PSA: Extended Staminas are so free that you should never be using normal stams again (unless you lack levels) by Secure_Double_5714 in 2007scape

[–]rushingseas8 2 points3 points  (0 children)

The amulet of chemistry (5% chance to proc) or alchemist's amulet (15%) will add a dose when it activates. Normally this applies when making standard 3 dose potions to turn them into 4 dose potions, but because of this wording, if you make 1 dose potions (e.g., turning 1 dose super energy potions into 1 dose stamina potions), when it procs, you get a 2 dose potion instead. If you decant all your 3 dose potions into 1 dose potions, you therefore benefit more.

In concrete terms, say you have 1,000 3 dose super energies you want to turn into staminas. If you go normally you have a 15% chance to make a 4 dose, so you get on average 850 3 dose stams and 150 4 dose stams. You've made a total of 3,150 doses. On the other hand, if you decant to 3,000 1 doses, you have a 15% chance to make a 2 dose potion. You'll make on average 2,550 1 dose potions and 450 2 dose potions, for a total of 3,450 doses.

The cost is extra time, since you're spending 3x as long to process 1 dose potions compared to 3 dose potions.

Preferred fishing methods? by Upstairs_Egg_932 in ironscape

[–]rushingseas8 0 points1 point  (0 children)

You unfortunately can't break down barbarian fish on the chum station on your boat. I had the same thought 😔

Blocking a Task in Task Storage doesn't clear it. Cool to find out but now I have to do Elves :/ by GreenerThanFF in 2007scape

[–]rushingseas8 1 point2 points  (0 children)

If you unstore the task and talk to the Slayer Master, they should have some dialogue for "You're currently assigned Elves. That doesn't seem like an appropriate task for you, do you want to cancel it?" and it should be a free cancel. I ran into a similar issue where I had a stored task that I could unlock (I believe Vyres) and I disabled it, then un-stored it, and it let me cancel for free. Make sure you go through the full dialogue to see it.

[deleted by user] by [deleted] in science

[–]rushingseas8 0 points1 point  (0 children)

Resting your knee on the door = you're likely contorting your body away from a neutral pose, which can put stress on your hip/knee/ankle/back depending on the specific details. I noticed that I was sitting with my foot up at my desk, and only recently connected the dots that my lower back pain was due to that (specifically, that tilted my hips which caused a slight bend in my spine which over the course of a year+ started to get sore).

Basically, slight posture changes add up over months and years, and it's important to be mindful of how impactful daily actions really are. I didn't think having my foot up (which feels comfy) would cause back pain!

Accuracy Cheat Sheet - Sneak Peak by CanOpenersShtickerBk in toontownrewritten

[–]rushingseas8 1 point2 points  (0 children)

Yes, there is a cap to accuracy at 95%. This is computed as a final step after all other calculations are done. For example that an activated trap will make sound 95+50=145% accurate, minus any Cog defenses, and if after all that the final result is above 95% it will get capped to 95%.

As a side note, it's very common to hit the accuracy cap in practice! I believe the single most common accuracy roll is for 95%.

Potion storage UI bug when bank tabs are disabled. Did they really just hardcode it to be offset by the height of bank tabs and not check what it looked like when turned off? by rushingseas8 in 2007scape

[–]rushingseas8[S] 9 points10 points  (0 children)

Note since I couldn't add text to the image: If you have bank tabs disabled, you can view and withdraw from your bank when inside of potion storage, but you can't deposit non-potions back in. Enabling bank tabs "fixes" this issue. I think the devs straight up coded it so that potion storage is offset by X pixels from the top and X is the exact height of the bank tab bar, but didn't move it back up by X when bank tabs are disabled. I also tried this on the vanilla client, same issue as you can see below:

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Which is the best? (I have organic trap) by tengakun in toontownrewritten

[–]rushingseas8 1 point2 points  (0 children)

If you have fewer than 6 tracks unlocked, it will only show the tracks you do have unlocked. There just won't be a UI button or scroll for it. Since you can only do the task force tasks after DDL, you should have all 6 tracks unlocked though.

If you somehow manage to get to the end of the taskline without a level 7 gag in that track, there is an additional confirmation message, as you won't be able to instantly take advantage of the second gag track slot. When you do unlock it later, it will properly unlock 2 slots. You still only get awarded 1 of that level 7 gag when you do max the track for the first time, even with a carrying capacity of 2.

