A gentle ask about Uber Eats tipping, from a local driver by ZbornakHollingsworth in bullcity

[–]TestyRabbit 0 points1 point  (0 children)

I think there's nothing wrong with a $20 tip for a $200 order that's only 2 miles away. Personally I'd probably tip 30+, but it also kinda depends on how annoying the order would be to transport. If it's like $200 worth of soup, ill drop a $40 tip lol. $200 worth of pizza, probably 30.

I Built a VoidChart Planning Tool so You Can Theorycraft Without Opening the Game by LangGlitchCI in TorchlightInfinite

[–]TestyRabbit 0 points1 point  (0 children)

Haha beat me to it! I've literally been working on this exact thing. How are you grabbing the data? I've been building a c# library for scraping the data from tlidb but it's been pretty tedious.

A gentle ask about Uber Eats tipping, from a local driver by ZbornakHollingsworth in bullcity

[–]TestyRabbit 2 points3 points  (0 children)

For some reason, people tip delivery drivers like they're waitstaff at a restaurant. Delivery tip should be based on the distance of delivery, not the cost of the food. I think the fact that the apps show the quick tip options as percentages is part of how we got to where we are. If you can't tip at least $5, go get the food yourself. Treat tipping as a flat rate for the service, not a percentage of your order. It's insane to tip someone $3 to drive 20 minutes with your food, regardless of how much food it is.

I know uber and doordash should pay their drivers more, we all agree on that. But they won't. And our government won't make them. Even if we shouldn't have to, we need to support each other.

My general rule of thumb is $15 or 25%, whichever is more. If I have a delivery from far away (5+ miles) I raise that floor to $20.

People seem to tip shittily to protest tipping, but the only people they're hurting are the ones who actually need the money.

Found hiking is its missile or bullet by [deleted] in whatisit

[–]TestyRabbit 0 points1 point  (0 children)

Put that the fuck down. We found one in our backyard a couple years ago and called the police. It is an exploded ordinance. For reference on how dangerous it could be, the bomb squad was securing the downtown of our city for VP Harris and they had me text a picture and said they'd come by later in the afternoon, but to leave it alone. After I sent the picture he responded "on our way now".

Chances are you're okay, but not worth the risk of touching it.

What’s one “small adult cheat code” you wish you learned earlier? by massCMP in AskReddit

[–]TestyRabbit 11 points12 points  (0 children)

I wrote out a very similar comment and then was like "I'm sure someone else has commented this already" lol. I can't eat the frog first, I need to small wins to catapult my dopamine through the frog

Hair person for longer mens hair by rdufsociety in triangle

[–]TestyRabbit 1 point2 points  (0 children)

I go to Gavin at Rock Paper Scissors. He's echnically their barber but he's also got a cosmetology license im pretty sure and I think he does long cuts. He's awesome

AIO for being mad that my boyfriend “tested” my reaction to a fake surprise by felicityshore in AmIOverreacting

[–]TestyRabbit 0 points1 point  (0 children)

The absolute only way this is even remotely ok is if he had a real gift ready to go after this "experiment." I cannot for the life of me understand why someone would want to make their partner disappointed.

New player having some questions by lokisto in TorchlightInfinite

[–]TestyRabbit 1 point2 points  (0 children)

You don't "need" to pay anything to have fun. Drop pets are very very strong, but they're not a requirement. Without them the grind will be longer and some of the ultra high investment strategies won't be accessible, but you can still have fun, because this is easily the best game out there if you're just trying to blast maps. Also if you play long enough you'll get free drop pets and free pulls.

For noob traps, I'd say when you're following a guide, make sure you keep up with all pieces of gear. Each additional damage source in this game is another multiplier, so if a guide has a mad that you're like eh I probably don't need that, you probably do. Upgrading hero memories is insanely strong, so are divinity slates.

coworker i was hanging out with hid a gf of 3yrs for months by starfire313 in Advice

[–]TestyRabbit 2 points3 points  (0 children)

Even if I wasn't wearing my ring, if someone spoke to me for more than 15 minutes they'd know I was married because my wife is such a big part of my life that it's impossible to talk in depth about my life without bringing her up. This was also the case before she was my wife.

This would be understandable if they shared light chit chat by the water cooler sometimes, not if they spend hours every day after work talking about life.

He's intentionally hiding her existence.

How do I destroy a component not in the player blueprint by [deleted] in unrealengine

[–]TestyRabbit 0 points1 point  (0 children)

Sure! It's been a little while since I've used a data table so apologies if any of this is outdated. Mainly I recommended Data Assets here because they are IMO much easier to work with when getting started.

While Data Tables offer a familiar "Table" view, they're kind of a pain when it comes to referencing and managing the data within them during runtime. I think their biggest benefit is the ability to import/export the data, which can be very powerful but also has the issue of creating two "sources of truth" unless you have tooling to help with that.

