlocks?

is it similar to drg-completionist.com?

acoustic scarab
#

It is, sans the auto-ticking. drg-completionist is great, but it completely ignores everything that has to do with facial hair

#

Which is a good half of all cosmetics in the game

#

And it is likewise not up to date with S1

#

I might release a finished version as a sort of "here's a complete list at a glance", but I don't have the knowledge and skills for any integration with the actual game

#

This is secondary to making a usable index on the wiki right now

floral drift
#

@hoary quail and @willow scaffold are the two guys who work on completionist. it might be worthwhile to have all three of you meet up and exchange notes; it sounds like you're working on very similar goals.

hoary quail
#

We have been meaning to add all unlockables to the app, it's just like... a lot of work lol

#

It's also in a weird state right now where I've half rewritten it

acoustic scarab
#

And the amount of it grows with each update

hoary quail
#

I mean, we could possibly collaborate? Right now we store all of the unlocks as JSON inside of the app. It's not too unbearable to work with right now, but maybe there's a way we could consolidate?

acoustic scarab
#

I'd love to

silent sierra
#

Having the freedom to go back and fix code after learning how to improve it is a double edged sword that way. Good luck, and I hope you're more proud of the next iteration of your product!

hoary quail
#

Lol, thanks. The first time I wrote it, I did it in React. That was fun. Now I'm redoing it in Svelte.

The hard part is that the UI framework I used doesn't have an analogue 😦

#

@acoustic scarab how are you currently storing all of the unlocks? Is this the google spreadsheet thing?

acoustic scarab
#

It is, but it's under construction and a mess, only the Driller part is done. I'm making a pivot table for everything as an intermediary step.

hoary quail
#

Interesting. I'm wondering if just some raw table would work and then be exportable to JSON for our app

#

or... the inverse? Idk if it's possible for a google spreadsheet to pivot off a JSON value lol

acoustic scarab
#

I'm currently undertaking a data analytics course, so I might be able to answer that question in the coming months 😄

hoary quail
#

Lol, hope you're enjoying that! It's been almost a decade since I took my data analytics course when I was getting my degree

#

The only thing I remember is my professor being rabid about NoSQL being a "fad"

hoary quail
#

I think @willow scaffold and I are going to work a bit more on the rewrite today so maybe we'll be able to get it out the door soon

#

and then we can work on adding in other cosmetic types, like beards and what not

#

Once I get their help on getting the UI going, I intend to start spelunking for GUIDs again for the save-file parsing

acoustic scarab
#

Well I'm already running into questions.
For a single, all-encompassing list, is it better to store armor paintjobs that are awarded to all classes as one line or four?
As in,
Black Crag Armor Paintjob Assignment Rank 80 All
or
Black Crag Armor Paintjob Assignment Rank 80 Driller
Black Crag Armor Paintjob Assignment Rank 80 Engineer
Black Crag Armor Paintjob Assignment Rank 80 Gunner
Black Crag Armor Paintjob Assignment Rank 80 Scout

#

I've no way of knowing without knowing how this data is going to be pulled. Luckily, changing from one format to another is a matter of minutes

shell frigate
#

As long obtained identically (i.e. you don't earn each class version from a diffrent assignment) grouping them up is best imo

hoary quail
acoustic scarab
#

Yeah, that's what I was thinking. If it unlocks at the same time, it's one line.
But in the game logic each paintjob is obviously 4 different entities

hoary quail
#

Armor paintjobs are not obtained for all classes at the same time, and actually are represented by entirely different GUIDs in the game's codebase

acoustic scarab
#

Depends on the paintjob 😉

#

The ones with unique names, sure

hoary quail
#

Well... yes kind of. In gameplay they may be rewarded as a single instance, but it's technically implemented as four, separate unlocks

acoustic scarab
#

Makes sense

hoary quail
#

And I'll also say that I'm only tracking the ones that are unique per-class in the app so far

#

or... no? Maybe not.

#

It's been a while

acoustic scarab
#

GSG have made a leviathan of a cosmetic system

hoary quail
#

This is what nerd sniping looks like if anyone else watching this chat is curious

#

Ok yeah, so we do store the armors as per-class and common

#

the common block is at the bottom of the page

acoustic scarab
#

Well then, my task is split into two.
For the purpose of drawing a diagram of what to put on which wiki page, it makes no sense to store e.g. the Rose hair color as 4 lines, even though for a machine-prosessed list that would be the way to go

