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Topics - JuliaEllie

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1
Due to popular demand *cough* I release this now. I made this back in August for playing around with the new animal features. Its ridiculously overpowered and not polished in any way as it comes directly from the private testers forums :D


I was looking at the animal defs and decided to go crazy. In germany there is a proverbial animal called "Die Eierlegende Wollmilchsau" - the egg laying wool milk pig. Now we have it here :D I hope I can amuse you a bit with this during the grim darkness of bug squishing. Sorry for off topicerino

Click me Im a MOD!!

2
Here we go. This is the mod used by Blitz in his Lets Play. good luck and have fun.

DOWNLOAD ME!!

First Episode

In case you have no clue what this is about: Blitz YouTube

PS Under absolutely no circumstances ever click this link:



.. I told you

3
Off-Topic / My own game with blackjack and hookers..
« on: March 25, 2015, 08:48:56 PM »
Well Im sorry.. no blackjacks or hookers here.. But a game :D

I somehow felt that modding wasnt enough anymore and I made my own game and put it on Kongregate.



You design a processor and need to get a metric shit ton of Silicon points by increasing the amount of operations per second it can handle. A classic incremental game with a twist.

Have fun!

#ShamelessSelfPromotion

4
Outdated / [MOD][ALPHA9] Void Hopper - JuliaEllie - A9Update (19.02.2015)
« on: January 26, 2015, 05:11:39 AM »



Aaaaaaaaaaand another mod..

It adds Void Hoppers - they send everything to the Void. A good way to get rid of anything you dont want anymore in your colony. But take care there might be dangerous side effects..

Made live on stream - thanks guys for watching <3

DOWNLOAD

5


Hey guys,

this is the new mod - the Holy Hand Grenade of Antioch. Its single use but very powerful.

" And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it. " - Book of Armaments, chapter two.

Have fun!

This mod was made during stream - thanks to everyone who was there <3
DOWNLOAD plox

6
!Shinzy edit!
B18
https://www.dropbox.com/s/4v8ssflnirnpkwl/VeinMiner.rar
!Shinzy edit!










STOP!! Mining Time!!

Hey guys this is my new mod. Its called VeinMiner and it mines veins :D

Click on one visible ore cell and it will designate the whole vein for mining.

Have fun.

UPDATE
Should work with any ore now. Works perfectly with Expanded Mining and therefore should work with all ores that have a proper ThingDef.
<isResourceRock>true</isResourceRock> is the key!

UPDATE
Added Mining Brush which allows one click circle mining designations. Per default when you first click the brush icon it will have the perfect radius of a Trade Beacon but you can change the size with Q and E keys up to a radius of 30 - be aware the bigger radii might cause your PC to smelt. 

Actually this should have become a whole new mod but it could have caused issues using VeinMiner and MineBrush together and I didnt feel like making a DesignatorNurse at the moment. If we run into the designator def problems more with other mods using them I might think about making a DesignatorNurse. :D

Tell me what you think

UPDATE
DUE TO POPULAR DEMAND I ADDED Gentz UPDATE TO THE ORIGINAL POST!! Thanks for updating it my friend

Have fun!!

DOWNLOAD NOW FOR A15
-link stolen from kaptain_kaverns post 1337 hax

P.S. name totaly not stolen from another mod 8)

7
Mods / moar pictures!!
« on: January 15, 2015, 09:02:24 AM »
Modder in her 20s looking for discrete artist who knows how to use his pencil to draw sceneries like his french girls. If you are this artist send me a message xoxoxo.

8


Hey everyone,

this is my new mod made live on stream. It was a fcking mess to make this thanks to ZoneManager being weird

It makes the Trade Beacons add Trading Stockpiles automatically - no more setting Stockpiles YAY!!!!

DOWNLOAD ME!!! - Its free...

9



Now you can see the quality of everything which has a CompQuality as well as Sculptures at a glance - have fun

This mod was requested by the awesome streamer Valetgamer on twitch.tv/Valetgamer

DOWNLOAD ME

You need to start a new game to use this mod!

10


naming your squads is currently broken.. FML

Hello everyone,

I integrated a RTS style squad system into the game. Hit Ctrl + ANYKEY to assign squads and the SQUADKEY to select the squad. This is still in the working and I will add a few more features later.

Now you can set battle stations for your squads with Ctrl+Alt+SQUADKEY and send them there with Alt+SQUADKEY

Also squad names are in - RIGHTCtrl+SQUADKEY to rename it.

Dont worry its all documented with ingame tooltips :)

NOW WITH SOUNDS!!


GL & HF  (Download me)


sounds "borrowed" from C&C

You need to start a new game to use this mod!

11

A lonely beacon..


INCOMING!


Salamanders Tactical Flamer Squad!


The other chapters came in too - they cant let the Salamanders take all the credit!!


SURPRISE!! Maddafakka!