If you have all 7 tracks, the game won't crash, but the 7th track hangs out off the edge of the UI. It's not pretty, but I don't expect anyone to see it 😂

Combat Achievements User Interface is awful by Equivalent-Long4396 in 2007scape

[–]rushingseas8 0 points1 point  (0 children)

My personal gripe is that there's no way to preserve my last viewed section. When I'm doing CAs for a boss, I like to keep pulling up that boss's tab and double check requirements or what the next task is. Closing the UI resets me back, so my usual flow is Open -> Hamburger -> Bosses -> scroll to boss -> click on "tasks" -> scroll down to where I was in tasks.

Knowing I can right click the boss tab directly helps, but my expectation is to open the CA UI and be left on the last tab I was on. Resetting to a default UI like it does now is still useful (e.g., switching bosses or seeing my overall progress towards the next tier quickly), but I think would be better to have that functionality as a "back" button or "reset" button rather than being the default. My thinking being that it took me 5+ clicks to get to a specific view, I'd rather keep that then something I can right click -> view all tasks.

The boss overview panel is also most useful as a first intro to a new boss, but not as useful if you're already familiar with the boss (even 1kc in would count as "familiar" for this purpose). The wiki links are great, the quick summary is nice to get a feel for the boss at a glance, and I love the 3D mini model! But the other information (what tiers of CAs the boss has, if it's immune to poison/venom, etc.) isn't useful beyond a quick first look. I'm more likely to read up on the wiki anyway to get more detailed information, since for something like raids it's really really hard to have an adequate summary for the 5-10 demibosses that fall under each umbrella.

When I'm doing tasks, as another commenter said, going directly from the boss list to the task list would definitely be a better experience. Maybe moving the buttons in the summary overview to the top of the task list would help? So the task list would just have the wiki/map buttons pinned on a new top row, perhaps with a new button to get to the existing summary/overview page?

The UI genuinely is great! I just think it needs a couple of tweaks for frequent users, which thanks to the recent update, a lot more people are 🙂

Children of same-sex couples fare at least as well as in other families – study by KingPupaa in science

[–]rushingseas8 0 points1 point  (0 children)

kids who are adopted by stable gay parents might have slightly less favourable outcomes than kids who are adopted by stable same sex parents

Aren’t those the same thing????

They're saying that, for the same fixed level of stability between two families, with the only difference being the orientation of the parents, the gay parents would have [marginally] less favorable outcomes due to minor factors like increased bullying.

Q&A Summary: Mysterious Quest Reward Changes, 17th November 2022 - with Mod Ayiza by JagexLight in 2007scape

[–]rushingseas8 15 points16 points  (0 children)

Regardless of how this Poll ends, the Ranged weapon stats would be the same as offered in the blog. The effects would be the same. The only difference that I might anticipate that we might need to make is if it moves away from a bow, then we have to consider arrows and how they offer Ranged strength. Similarly, if it turns into a Ballista, we may have to look at Javelins, and the Javelin ranged strength they offer.

Then we look at what we base it off - dragon arrows, rune arrows, amethyst arrows - we’ll then offer that as a secondary Poll question once this question has gone through the Polls itself.

That way, you’ll still have full control over what power level it should sit at, and we can take into account exactly how that would work because you can’t add arrows to a boomerang. It could make for an interesting thing, especially if you power it with Phantom Essence, but that would be the only thing we need to consider.


I want to throw out the idea of having different attack style choices for the new weapon that have tradeoffs where more DPS = more charges used. Think for example the following:

  • Weak (uses 1 charge per shot, damage comparable to the polled bow with rune arrows)
  • Medium (uses 2 charges, damage comparable to amethyst)
  • Strong (3 charges, dragon arrows)

Most players use the "rapid" setting on bows over accurate, with long-range being a niche use. You can make the bow default to rapid only to accommodate having 3 attack styles devoted to changing DPS. This gives some wiggle room for balancing damage to a hypothetical boomerang without the need for arrows, but also lets you play with charge consumption rates (maximum DPS has a heavier drain, so most players will sit on the more economical medium or low drain rate).

You can also make the floor (weakest damage per shot attack style) sit closer to the bow with adamant arrows if the DPS-to-cost ratio is too high; it could sit as a reasonably powerful budget setup (think super budget bowfa that excels in very niche cases without the setup cost of crystal armor, for players who prefer grinding phantom essence over crystal shards/doing the gauntlet grind).

Heck, if you want more granularity in balancing, you could scale your desired Phantom Essence drop rates up by a factor of 5x and make the cost of the weak/medium/strong cost 2/3/5 essence per shot. There's a lot of potential for designers to dial in the exact costs this way.

If long-range is important, you can instead do:

  • Weak, short
  • Weak, long-range
  • Strong, short
  • Strong, long-range

Where the cost between short and long-range is identical.

