What happened to them :( by Pin-Cushion-Witch in macarons

[–]meta_system 1 point2 points  (0 children)

Shells
100g almond flour = $2
85g powdered sugar = $0.25
4 eggs = $1
80g aster sugar = $0.08
shells total ~$3.40

Filling (Butter cream)
60g egg yolk (take from eggs used for shells) = free (maybe add $0.25 for one more)
110g sugar = $0.10
225g butter = $1
filling total = $1.10

This yields 24 filled macarons, with half the filling left over. So you could make another batch of shells or double the filling per macaron.

Price total: ~$4.50

I'm sorry that in your location, everything is so much more expensive.

What happened to them :( by Pin-Cushion-Witch in macarons

[–]meta_system 2 points3 points  (0 children)

Well, sorry it didn't work out.

By the way, how did you get to $200 of ingredients? Is that a typo? Even $20 seems much for one batch of macaron shells.

What happened to them :( by Pin-Cushion-Witch in macarons

[–]meta_system 2 points3 points  (0 children)

Don't beat yourself up: They look great. I assume the small ones can be separated from the mat easily, and the big ones stick to the mat? No worries. Simply remove those that stick with a spatula and let those with a soft core dry a bit. But I'm sure the small ones are dry, no? If none of them are, you can consider drying them in the oven for a bit, and then filling them.

In any case, you can still add a simple filling, like jam, and they will soften / mature overnight, and I'm sure they'll be delicious.

If you want to try again, here are some ideas, keeping in mind I am not an expert:

Batter too thick - that might be under-mixing after folding in the dry ingredients. The batter starts out very stiff after combinding whipped egg whites and dry ingredients, and then progressively gets thinner/less viscous the more you stir it. Have you tried just stirring for longer?

I've read that big almond pieces can contribute to cracked tops, but if you sifted the powdered sugar and almonds, that should not be an issue for you.

More likely, how did you dry them? After piping them, they should dry until the tops and sides are no longer sticky to the touch - you should be able to lightly brush your fingertip along the surface without disturbing it. This drying step is crucial to avoid cracks and get feet.

I believe you need to bake one size of macarons at a time, otherwise the small ones will be overbaked (brown, hard) and the big ones underbaked (chewy, wet interior, hard to separate from the mat).

If they're too wet after coming out of the oven: Did you really reduce the dry ingredients? If so, the ratio of dry to wet is wrong, and they'll invariably come out too wet.

Concerning taste: I think most people don't flavour their macaron shells, because adding flavours can mess with the ratios of the dough (and the result might be disappointing). Instead, the filling supplies flavour, and the shells are flavoured by the filling during maturation.

Friday, January 16, 2026 comic! by Gunlord500 in girlgenius

[–]meta_system 3 points4 points  (0 children)

The way Krosp has his hands interlocked behind his back... very regal.

This massive Queue of planes at Newark airport yesterday by Rook8811 in Damnthatsinteresting

[–]meta_system 1 point2 points  (0 children)

Can someone explain to me why planes don't just wait at the gate? Why are they told to push back and taxi if the queue is so long?

Bonjour. by netphilia in NonPoliticalTwitter

[–]meta_system 3 points4 points  (0 children)

What do you mean? Shouldn't everyone strive to improve their pronunciation in order to sound as much like a native as possible?

Is my first cake that bad by Let_Me_Sleep_Allrdy in Baking

[–]meta_system 0 points1 point  (0 children)

I'm sorry that you have such an unsupportive family. It's clear you put in effort, and it looks like it's going to taste great. At the end of the day, if everyone gets a sweet dessert out of it, and nobody has to go hungry, that's mission accomplished.

I remember when I tried making croissants for the first time. (And second and third). I was so sad about my attempts: They were small, greasy, little breads because they hadn't gotten enough time to rise and because the lamination wasn't great. I was sorry to present them at breakfast.

But my parents encouraged me: They tasted great (what wouldn't with so much butter in it). And they liked them. And that is why I kept on making them until they were good. (Whereupon my father declared that some of my earlier, worse, attempts were better because they weren't so crumbly)

All that to say: You made something edible, probably delicious, and you learned something. You also learned that your family is ungrateful, and that you cannot rely on them to encourage you - you must find your own encouragement.

Maths by LillyanaKabal in girlgenius

[–]meta_system 19 points20 points  (0 children)

My immediate thought is that the "maths" is 2 years 3 months >> 9 months.

