<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>AltTab</title><description>Calculators, datasets and trackers for the questions games do not answer: breakpoints, hidden formulas, irreversible choices, and what the latest patch just changed.</description><link>https://alttab.wiki/</link><language>en</language><item><title>Tarkov seasonal character: is there still time?</title><link>https://alttab.wiki/posts/eft-seasonal-character-time-left/</link><guid isPermaLink="true">https://alttab.wiki/posts/eft-seasonal-character-time-left/</guid><description>Too late to start a seasonal run is a time budget question. Price your remaining quests in raids and check them against the weeks you actually have.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Escape from Tarkov</category><category>seasonal</category><category>quests</category><category>planning</category></item><item><title>Tarkov seasonal modifiers: keep, adapt or reset?</title><link>https://alttab.wiki/posts/eft-seasonal-modifier-tradeoff/</link><guid isPermaLink="true">https://alttab.wiki/posts/eft-seasonal-modifier-tradeoff/</guid><description>A modifier that ruins one player&apos;s season is free for another. Score your roll against the way you actually play instead of asking a thread whether it is bad.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Escape from Tarkov</category><category>seasonal</category><category>modifiers</category><category>planning</category></item><item><title>Project Zomboid chickens not laying eggs: six causes</title><link>https://alttab.wiki/posts/project-zomboid-chickens-not-laying-eggs/</link><guid isPermaLink="true">https://alttab.wiki/posts/project-zomboid-chickens-not-laying-eggs/</guid><description>Build 42 hens fail silently, with no warning and no message. Work through the six known causes in the order that costs you the least time to check.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>animals</category><category>farming</category></item><item><title>Project Zomboid shutoff settings: hours, not days</title><link>https://alttab.wiki/posts/project-zomboid-electricity-shutoff-hours-or-days/</link><guid isPermaLink="true">https://alttab.wiki/posts/project-zomboid-electricity-shutoff-hours-or-days/</guid><description>The sandbox power and water shutoff fields are measured in hours, so 90 means day four, not month three. Work out the number you actually wanted.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>sandbox</category><category>settings</category></item><item><title>Project Zomboid Build 42: why you can&apos;t craft that recipe</title><link>https://alttab.wiki/posts/pz-b42-why-cant-i-craft-this-recipe/</link><guid isPermaLink="true">https://alttab.wiki/posts/pz-b42-why-cant-i-craft-this-recipe/</guid><description>Build 42 hides five separate crafting gates behind one greyed-out entry. Narrow down which one is stopping you, in the order that costs the least time to check.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>crafting</category><category>pottery</category></item><item><title>Project Zomboid broken leg: what to do first</title><link>https://alttab.wiki/posts/pz-broken-leg-field-survival/</link><guid isPermaLink="true">https://alttab.wiki/posts/pz-broken-leg-field-survival/</guid><description>A fracture far from base is an ordering problem, not a knowledge problem. Build a triage sequence from your bleeding, the crowd, the light and the distance.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>injuries</category><category>survival</category></item><item><title>Project Zomboid corpse sickness: rank your base and clear it</title><link>https://alttab.wiki/posts/pz-corpse-sickness-base-cleanup/</link><guid isPermaLink="true">https://alttab.wiki/posts/pz-corpse-sickness-base-cleanup/</guid><description>Where the bodies are matters more than how many. Weigh your own pile, get an ordered clearance plan, and stop the doorway heap from rebuilding itself.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>health</category><category>base-building</category></item><item><title>Project Zomboid broken leg: how long to heal</title><link>https://alttab.wiki/posts/pz-fracture-healing-time/</link><guid isPermaLink="true">https://alttab.wiki/posts/pz-fracture-healing-time/</guid><description>Slow Healer is not why your leg is still broken. Model the splint, the trait and the walking separately and see which one is costing you the most days.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>health</category><category>injuries</category></item><item><title>Project Zomboid: why am I dying with no visible wound?</title><link>https://alttab.wiki/posts/pz-why-am-i-dying-cause-finder/</link><guid isPermaLink="true">https://alttab.wiki/posts/pz-why-am-i-dying-cause-finder/</guid><description>Five different things produce the same queasy moodle in Build 42. Feed in what you can actually see and get the one test that separates them.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Project Zomboid</category><category>build-42</category><category>health</category><category>survival</category></item><item><title>Songs of Syx: why provinces rebel at 100% loyalty</title><link>https://alttab.wiki/posts/songs-of-syx-stop-rebellions-v71/</link><guid isPermaLink="true">https://alttab.wiki/posts/songs-of-syx-stop-rebellions-v71/</guid><description>Loyalty is not the whole rebellion check in V71. Here is what the four hidden layers actually feed into, and which lever moves the number fastest.