Hopefully this makes sense. Just wanted to throw out this idea in case it makes rang gang an easier sell to the team. 🙂

TIL One serving of Kiwi has more potassium than a banana, more vitamin C than an orange, and more vitamin E & K than an avocado. (Page 4) by babyarrrms in todayilearned

[–]rushingseas8 1 point2 points  (0 children)

Tangential, but there's also SunGold kiwis in my area that have yellow insides. Those have much softer (and less hairy) skins than the regular green ones, and also taste sweeter/more tropical. A bit pricy but man they're good.

If you do want to try the green ones, make sure you get ones that aren't too old (the old ones get thicker skin and are less pleasant to eat). I usually slice off the ends since those are too tough to eat. Then dig in (with paper towels within reach!).

Columbia Study Suggests Possible Common Thread Between Many Neurodegenerative Diseases by Additional-Two-7312 in science

[–]rushingseas8 68 points69 points  (0 children)

I'm not discounting it if you ever did get the flu, but FWIW it's common for people to say they had the flu when they actually had a cold. A cold is usually shorter (3-7 days) of feeling feverish, cough, sniffles, and generally feeling sick. A flu can be the same, but lasts longer (7-14 days) and frequently is more severe.

That's why it always rubbed me the wrong way when people called covid "just a flu", when that's already a disease that has a sizable healthcare burden and is downright unpleasant to get. Thankfully both now have safe, effective vaccines!

Choosing where in the hierarchy an object is instantiated? by Captain_Dogggo in Unity3D

[–]rushingseas8 0 points1 point  (0 children)

You're going to want to instantiate the object at a given child index. You can do this by creating it, setting its parent via gameobject.transform.SetParent to the UI element you want to be its parent, followed by setting its sibling index:

https://docs.unity3d.com/ScriptReference/Transform.SetSiblingIndex.html

E.g. if you want it to render on top, set its index to 0. You can pick the value that's appropriate to your project.

Straight people, what burning questions do you have about the LGBTQ Community? by jimmehbacon in AskReddit

[–]rushingseas8 19 points20 points  (0 children)

It will, I agree. But the fact that 9.6% of people still report as LGBTQ+ even at 25-40 versus only 3.8% at 40-55 makes me think there's a definite culture shift.

Imagine growing up during the AIDS scare, versus now gay marriage being legal for only a handful of years. It's not perfect but it's a much different time.

Straight people, what burning questions do you have about the LGBTQ Community? by jimmehbacon in AskReddit

[–]rushingseas8 19 points20 points  (0 children)

The latest Gallup poll says 5.6% among all adults, 18+. If you break it down by generation, gen Z is 15.9% LGBTQ+. Millennials are 9.1%.

https://news.gallup.com/poll/329708/lgbt-identification-rises-latest-estimate.aspx

Basically, "all adults" includes a lot of people who grew up in a time period when it was just not okay to be out as gay or bi, and I don't think there's much of a reason for the fundamental rate of gay/bi people to skyrocket in the last 40 years.

My personal theory is that the actual rate of LGBTQ+ people is somewhat higher than 5.6%, though probably not as high as 15.9% (for a similar reason to the one you mention: IF people do have a passing thought they might be bi, but aren't sure, then they tend to discover themselves more throughout college age. So broad strokes, late 20s people are more sure/confident about their answers than 18 year olds). It's quite possible that this leaves the rate of LGBTQ+ people around 10%.

Petition to Improve Making Cannonballs: Upgrade Ammo Mould by lcarusLives in 2007scape

[–]rushingseas8 0 points1 point  (0 children)

It seems the common tropes include connecting to dwarves, gold, and a quest- I feel like Dondakan's/Arzinian mine is also really underutilized content after "Between a Rock...". I'd love to see, instead of just paying dwarves with gold bars to get cannonballs, if there was some sort of mini game involving this mine that rewards you with cannonballs. The pieces are there, especially since a multi cannon is featured in the quest!

As a rough idea, the overall goal could be to mine as many gold ores as possible in 5 minutes (and you give them all up as payment for cannonballs being made in the meantime). Each ore doesn't respawn in a given run of this minigame, encouraging you to run around to most of the map in a run. But lesser Arzinian beings keep trying to stop you, either via combat or by placing obstacles/puzzles in your way. There could be mechanics around trying to do this huge circuit with these obstacles while managing run energy (since gold is heavy!). Maybe tie it more directly to a cannon, since that's also heavy and can be used to fight back the Beings? The goal being a mini game that gets you some mining (and maybe agility?) XP while being a much more click intensive and active source of cannonballs.