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Messages - Threepounds

#1
Derp. I was spoiled and being lazy, probably because of the luxury of the modpak. ^_^;

Thank you very much!
#2
Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
#3


The stone-table looks a little 'off' -- probably should have  changed the blocks to something more neutral-black. ^_^;

Oh, and the 'lite' one doesn't change cosmetics at all, just the recipes to use stuff (and that effects stats).
#4
Babysteps!

Couldn't find the Sculptor's Table or Smithing Bench. I guess they were added after that source texture pack was released.
I maaay have inadvertently skewed the numbers. For example, using wood, like in the original recipes, brings their HP down to 90 (from 180).

Anyway! Helpful for people starting on an ice sheet at least, I hope. ^_^

[attachment deleted due to age]
#5
<Chin scratching intensifies>

I might be in the wrong sub-forum afterall...

But thank you again. ^_^

Oh, for the 'overlapping' I meant more the way Trees and Pawns 'stand out' from the grid, with their graphics overlapping the adjacent block above them.

Edit: Lol, isometric peer-pressure. :3
#6
Always to the rescue! Thank you both. ^_^

And that Tynan guy... Giving source with layers and everything. Very considerate!

---

So, just because I'm never happy unless I'm butting my head up against a wall (apparently) -- up next, Stuff-masks!

For science, I made the workbench recipes utilize 'stuff', and that introduced me to tint-masks(?). By default, the whole image is affected by the stuff's tint, which leaves default benches looking far too dark.
Vas' Modular Hydroponics helped me with the file structure "Name_Mask.png" and seems like a good example of what a mask might look like (Solid black, with red 'cut outs' for where the tint should be applied) ... except that his doesn't seem to work? Do we know what they might be doing wrong?

[MOD] (Alpha 8) Modular Hydroponics - Better power and growth rates. (v1.2)
https://ludeon.com/forums/index.php?topic=8349

Oh, aaand just because random, what makes Trees so special that they can occupy some kind of 'overlap' layer? Could regular walls/buildings possibly be made to do that, too?
#7
Mods / [Question] Rotatable Isometric Sprites (beds!)
January 16, 2015, 08:28:19 AM
So, more questions! (sorry!) ^_^

I noticed there seems to be a bit of a schism in the artistic direction of sprites, between 100% top-down and isometric. I just assumed it because an isometric sprite on its side would look silly, but then... Beds. Beds seem to have a separate sprite for front/side/back placement( "<graphicClass>Graphic_Multi</graphicClass>"?), which is great! Only... I can't find any examples of what one of those textures would look like because the textures for them aren't in my core folder.

Does anyone know where I can find an example to emulate?
#8
Mods / Re: [Question] Effects of Darkness
January 14, 2015, 11:54:39 AM
Oh, wow. Thank you -- that was really out of your way! (and many many more 'thank you's for the armor/clothing packs etc.! -- because having my group look like extras out of the 5th element is. freaking. awesome.) ^_^
#9
Mods / [Question] Effects of Darkness
January 13, 2015, 01:04:09 PM
Hello! So, what exactly are the effects of darkness on your pawns? There's an eventual negative moodlet, and apparently reduced ranged accuracy against targets that are in darkness-tiles?
Does it effect work-rate? Or can your pawns quite happily plink away at their workstations in the pitch-black?
And finally - If it doesn't have any effect, how much of a fuss would it be to implement something like that?