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Cake day: July 17th, 2023

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  • After a few weeks, the humidity is driven out of the air, and humidity is what allows heat to transfer to/from your body more efficiently. Hit feels hotter when it’s humid, and the same with cold, however hot air can hold more moisture, so it tends to build humidity over time. After a couple weeks with cold weather, the humidity drops and the cold starts to feel less cold.











  • As for the “you can’t clean it” it’s BS in and of itself. I use a chainmail scrubber to remove the big stuff, then soap and one of those green scrubbers to get it good and clean. The trick is, no matter how you clean it, you need to dry it COMPLETELY (I use paper towel) then oil it immediately. Doesn’t take much oil either, maybe a drop about the size of a nickel for a 12" skillet. My wife has alpha-gal syndrome, so all cookware needs to be thoroughly cleaned with soap and water, no exceptions.

    Once you get a good seasoning set in, it’s almost indestructible, unless you seriously mistreat it… and even then it’s fixed pretty easily with an SOS pad, oil, and an hour or two in a hot oven.

    My cast iron is more non-stick than any so-called ‘non-stick’ pan I’ve had, and I have one of those The Rock pans. I think the only caveat is you have to get a decent one. Anything made in China is no good (nothing necessarily about the casting or finish of the pans themselves, they just have very low quality iron); I personally buy Lodge, but there are a few other good brands to look in to.


  • That can be fixed by changing the factors that affect difficulty. Instead of giving the enemies less health or making your attacks stronger, give the player more health or weaken the attacks of enemies on easier modes. This would result in each combat experience being roughly equal in length and intensity, but allowing a more novice player to make mistakes and soak attacks that would be fatal in higher difficulties. You would still be able to experience an enemy’s special mechanics.

    This scales well in the other direction as well - say an enemy has a powerful attack that you need to dodge. On easy, you can maybe tank 3 of them from full health, medium is 2, hard is 1, and nightmare is a one-shot kill.

    Another scaling option is the speed of enemies either movement speed or the time it takes for them to land hits, attack animation timing, etc.