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Joined 1 year ago
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Cake day: August 25th, 2025

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  • I have recently watched a lot of Lance Hedrick videos on Espresso and I kinda started to disagree with the weighing of coffee grounds, at least for the first few shots from a machine. I would rather say you should see how full the basket needs to be to have the correct depth for the basket/machine and then weighing this for the specific coffee, as these can also wildly differ in density.

    For finding out what is a good height, Sage provides a tool with their machines or you can put the dry puck in the machine and see if there is a mark in the dry grounds after doing this. If there is you need to use less coffee. If there isn’t you don’t have too much coffee. I have also seen some peopke use a coin on top of the puck to see if it gets pushed into the grounds but I don’t know which one or if it is universally applicable across different currencies and coin types.

    Some machines also have fill lines to show how high the puck should be after tamping.

    Outside of that the guide is a great idea and looks very helpful for people starting out with coffee. It can be very hard to manage all the information coming from all sides of the community, sometimes even conflicting information between different sources.







  • You should still weigh it. Pulling just refers to activating the water flow and stopping it when the desired amount of Liquid is achieved. A good ratio for traditional Espresso is around 1:2-1:2.5, that means for every gram of coffee you have two grams of espresso.

    For Example, if you have 18g of ground Coffee in the basket, then you want to habe 36g at the end.

    Different kinds of coffee, like lungo, use differen ratios.

    For now you can mostly experiment with the amount of ground coffee you put in the machine. As soon as you have full beans you can also experiment with grind size. For now you should now that, if the coffee is too bitter/dry you should use less and if it is too sour and watery, you should use more coffee.





  • What is Spelunky then? Or Balatro? Or Enter The Gungeon?

    I think roguelike refers more to the overall structure of gameplay being that you repeat a kind of run with similar starting conditions and that progress between runs on the map doesn’t carry over.

    Modern Roguelikes have stuff like shortcuts to different Layers and also unlockables but they still have the basic concept of restarting at “nothing” when you lose a run.

    It’s more about permadeath and procedural generation of maps with the current usage of the term. There are different more specific terms like roguelite that describe some games better.