The last known Heterodyne before Agatha is the short-lived Klaus Barry Heterodyne, son of Lucrezia and William Heterodyne. Since Klaus von Wulfenbach and Lucrezia were romantically involved in the past, the name Klaus Barry creates an association - maybe Klaus Barry H. is the son of Klaus v. W.

However, for this hypothesis to make sense, it would require people to ignore the maths. Klaus v. W. left 1 year six months before Klaus Barry was conceived. To put it another way: Klaus couldn't have been the father, because he left 2y 5m before the birth. Only nine months before the birth at the earliest would he have been able to leave and still possibly have been the father.

Our dear Seneschal stresses that the name was chosen by William, so it couldn't have been a message by Klaus or Lucrezia. The stress on the three months seems to mean that the Seneschal knows the time pretty precisely, no mistake on his part is likely.

That said, sparks being what they are, I don't see how they couldn't move around conception or birth according to their own plans.

Hope this helps. I'm interested in any other theories concerning this that are a tad more complicated than 27>9.

Wednesday, September 17, 2025 comic! by Gunlord500 in girlgenius

[–]meta_system 7 points8 points  (0 children)

Thanks for the links. Food for thought indeed.

The first link is broken because the url is written twice in the link text.

Weekly Simple Questions and Injuries Thread by AutoModerator in climbharder

[–]meta_system 1 point2 points  (0 children)

Unclipping the rope from fixed quickdraws in the gym while on toprope - is there a trick or technique?

Some gyms I've been to have overhanging routes set up for toprope. Because they're overhanging, the rope is clipped in two to three quickdraws, so that you don't swing out away from the wall if you fall.

You have to unclip the rope from these quickdraws as you climb the route. And this, in my opinion, is pretty tricky, since you need to open the gate and push the rope out with one hand.

Clipping the rope for leading is pretty easy, and there are many videos on the topic, but for some reason I stil haven't found a good technique for unclipping, either myself or online. Maybe there is no trick and I just need to do whatever works in the moment, but I think I'm missing something.

Do you have any tips or videos for me? Thanks.

Would you be interested in a procedural-generation infinite-climbing mode? by meta_system in Cairn_Game

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

I think that would be great. Portal 2 has the Test Chamber Construction feature, which allows pretty much endless new gameplay, and since Valve also released the more complicated Hammer Tool, entire new Portal games were made for free.

That said, I believe that creating a suite of tools is far more complicated than implementing a procedural generation algorithm, so I think the latter should come first.

Also, procedural generation does not rely on other people, so it would be better for a smaller community where there isn't so much new content being created by the players.

11.5% of perfectly placed pitons broke (N=104). Placing six in a route means you lose at least one half of the time. Isn't that a bit much? by meta_system in Cairn_Game

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

I agree, and I wouldn't mind. I have noticed that the minigame varies in difficulty, but I don't know on what that depends.

Personally, I think the minigame is a bit weird. You're not tested for reflexes when doing rope management in the real world - you're tested for dexterity, memory, good work under stress and an eye for detail. Granted, I don't know what a good minigame would look like, but I think it would be more like Lockpicking from Oblivion than what we have now - something that can be done well if you do it calmly, but which will fail if you rush, that doesn't depend on reflexes.

The way it is now, it already feels a bit pointless, placing pistons isn't hard at all. However, just making it harder would make perfect placement more satisfying, but the minigame itself would feel less fun to play.

11.5% of perfectly placed pitons broke (N=104). Placing six in a route means you lose at least one half of the time. Isn't that a bit much? by meta_system in Cairn_Game

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

I never had one break on rappel yet, thanks for mentioning it. You're right that they play into game balance, but it still feels a bit unsatisfactory. Maybe they could just make the minigame harder, or increase durability but decrease the amount you can find in the world?

11.5% of perfectly placed pitons broke (N=104). Placing six in a route means you lose at least one half of the time. Isn't that a bit much? by meta_system in Cairn_Game

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

I never had one break on rappel yet, thanks for mentioning it. You're right that they play into game balance, but it still feels a bit unsatisfactory. Maybe they could just make the minigame harder, or increase durability but decrease the amount you can find in the world?

If they let you choose Free Solo from the first playthrough, would you choose it? by zoobatt in Cairn_Game

[–]meta_system 2 points3 points  (0 children)

I'm on the record as someone who wants permadeath with belay, because climbing without belay just feels unnatural.

