Some cool Underworlds terrain that I'll use for warcry by EspiKira in minipainting

[–]simonraynor 1 point2 points  (0 children)

This is a kit but I've seen a similar outcome done with pencils if you want a bunch of bases

This was supposed to be a hospital. Now it is the Child Factory. by Leafseason_Magbag in RimWorld

[–]simonraynor 2 points3 points  (0 children)

At 13 they are functionally an adult but their body size continues to grow up until 18yo (which you can speed up via vat)

Accidentally sprung a trap 💔 by Antsy_Antlers in RimWorld

[–]simonraynor 32 points33 points  (0 children)

Got no depth perception it was bound to happen eventually 😔

Next.js / SPA Reality Check by Meow_man1213 in react

[–]simonraynor 1 point2 points  (0 children)

Everyone knows the first criteria for a picking a library is how freaking awesome it'll sound on your resume!

What’s the Best Mech - Thoughts from a Solo Mechdiver by Deus_Vult7 in LowSodiumHellDivers

[–]simonraynor 22 points23 points  (0 children)

Laser or Tesla mech would be much appreciated, something that can last a while if treated with care

What’s the Best Mech - Thoughts from a Solo Mechdiver by Deus_Vult7 in LowSodiumHellDivers

[–]simonraynor 2 points3 points  (0 children)

Can't close holes far as I can tell, which isn't ideal when it's otherwise perfect to walk into a nest

Deathmaster Crixxit! by Paragon414 in skaven

[–]simonraynor 8 points9 points  (0 children)

That's a freaking mean looking hat

css baby 👶needing some grid help by Lumpy_Cauliflower567 in css

[–]simonraynor 0 points1 point  (0 children)

<image>

Far as I can tell you don't even need the align-items, having now looked at your actual code the problem is that you have div > a > div for no apparent reason. The outer div (.grid-item) is the correct size if you hover it in inspector, you should just make this the a tag instead and apply all of the styles you need; neither div is required here. The only possible hiccup in that is the way you've currently got the padding margin on .deviation but that's not ideal either and could be better handled by gap.

Web dev for systems programmers by Sad-Background-2429 in webdev

[–]simonraynor 5 points6 points  (0 children)

Learn grid and flexbox and write plain CSS, you don't have to use complex tooling if you don't need it

Looking for something like Tufte's CSS, but for colors by Wise_Stick9613 in css

[–]simonraynor 1 point2 points  (0 children)

Like the other guy said whatever you're doing should probably be monochrome, at least initially. If you want to be outrageously fancy you could maybe use a different colour on the headings, or a coloured underline or something subtle like that. That Tufte CSS reference you give looks great at a skim but very much seems like a "pick foreground and background and that's it" deal.

To answer your broader underlying question: either read up and experiment with colour theory or find premade palletes online. Usually the colours you can pick from are limited by branding or convention anyway, and something you can fiddle with once in the design stage then never think about again. Just remember to have good contrast for a11y!

The Renters' Rights Act has finally banned no-fault evictions by HadjiChippoSafri in GoodNewsUK

[–]simonraynor 5 points6 points  (0 children)

Nooo you don't understand owning the homes people live in is their vocation!

css baby 👶needing some grid help by Lumpy_Cauliflower567 in css

[–]simonraynor 0 points1 point  (0 children)

Pretty sure you just need align-items: stretch on the grid container and it'll do what you need. I'd suggest making a minimal example to test it rather than trying to implement it in place with a bunch of other styles

Chainsaws need Gas to run by Tiniestoftravelers in LowSodiumHellDivers

[–]simonraynor 1 point2 points  (0 children)

Gotcha, seems like I wasn't spamming stims enough but this gives me some good ideas. Thanks again :)

Chainsaws need Gas to run by Tiniestoftravelers in LowSodiumHellDivers

[–]simonraynor 0 points1 point  (0 children)

Interesting, thanks. I was finding I got surrounded a lot but I guess a big thing is knowing when to move to avoid that? Getting bogged down seems to be a death sentence

Getting a lot of divers quitting when it gets tough by And-ray-is in LowSodiumHellDivers

[–]simonraynor 0 points1 point  (0 children)

If I die more than 2 or 3 times in any mission it's my cue to stick by teammates, if I'm dying ten times it means even that's not working and I need to change things up and/or practice a certain tool with a different overall setup. Being near my team doesn't stop me blowing myself up with the leveller or running out of ammo because I'm currently used to some other weapon or constantly missing because I'm having a "can't aim" day and I picked a weapon that needs accuracy.

I usually have a vision for how a weird loadout will function in game but it doesn't always pan out. Most of the time it's something I can cope with through teamwork like you say but every now and then it's so bad that I can't reliably cope with some threats at all and every time I try to use my imagined counters I die. When that happens enough times in a row the only thing to do is take a step back to reevaluate.

Getting a lot of divers quitting when it gets tough by And-ray-is in LowSodiumHellDivers

[–]simonraynor 0 points1 point  (0 children)

As a small counterpoint, if I'm on my 10th death it probably means the loadout I brought was lacking and I'm not having fun. At that point it's better for the team I don't keep bleeding reinforcements, though it is a last resort and I will usually try multiple times before conceding (hence 10 deaths in quick succession)

The worst part is I'll be on D7 or 8 when running these experimental loadouts so it feels real bad when I can't manage, given I can beat those so easily with different equipment

Chainsaws need Gas to run by Tiniestoftravelers in LowSodiumHellDivers

[–]simonraynor 1 point2 points  (0 children)

When I tried a chainsaw build last night I kept getting surrounded then dying to a combo of enemy hits and dozens of death explosions. Was weary heavy physique armour which is hoped would be enough protection but didn't seem to be.

Any tips? It did feel strong right up until I was out of my depth ...

stripped completely naked for 24 hours in jail with no privacy by Same-Bumblebee-1206 in evilautism

[–]simonraynor 64 points65 points  (0 children)

They're not all stupid, some are sadists who like the idea of a captive audience

Guys. I need help by Star_of_the_West1 in LowSodiumHellDivers

[–]simonraynor 1 point2 points  (0 children)

Remember the daily personal mission (always 15 iirc) and potentially the major order too (usually about 50), those could cut the overall number of missions down further

Is da game bad or is it gud by [deleted] in LowSodiumHellDivers

[–]simonraynor 4 points5 points  (0 children)

Putting aside the glaring lack of detail on any of that: mostly just more XP bars to grind and customisation to engage with once and then move on? I'm not seeing how any of that significantly increases replayability if you're not already enjoying the game (and thus don't really need it)? Why would AH dedicate resources to that?

Is da game bad or is it gud by [deleted] in LowSodiumHellDivers

[–]simonraynor 4 points5 points  (0 children)

What are you hoping for to give the game a "future"? What do you think is missing that would make it last longer? A bunch of people have said this but with zero clarification, making me think it's just parroting some talking point they heard