Geetings loyal citizen of the Imperium,

this mod adds the Space Marines (for now) featuring 6 loyal chapters of the First Founding.  You can build a distress beacon or "Steel Rain Beacon" to call the Space Marines in case of a Mechanoid attack. The beacon has a radius of 25 cells and will detect Mechanoids within this radius. The Space Marines are not your allies but they hunt the Xenos on every planet.

The mod features a lot of different weapons, marines, chapters and squad types. At the moment the deployment is random but Im planing to make a point system work - similar to the original one. This is more or less a work in progress and I want to add way more content over time.

You can also spawn the Space Marine and MECHANOID! squads manually with the spawner objects I made for debugging - you can access them via the "Try Place Thing" tool in the developer menu.

I just added the Bait Beacon which can lure Mechanoids on your planet. Handle with care! Also the Steel Rain Beacons have a small chance to attract Mechanoids as well.



DOWNLOAD ME

Armour Textures by TrashMan - Thanks a lot :)

The mod adds the Astartes Faction which means you have to start a new world.

12
Mods / [TEXTURE REQUEST] Warhammer 40k
« on: December 19, 2014, 09:09:03 PM »
FIRST RELEASE!! WOHOOO FOR TEH EMPRAH!!

My dear brothers and sister,

I am in dire need for all kinds of Space Marine textures. The Imperium needs white recolorable Power Armour without any chapter markings and Terminator Armour textures. The war also demands for a lot of weapon textures preferably Bolters, Heavy Bolters, Flamers and other fire weapons. Bonus points for bits like Seals of Purity, skulls, crosses, decals, markings, etc as extra textures which could be used as motes.

I need you, the Imperium needs you.
FOR THE EMPEROR!!

edit: Xeno scum purged!

13
Help / Why meshes for Pawns? Rendering question
« on: December 18, 2014, 06:03:25 AM »
Hey everybody,

Im looking into the possibility to build textures on runtime from several other textures which would be different interchangeable parts of the texture.

First I thought about something like making an empty texture by "Texture2D fu = new Texture2D();" and then adding the content of other Texture2Ds to it similar to a list or table or array. I found nothing about this on the internet so I assume this is not
suitable/possible/feasible/bad style/not practiced for whatever reason.

Then I took a closer look at the PawnRenderer and as far as I understand it it makes several meshes for every part of the Pawn then puts the Materials on them and then renders the Meshes for each part (body,head,hair,etc).

My question is: why does Tynan use those Meshes instead of drawing the Textures directly with Graphics.DrawTexture which can also use Materials? Maybe this question can only be answered by Tynan himself but I didnt want to bug him with my questions before I asked the community :)

14
Outdated / [MOD] [ALPHA 8] Bluestone - RimGate 2014 - (14.12.14)
« on: December 14, 2014, 05:24:21 PM »


This is the all new Bluestone (totally not stolen from any other game) logic system. Yes this is a fully functional logic system with tile-to-tile signal propagation loosely based on flood fill. At the moment this is only a prototype with basic functionality and some gates but its easy to integrate in any other mod since it works with simple bools and most parts are public.

The Bluestone Lines can be built on the same tiles as Power Conduits but are hard to see if both are on the same tile because they both use the same texture at the moment.

A few basic survival tips:

Gates can not transfer signals between each other - you HAVE to place a Line in between.
Inputs of all gates are indicated with I while outputs are indicated with O - dont you say? Please note that gates with multiple inputs have their inputs on the top and bottom side.
Gates and Lines sometimes act funny (eg keeping their state on destruction) - to reset a logic circuit locked in a state apply a NOT gate and toggle signals a few times or rebuild it.

 
Feedback much appreciated - see you on the other side.

Known issues:

I have a hard time getting the colors to update at the right time which means the actual state may differ from the color representation of the texture. They somehow only refresh when a building is placed. - I could use a hand on this.


DOWNLOAD ME

source - nothing special to see here.

So aside from adding blue power conduits and all the other stuff... what does this do exactly? Whatever this is inspired by is something I've not seen before apparently and the description isn't exactly clear on the actual function. I was about to add this mod to the mod list but need a description for it and just can't figure out what it should be.
So confused :(

Its all about logic. Its basically RedStone but in blue and with premade logic gates and in RimWorld and better.

http://en.wikipedia.org/wiki/Boolean_algebra

15


I finally found time to fix it

Hey everybody,

this is my new mod. It adds the Cryptohax Cryo Charges which allow us to hack the Crypto Caskets.

This mod was made live on stream in about 7 hours. Thanks everyone who was with me during that hard time

Features:

Cryopop Charge - makes the Casket explode after some time.
Cryopoison Charge - makes the Pawn inside suffocate within seconds.
Cryoknock Charge - incaps the Pawn for further "use" (you know the drill guys)

Cryoactivator Charge - used to activate the other charges all at once. You only need one to activate them all and should be built LAST!

All Charges must be built adjacent to a Crypto Casket to work and they are expensive.

Now with Textures by Unifex! Thanks a lot :)


DOWNLOAD ME!

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