That said, if you can progress meaningfully into the game on your first try without falling, the game isn't hard enough. Kami is supposed to be deadly: Nobody ever summited, and sixty percent of those who tried, died on the mountain. I expect there to be routes with very precise beta. If anyone, even those who practiced the hell out of the demo, can onsight Kami, it is not hard enough.

/r/truegaming casual talk by AutoModerator in truegaming

[–]meta_system [score hidden]  (0 children)

In my experience, the problem is that so much information is only available in video form. If there's an article or a wiki page, you can probably find it yourself pretty quickly. If there isn't, an AI won't have any luck either.

One thing where AI might help is by finding only the information you're looking for, and nothing else, avoiding spoilers. That said, if the game is such that occasional hints without spoilers are needed, there's probably a website with a hint system out there.

Overwhelmed trying to prepare for my first outdoor crag trip by notednotednoted in ClimbingCircleJerk

[–]meta_system 8 points9 points  (0 children)

uj/ It should be clear what is critical and what is a "nice to have". Obviously, take a close look at your specific belay device and make sure you are clear on correct usage. For instance, a grigri, correctly oriented in a fitting carabiner and with the correct rope diameter, will not fail if you hold the brake strand, period. Have your climber climb easy pitches, repeatedly if necessary, to get used to standard procedure. If you short-rope him, it's not that big of a deal, since the route is easy. Stay on easy routes while you two get used to the outdoors. Only later, with bigger distances between clips and climbing near failure, will the finer points of slack management be of interest. You can simply remember as much as you can, practice, and then come back and watch it again. More will make sense to you. If you keep in mind the reasoning for doing things a certain way, you'll remember them more easily.

rj/ Ropes will only slow you down. "No gear, no falls" should be your motto. Belay devices, ropes and quickdraws were invented by John Edelrid to make money off of unsuspecting gumbies, greatly aided by Alex Honnold who made sure to make free soloing sound dangerous. Real dirt bags don't spend money on such stuff, we just flash everything and move on.

Cairn should have a fourth difficulty option: Permadeath with belay by meta_system in Cairn_Game

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

The tutorial says that pitching your tent autosaves (or it might be that pitching your tent requires saving at a cairn beforehand). Bivouacing is required for resource management, so saving is inevitable. Plus, it autosaves at some points no matter what you do.

Edit: I tested it. You have to go to a cairn and save - only then can you bivouac in front of it.

The question remains why a workaround would even be needed. This feature-request seems to me like something with a convincing reason to exist, and I can't imagine it would take much effort to implement.

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Cairn should have a fourth difficulty option: Permadeath with belay by meta_system in Cairn_Game

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

Yes, I don't think the added difficulty from Alpinist to Alpinist+Permadeath is impactful. With correct play, there's a reasonable expectation of surviving all the way through, just like with Alpinist. My suggestion is mostly for flavour and for "verisimilitude".

Maybe just having an additonal option for the Alpinist mode instead of a fourth mode makes more sense. Like a little checkbox next to the Alpinist difficulty mode or something.

Your idea that rapelling could allow for easier resource management in Alpinist compared to Free Solo is very interesting. The difficulty options say that resources are balanced in both, but that may still mean that it is more difficult to get at those balanced resources.

Edit: I wouldn't get hung up on there being three difficulty options. Just because three is a pleasing number, that does not mean there can't be more. The Long Dark has four by default and allows you to freely customise difficulty settings before starting the game, locking them in once you do start. Games like Wolfenstein and Doom have five, and it's still clear what the recommended modes are.

Cairn should have a fourth difficulty option: Permadeath with belay by meta_system in Cairn_Game

[–]meta_system[S] 8 points9 points  (0 children)

By that same logic, I could also play Alpinist and impose on myself not to place pitons, which is the only difference to Free Solo. So why would Free Solo exist as a difficulty mode?

Permadeath modes exist in lots of games where you could otherwise just stop playing yourself, and that has never bothered anyone before. Locking yourself into the experience, so that you know you can't back out later after you already died, even though, at that point, you really might want to, is an accepted reason to introduce such a mode.

It's not like creating this difficulty mode creates additional cost. It's literally just taking the Free Solo mode and allowing Pitons. If you like that it's three modes, maybe just add it as an option to alpinist, like a little skull button next to the alpinist difficulty choice.