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Messages - Pezz

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1
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 30, 2015, 04:40:18 PM »
-Snip-

woot, this is awesome. is this for a graphics mod? what's it called?

It has no name right now, but no, it's not a graphics-changing mod, I envisioned it as a way for your colony to become more self-sufficient, and to replace a number of mods that I personally use, but feel have aspects which have undesirable effects on game balance/enjoyment or are utter overkill for me personally :U

2
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 13, 2015, 12:03:24 PM »
Some doodles from a mod I'm working on, which introduces a number of new crops, the first of which, I have tentatively named the Polypod:



During the fruiting stage, it forms a large bulb filled with a sticky, nutritious (for the plant's seeds anyway) biopolymer, with which your colonists will be able to do funky things = v=

More to follow~

3
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 11, 2015, 06:05:52 PM »
Photoshop CS2 is free, I think.

It is indeed~ o uo Certainly, it's an oldie, but I used it for many many years before upgrading, and it's still great for hobbyists.

Have a link: https://helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html

4
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 11, 2015, 03:51:32 PM »
Further adventures of Adorable Thrumbo™



Also, diggin' the Potatoshoop work, I use it myself, can't live without it = v= b

5
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 05, 2015, 05:30:15 AM »
More adorable Thrumbo~


6
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 04, 2015, 03:05:17 AM »
Naw, though I aspire to be a video game illustration artist at some point = u=

Also, have a 4koma I just finished:


7
General Discussion / Re: Let's get those paint brushes moving folks!
« on: September 04, 2015, 02:03:31 AM »
Behold! The majestic Thrumbo!



Quick warmup paint to get me in the mood to actually work on my mod = u=

8
General Discussion / Re: Vitals Monitors
« on: August 31, 2015, 04:14:29 PM »
Huh, really interesting find there o: Not sure if intended, but I'll be darned if it doesn't make life somewhat easier > u<

9
Stories / Re: Chickpocalypse Now
« on: August 26, 2015, 10:20:58 AM »
You are lucky that they did not eat your whole food storage and plants in farming area. Those chickens are wormhole for food.

Thankfully, I caught the explosive boom in the chicken population as they were literally flooding out the freezer doors. As of writing this, all the offspring have been culled (and I now have a decent supply of frozen chicken > 3>). Separated the males from the females, but darn, I don't think I was even nearly ready to be taking care of animals like this. I just don't have the space for them, and what with it being Winter, in a Boreal Forest, while under the effects of a volcanic winter to boot, I can't even let them outside D:

10
Stories / Chickpocalypse Now
« on: August 26, 2015, 12:00:44 AM »
So here I am, setting up base in a boreal forest with the goal of creating an army of War Alpacas, when a group of chickens decide to brave the sub-zero temperatures to join my colony. Okay, I think as I continue on, oblivious, letting them do their thing.

I cull all but one of the oldest males and one or two of the older females just to prevent overbreeding, all the while storing eggs in my freezer. Little did I know, and much to my horror, freezing eggs doesn't stop them developing, and, after a couple of raids, I look back to my base interior to see:




I feel like I'm playing Dwarf Fortress all over again, but instead of cats, our livestock explosion is decidedly more... feathery. Needless to say, I'm now separating males from females.

11
Outdated / Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
« on: August 25, 2015, 07:01:23 PM »
Just as a heads-up (from someone who can't live without this mod ;3) This does work in A12, albeit with a console error or two (none of which are fatal or even remotely harmful~) o 3o/

As for those errors, here they are:
Code: [Select]
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shadowInfo><basewidth>0.3</basewidth><baseHeight>0.3</baseHeight><tallness>0.6</tallness><offset>(0,0,-0.1)</offset></shadowInfo> doesn't correspond to any field in type GraphicData.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Key binding conflict: Architect_Furniture_AdvancedLamp and Architect_Furniture_StandingLamp are both bound to L

The former is a new one to me, the latter I've been getting since A11 (but I'm aware it's trivial, and easy to fix, I'm just lazy :B)

Butyes, thanks muchly for this mod, the UV Heat Lamps and the wall lights are a godsend = u= b

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