#

Eh, I'll save time now and worry about drg-completionist when it's up to date and running

hoary quail
#

That's fair. Hoping that'll be sometime later today

#

(ah, the benefits of unemployment)

acoustic scarab
#

I'm in the same boat, been laid off due to the pandemic twice in the last two years

hoary quail
#

I quit my job a few weeks ago because they were trying to force me to go into the office during.... broad gestures

floral drift
#

if you guys want, Yoshkin could join DCT and get added to the Completionist devs. then you could continue the more technical conversation there, instead of in the wiki channel

hoary quail
#

Yeah that's fine with me

floral drift
#

@acoustic scarab https://discord.gg/pdh5RMf

@hoary quail you have moderator privileges, so you can add the role. no need to wait on me 🙂

hoary quail
#

I do not appear to be able to add that role, FWIW

floral drift
#

i got Yoshkin as Completionist dev

glacial topaz
#

welp, just noticed Dense Biozone was missing one of its flowers on biome features... quite the old biome
sadly I was mid normal mission therefore not ready for proper screenshots
when I discover the name I will upload it

plush hull
#

Hi, just looking for some feedback from editors, new to drg editing. When is it appropriate to bullet point something vs leaving it in paragraph form? Just edited this https://deeprockgalactic.fandom.com/wiki/Interplanetary_Miners_Union and broke a somewhat long paragraph into 2 separate bullet point sections, with the intent of better readability/ faster info gathering and was wondering if it was overkill, any best practices/general guidelines otherwise?

glacial topaz
#

I guess looking for examples on how it is done and do similarly could work out
would have to think more on what is the best option, examples always helps...

acoustic scarab
#

There is a bit of a troll that the devs put in on the countdown. If you constantly go in and out of the drop pod, the timer will eventually get annoyed at you and start the mission immediately. That may be what you are running into.
Is there any evidence to this at all or is that person talking completely out of their ass?

glacial topaz
#

guessing the latter, even more with it being first edit of a non official account

silent sierra
#

I'll see if I can do a recording of it sometime later.

austere fossil
#

I've seen it, too, but I'd call it a bug and not a "troll"

#

Pretty sure it's just you exiting and re-entering faster than the countdown can reset

#

But the UI for it does

glacial topaz
#

bugs ain't meant to be there

#

and pretty sure that it would be quite the bad thing to troll on
also, mission control or the game should say something

silent sierra
#

I figured it was an anti-trolling feature to be honest. A way to stop people from dragging out the launch sequence for too long.

glacial topaz
#

if you are having issues with launch sequences good luck not having issues down there...

austere fossil
#

That's done via the 15s host-only countdown not resetting when the last player enters/leaves

silent sierra
#

I mean. I know at least one person who'd drag out a joke like starting and stopping the beeping timer over and over again for a bit too long, but is otherwise fine and cooperative to play with. I just thought of him when I saw that the launch sequence would force itself if a player was going in and out over and over.

acoustic scarab
#

I'm also leaning towards it being a bug of dwarf detection

glacial topaz
#

best path seems to be to get rid of it for 99% chance of being bug like
proper measures would be more clear

dawn moat
#

it's been reported and acknowledged by them

acoustic scarab
#

I'll take your word for it 🙂

dawn moat
#

there's the bug report

#

still unresolved to this day

austere fossil
steep blaze
#

I know this is most likely a Fandom-destined question, but still want to know if by any chance you guys have experienced any problem with the theme updater in Fandom. We wanted to change the theme backgrounds for day and night mode and they havent updated even thought the system recognizes we have loaded new images. Have you experienced any issues with Fandom and themes during this week?

acoustic scarab
#

We can always ping Jacob and double-check

glacial topaz
#

do we know how much time the season 2 count down might have ?
I am currently PP level 65, and not knowing when it will end makes me worry I won't be able to make it to 100 (been playing since the updated dropped)
getting it from cargo crates doesn't counts

analog rock
glacial topaz
#

hmmm, guessing I am still at a good spot then, probably
don't want to have to hastly grind it out

viscid bridge
#

What does UI animation do?

glacial topaz
#

context ?

glacial topaz
#

Is twins healing any different based on Haz-Players ?

austere fossil
#

Related: is it a % difference or flat HP difference that triggers the heal? Regardless of the answer I think it would make the answer to yours be "yes, technically".

glacial topaz
#

difference would be hardcoded for each hazard
if the rules are the same for all of them, the difference is more due to how it works,
afaik, thing is % based, 11% iirc, but adding it on the list of things I wanna explore more
wanted to be sure I can use haz1 to be able to get a huge HP difference

acoustic scarab
#

Johan mentioned on-stream that the bigger the difference between the two's health, the more "free" health one of them gets. As in, the conversion of one's HP into the other's HP is stronger.

glacial topaz
#

the maximum I have seen was triple HP conversion, wasn't enough to put both on the same HP
not sure if the limit was how much HP could be donated...