Best Of
Re: Quiet to Quiet Something Next Is Brewin I can Smell it
Coffee completed.
Re: ns2_refinery_refined
New update.
Lava Falls
* Added a bunch of pipes and ceiling props
* Added more LOS block from Falls Approach-Lava Platform
* Removed OP vents underneath platform
* Raised death triggers
* Removed "trap" pipes that are in vanilla Refinery death trap, you land on them and you die.
* Added missing tower and associated platform props to CommanderInvisible
* Opened up shooting at RT from West side of Lava
Chasm
* Reverted Chasm to (near) vanilla Refinery, some fixes and changes still apply
* Added more stuff to Chasm-Turbine path to help Skulks engage marines in Death Hallway
Containment
* Reverted Tech Point location
* Moved LOS block to cover more of the doorway
* Still waiting on @BeigeAlert to add me CommanderInvisibleNonCollideable group
Smelting
* Raised barrels past height of marine
* Added new LOS block from Smelting-Routing to Smelting RT
Transit
* Raised barrels past height of marine
Extraction
* Fixed issues with pathing and multiple layers
Lava Falls
* Added a bunch of pipes and ceiling props
* Added more LOS block from Falls Approach-Lava Platform
* Removed OP vents underneath platform
* Raised death triggers
* Removed "trap" pipes that are in vanilla Refinery death trap, you land on them and you die.
* Added missing tower and associated platform props to CommanderInvisible
* Opened up shooting at RT from West side of Lava
Chasm
* Reverted Chasm to (near) vanilla Refinery, some fixes and changes still apply
* Added more stuff to Chasm-Turbine path to help Skulks engage marines in Death Hallway
Containment
* Reverted Tech Point location
* Moved LOS block to cover more of the doorway
* Still waiting on @BeigeAlert to add me CommanderInvisibleNonCollideable group
Smelting
* Raised barrels past height of marine
* Added new LOS block from Smelting-Routing to Smelting RT
Transit
* Raised barrels past height of marine
Extraction
* Fixed issues with pathing and multiple layers
Re: The fate of console commands in v1.0
A B B A
Crossing the streams, are we?
www.freespace2.com
~ + K
Rinse, repeat, until ABBA gets you stuck behind a wall. xD
A geez, Freespace
For that, you win good sir!

Re: Development of the PDApp
I log on to the forum just for this.
Keep it up
Keep it up

[Bug] I broke the Escape Pod!
I for some reason decided to build a foundation through the escape pod! From the outside! It was centered, and about a foot up from the bottom of the Pod. I then removed the foundation with my habitat builder, and decided to enter the Pod - but upon entering, I fell about a foot, and could not interact with the insides. I walked around and fell to the sea floor, taking fall damage. I walked around a bit before the game realized I should be swimming and consuming oxygen. I am now able to access the inside of my pod (fabricator, but not the foot locker) by simply swimming up through its floor and surfacing inside. I also can't interact with the outside ladder anymore.
I'm sure it isn't a big deal but it might be worthwhile to prevent the building of habitats or foundations through the escape pod, as it doesn't seem to like it
I'm sure it isn't a big deal but it might be worthwhile to prevent the building of habitats or foundations through the escape pod, as it doesn't seem to like it

Re: ns2_refinery_refined
Was asked to give my construction critism via someone from the TA 12v12 server on refinery_refined.
Starting from smelting, the things no logner moving without any real given reason (ie: the rail has no break/bent point, no red lights indicating no power to the rails) ends up as rather immersion breaking.
Falls approach expansion for some reason just feels off from the rest of the map, it could be due to the general lighting of that area or due to the floors, can't really put my thumb on it.
All that stuff removed from lava falls just ends up making it feel completely empty as well as turning lava falls into a huge marine shooting range rendering it very hard for aliens to do anything about lava falls stuff, even attacking the RTs there.
Chasm looks and feels like ???? and is heavily one sided for marines there, although those nooks were something the felt much needed there so good job on those.
Didn't notice the changes in conduit until I read about them here and saw them mentiond here, although the conduit vent going into routing seems like it could be better instead of just a straight long path, the placement of the vent though is nice.
All in all the biggest glaring thing is lava falls, it feels and is rather empty and is a giant marine shooting range now. Other than that the rest of the stuff is relatively minor.
Starting from smelting, the things no logner moving without any real given reason (ie: the rail has no break/bent point, no red lights indicating no power to the rails) ends up as rather immersion breaking.
Falls approach expansion for some reason just feels off from the rest of the map, it could be due to the general lighting of that area or due to the floors, can't really put my thumb on it.
All that stuff removed from lava falls just ends up making it feel completely empty as well as turning lava falls into a huge marine shooting range rendering it very hard for aliens to do anything about lava falls stuff, even attacking the RTs there.
Chasm looks and feels like ???? and is heavily one sided for marines there, although those nooks were something the felt much needed there so good job on those.
Didn't notice the changes in conduit until I read about them here and saw them mentiond here, although the conduit vent going into routing seems like it could be better instead of just a straight long path, the placement of the vent though is nice.
All in all the biggest glaring thing is lava falls, it feels and is rather empty and is a giant marine shooting range now. Other than that the rest of the stuff is relatively minor.
Re: The fate of console commands in v1.0
You could also put any of the "cheaty" console commands behind a master on command (like Craig McGill, or something). Example, in Descent, the enable cheats command was gabbagabbahey.

Re: New Recipes!
Someone heard your suggestion, @baronvonsatan! I told you the DEVs are fans of yours.
What? No way. I think I probably get on their nerves; it's why I try to space out my bug reports...
Re: Should a Map be implemented and how?
@gamer1000k Okay. So, this is a Sci Fi game, and we expect we should have a nifty cool map, and we want to be as realistic as possible. So, of course, this will require satellites for GPS coordinates. Let's skip creating the rocket ship to take us off planet. Instead, let's launch a sufficient number of satellites to support mapping. How many satellites does the US GPS system have? Let's round down to 24. And, we'll definitely skip the Russian satellites. Are they called GLONASS or something similar? I'm all in favor of extending the gameplay for the sake of realism. So, we'll need 24 rockets. Then, we'll need 24 satellites. Sounds good to me.
[Gun turns toward satellites]
Pew pew