yowx:

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🐈👩🏼‍🚀:)

(via spockvarietyhour)


onenicebugperday:
“I’ve seen a few ~aesthetic~ photos of rock stacks in rivers recently and this is just a reminder that you are destroying habitat when you move rocks around in rivers and streams.
In addition to dragonfly nymphs, rocky river beds...

onenicebugperday:

I’ve seen a few ~aesthetic~ photos of rock stacks in rivers recently and this is just a reminder that you are destroying habitat when you move rocks around in rivers and streams.

In addition to dragonfly nymphs, rocky river beds are home to lots of other larval invertebrates like damselflies, mayflies, water beetles, caddisflies, stoneflies, and a bunch of dipterans. Not to mention lots of fish and amphibians!

Plus large scale rock stacking can change the flow of a stream and lead to increased erosion.

Anyway dragonfly for admiration:

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Calico pennant by nbdragonflyguy

(via kassasaurus-rex)


lesb0:

tiktoks-for-tired-tots:

the power of this piece is so intensely raw and honest…. Children absorb EVERYTHING. they notice absolutely everything, but they lack the vehicle of self expression and autonomy to convey their feelings. That’s why the art they make is so important to me

(via elodieunderglass)



fodsley:
“abandonedandurbex:
“Computer wiring tunnel inside an abandoned coal power plant, photo by Bryan Buckley [1280x854]
”
this image is so beautiful i remade it in doom 2 .
”

fodsley:

abandonedandurbex:

Computer wiring tunnel inside an abandoned coal power plant, photo by Bryan Buckley [1280x854]

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this image is so beautiful i remade it in doom 2 .

(via psygull)


yafgcrich:

bus-a-looey:

BEST FRIENDS WEAR EACH OTHER ON THEIR FEET.

HAH! When I was working on character/prop design on Arthur, the script just said that Buster showed up in his pajamas. But since it struck me that Arthur’s pajama design included bunny slippers… and his best friend was a bunny, it seemed fitting to include Aardvark slippers on Buster’s pajama design.

Apparently the storyboard artist was amused and he featured the slippers in a closeup! I was so proud!

(via psygull)


theblindarcher:

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I still remember that town… Silent Hill…

GBA FE inspired half-body of Pyramid Head from Silent Hill 2.

Reposting old work.

(via psygull)


gallusrostromegalus:

i-got-zapped:

vexwerewolf:

“ Okmulgee, Oklahoma fire crews say they had a bizarre lightning strike call at the Oxford Apartments overnight. They say lightning came through the vent in the roof and struck the toilet, shattering it.“

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I will accept precisely one form of toilet humour and it is jokes about these three pictures.

Holy shit

@bonefarm this looks like the nonsense you have to deal with.

(via thebibliosphere)


sexhaver:

games where you work for an evil exploitative megacorporation that very obviously views you only as easily replaced capital (Hardspace Shipbreaker, Satisfactory, Deep Rock Galactic) kind of paint themselves into a narrative corner. on the one hand, it’s tempting to make your employer the villain and set up a story arc where you work your way up the ranks/unionize/etc to win against all odds in a David and Goliath story. and that would be fantastic if this were real life, but it’s not real life, it’s a video game that you presumably bought because you, the player, enjoy the gameplay loop provided by what your in-game avatar would consider “exploitative and unsafe working conditions”. so you either completely overhaul your entire game once the player hits a certain point in the storyline (bad) or end up with an ending that by definition cannot change anything despite supposedly being focused on overthrowing the status quo (less bad but silly) because it turns out people like to replay games after beating them on the same file.

Hardlight Shipbreaker does this the wrong way by shoehorning in a plot about unionization that ends with the union “winning” against the company, except for gameplay reasons none of these victories translate to any change whatsoever in your in-game working conditions (because that would fundamentally change the game that people enjoyed enough to play all the way through the storyline of).

Deep Rock Galactic takes the approach of having the titular company be less “comically evil” and more “comically focused on profits”, which meshes super well with the conceit of the game. for example, when loading into a Salvage mission, Mission Control opens with “a previous crew lost their Mini M.U.L.E’s, their Drop Pod, and their lives in this cave.” the order those things are listed in tells you everything you need to know about DRG’s priorities as a company without having to hammer it home with character arcs

Satisfactory takes imo the best approach by making you an active hand of the evilness of your employer instead of just a cog in the machine. you’re sent to a beautiful alien planet full of breathtaking views and diverse wildlife, then told to destroy it by extracting every last bit of value out of it to make stuff that you then turn around and fire off into space. and you do! gladly! like. you know how Spec Ops: The Line had that scene with the white phosphorus that was supposed to make you, the player, feel like a monster for gleefully pressing the buttons to make it happen? Satisfactory is like that but for environmentalism because the gameplay loop gradually changes how you view the world from childlike wonder to ruthless efficiency. what was formerly a rolling grassy field is now a site for mining outposts. you don’t see a waterfall, you see placements for water pumps to cool your coal plants. alien forests full of plants unknown to science become annoyances to be chainsawed down so you can run conveyor belts back to your megafactory. in this way, Satisfactory is a much better critique of capitalism than Hardspace Shipbreaker not even trying to be