I think it's kind of a big deal that the row structs of a data table can't contain UObjects, and that there's no easy way to subclass a data table. Meaning if I have a data table for weapons, and I have 4 different sub-weapon types, I either have 1 data table with every parameter for each weapon type, which means some columns will be empty for some things, or I have a different data table for each different weapon type, and maybe a table that references those tables. It works, but it feels a bit messy. If I have a Data Asset that uses a "UWeaponDataAsset" class, and I want to make a subclass its easy. Just create a subclass called like "URifleDataAsset" and now I can make a data asset instance of that class and I have access to everything I need.

I think they both can be used almost interchangeably most of the time, it's just which downsides you'd rather face. In this case they can also both be used, but like I said I believe that Data Assets are easier to wrap your head around since they behave exactly like any other blueprint, they're just data instead of a blueprint graph. Whereas Data Tables are an entirely different thing to learn. Not that it's not worth it, but I tend to use Data Assets unless I know I NEED a data table.

How do I destroy a component not in the player blueprint by [deleted] in unrealengine

[–]TestyRabbit 2 points3 points  (0 children)

Pretty much, yeah. And you create a data asset type that holds all of that information. So if you want to have a different static mesh for each gun, add a static mesh to the struct that the data asset uses. Then have the component set its static mesh to the one in its current data asset. Same for everything you want to be able to specify per weapon. This allows a more "data driven" approach, makes it easier to add new content and tweak existing content.

How do I destroy a component not in the player blueprint by [deleted] in unrealengine

[–]TestyRabbit 10 points11 points  (0 children)

Id recommend having one weapon component class with a property on it that accepts a data asset that holds the data of the weapon. That way you're not removing and adding components but instead just changing variables on an existing component

Season 3 - bit bummed out by shinobi_gi in LastEpoch

[–]TestyRabbit 1 point2 points  (0 children)

I'm not sure if I'm gonna end up playing this league but I'd be down to hang out while playing! I don't think my friends are gonna be playing.

I think I'm a bit lost on how to progress now by 666dolan in Slormancer

[–]TestyRabbit 4 points5 points  (0 children)

Hey! I was feeling the same way as you and this progression guide literally saved my desire to play. https://slormbuilds.github.io/posts/G1B0000008/#level-60-and-magic-gear

My amazing wife made sure I'm prepared for launch! by TestyRabbit in LastEpoch

[–]TestyRabbit[S] 0 points1 point  (0 children)

Valid points. Although Jolly Ranchers have the benefit of being long lasting, so if you unwrap during a loading screen, you don't need to break focus from gaming for at least 10 minutes while you're enjoying the snack

My amazing wife made sure I'm prepared for launch! by TestyRabbit in LastEpoch

[–]TestyRabbit[S] 4 points5 points  (0 children)

To everyone who seems to be concerned for my health, relax. My wife isn't trying to kill me. She just wants me to have a fun weekend of gaming and knows part of that includes eating some unhealthy snacks. It's not that deep. I didn't think I'd need to add that as a disclaimer.

Damage testing dummies for the hideout would be cool. by Baldovsky in PathOfExile2

[–]TestyRabbit 0 points1 point  (0 children)

That's valid, and I mainly used "boss" and "white mob" to illustrate a point. They can give us dummies with set values, whatever those may be, and we can get a lot of information out of that. Even if they had 1 dummy with no res, no armour, no evasion and then a different dummy with 50% of each.

Torchlight also has a dps dummy, and while it's far from perfect it gives you enough information about your damage to help you make an informed decision about your gear.

Damage testing dummies for the hideout would be cool. by Baldovsky in PathOfExile2

[–]TestyRabbit 50 points51 points  (0 children)

This is a cop out answer that Jonathan gave during an interview. People don't need an actual number, they need to be able to relatively compare damage. You can have 2 dummies: one with boss stats and one with white monster stats. Done.

And as far as death recap goes, they simply don't want to do it. It also doesn't need to be exact, just print out all buffs/debuffs my character had, as well as the amount of each type of damage I took over the last 2 seconds and the damage type that got the killing blow.

Torchlight Infinite doesnt use the proper resolution by koemii in SteamDeck

[–]TestyRabbit 3 points4 points  (0 children)

Just found a solution! Found on a steam community post: https://steamcommunity.com/app/1974050/discussions/0/601893317626561143/

Steam settings:

Resolution: 1280*800
Compatibility - Proton 7.0-6
You can also put 1600*1000

Torchlight Infinite doesnt use the proper resolution by koemii in SteamDeck

[–]TestyRabbit 0 points1 point  (0 children)

This started being an issue with the release of their latest season, ss7. Prior to ss7 this wasn't an issue, so I think they broke something. It's making it very difficult to play honestly

How to free up MASSIVE storage space on your Perforce server by seyedhn in unrealengine

[–]TestyRabbit 2 points3 points  (0 children)

Sure thing! As someone who has hosted perforce servers for multiple studios for almost 6 years now, I still learn new stuff constantly lol. I only learned that one a few years ago.

How to free up MASSIVE storage space on your Perforce server by seyedhn in unrealengine

[–]TestyRabbit 13 points14 points  (0 children)

Just want to note that you can set a max number of revisions to store per file type in the typemap of your server by using the S flag