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>loyalty</category><category>management</category></item><item><title>Songs of Syx: why is my colony collapsing?</title><link>https://alttab.wiki/posts/sos-colony-audit-tracker/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-colony-audit-tracker/</guid><description>A colony rarely fails for one reason. Work through a saved checklist of the five balances, in the order that isolates the cause fastest, and keep your place.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>troubleshooting</category><category>management</category></item><item><title>Songs of Syx: why your days of food never go up</title><link>https://alttab.wiki/posts/sos-food-balance-calculator/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-food-balance-calculator/</guid><description>Days of food is a ratio, not a stockpile, so it falls while your barns fill. Put your own population and field numbers in and see where the balance breaks.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>food</category><category>farming</category><category>management</category></item><item><title>Songs of Syx happiness: one need is capping the rest</title><link>https://alttab.wiki/posts/sos-happiness-need-floor/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-happiness-need-floor/</guid><description>Happiness follows the worst-covered need, not the average, so five good categories cannot rescue one empty one. Find your floor and what it costs to lift.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>happiness</category><category>management</category></item><item><title>Songs of Syx haulers: how many does a route need?</title><link>https://alttab.wiki/posts/sos-hauler-throughput/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-hauler-throughput/</guid><description>Hauling is a throughput problem, not a staffing habit. Time one walk, enter four numbers, and get the hauler count your route needs before the backlog starts.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>logistics</category><category>haulers</category><category>management</category></item><item><title>Songs of Syx trade: import it, or make it yourself?</title><link>https://alttab.wiki/posts/sos-import-or-produce/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-import-or-produce/</guid><description>Market prices tell you nothing until you convert them into worker-days. Price any good against your own industry and see which side of the trade you belong on.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>trade</category><category>economy</category><category>management</category></item><item><title>Songs of Syx slavery: does it actually pay for itself?</title><link>https://alttab.wiki/posts/sos-slave-economy-ledger/</link><guid isPermaLink="true">https://alttab.wiki/posts/sos-slave-economy-ledger/</guid><description>Slaves cost guards, food and replacements before they produce anything. Price the whole arrangement in worker-equivalents and find your break-even output ratio.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>Songs of Syx</category><category>v71</category><category>slavery</category><category>labour</category><category>management</category></item><item><title>X4 tugs not collecting salvage: narrow it down properly</title><link>https://alttab.wiki/posts/x4-tugs-not-collecting-salvage/</link><guid isPermaLink="true">https://alttab.wiki/posts/x4-tugs-not-collecting-salvage/</guid><description>Idle salvage tugs, auxiliary ships eating your stock, miners sitting still. Work the checks in order instead of guessing, and stop when one actually fails.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>X4: Foundations</category><category>9-0-patch</category><category>logistics</category><category>automation</category></item><item><title>X4 9.0 weapon stats: time to kill compared</title><link>https://alttab.wiki/posts/x4-weapon-stats-9-0-time-to-kill/</link><guid isPermaLink="true">https://alttab.wiki/posts/x4-weapon-stats-9-0-time-to-kill/</guid><description>Weapon lists went stale after the 9.0 rebalance. Read the DPS numbers out of your own Encyclopedia and get the number that decides fights: real time to kill.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>X4: Foundations</category><category>9-0-patch</category><category>weapons</category><category>combat</category></item><item><title>X4: how big a fleet to kill a Xenon station</title><link>https://alttab.wiki/posts/x4-xenon-station-fleet-size/</link><guid isPermaLink="true">https://alttab.wiki/posts/x4-xenon-station-fleet-size/</guid><description>How many ships a Xenon station takes is an exchange rate, not a ship count. Enter your fleet and your scan of it, and get losses and time on target.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><category>X4: Foundations</category><category>9-0-patch</category><category>fleets</category><category>xenon</category></item></channel></rss>