MetaStation

File:MetaStation Image.jpg
 File:MetaStation Simplified Map.png
 File:MetaStation EngineeringReference Image.jpg

## About

****MetaStation**** is a fully-functioning map available on the /tg/ codebase as an alternative to the default map. It is currently available on both Sibyl and Basil, if players vote it in using the map-vote system. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station.

MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by **Metacide**, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history.

**Key points to note are that:**

* It is geared towards higher populations than the default map.
* Key areas are more evenly spread to reduce local overcrowding.
* It feels much more open, attacks in public are harder to get away with.
* It has a large maintenance system covering most of the station, useful for stealthier tactics.
* There are in-game maps and direction signposts on the walls of the station to help you find your way.
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.

**Further info** regarding MetaStation is often posted in this thread on the /tg/ forums, with feedback also welcome there.

## How to Host

**Hosting MetaStation** instead of the normal map is simple on /tg/ code:

* Obtain a copy of the code as normal (use the 'Download ZIP' button here).
* Extract the folder and open tgstation.dme using Dream Maker (part of BYOND).
* Select the files tab at the top left of the screen.
* Expand the 'maps' folder in the file tree.
* Untick "tgstation" or other current map, and tick the "MetaStation" option.
* Click the build dropdown at the top, and click compile. This may take a minute.
* Once compiled, open Dream Daemon (part of BYOND), and run the compiled executable (.dmb).

## Issue Tracker

*Updated 2016/05/11. To report issues or give feedback, click here.*

* ~~Unexpected fun~~ - Shouldn't happen again.
* Xenos can ventcrawl to the AI MiniSat, which Box prevents with pumps.
* Medbay is green on the wallmap sprite.
* No other known issues.

## Planned Changes

*Updated 2016/05/13. To suggest changes, click here.*

### Simple

* Add pumps to MiniSat piping to prevent ventcrawl access
* Add chance of finding various traitor devices in the armory locker
* Add random items to the research foyer table
* Add another docking port for the whiteship near science
* Add easel and canvas to perma

### Significant

* Improve various aspects of maintenance - less long, straight, dead-end tunnels
* Implement TEG generator
* Add more small things to explore in space - such as a survivalist outpost
* Add R&D outpost and engineering outposts to the asteroid, accessible via shuttles

## Changelogs and Downloads

### Recent Changes

* Added missing circuit boards to tech storage to match current box boards - exosuit fabricator, circuit imprinter, teleporter, and AI integrity restorer boards.
* Added some glass, metal, and more wire to the bar backroom closet to allow for easier remodelling.
* Added a selection of blank canvas to art storage and some easels to maint.
* Added cameras to each xenobiology containment pen so the slime computers don't bug out so often.
* Added missing indoor window pane in atmos by one of the computers.
* Added a custom name to the armory securitron, which now also starts active and will by default detain unknowns and those holding guns without clearance.
* Added formal uniform crate to the armory anteroom.
* Adjusted layout of the aft arm of the engine area, making it a separate maint tunnel which is part of the engineering escape pod area.
* Adjusted positions of some machines in the cargo office and QM office so the cargo APC and other items can be accessed properly again.
* Adjusted interrogation access - now anyone with brig access can get in, such as the lawyer.
* Anchored the O2 lockers in the engine room airlocks to stop them being dragged out by spacewind every time the airlocks are used.
* Fixed glass sheet stacks in engineering having 12 sheets not 50.
* Fixed the mutli-belt typo.
* Fixed maint autodrobe incorrectly requiring theatre access.
* Fixed some of the emergency shuttle exit airlocks requiring certain access levels.
* Moved the portable flashes out into the armory anteroom, adding racks to where they were, which hold extra flashes, tear gas grenades, emergency doughnuts, and a rack of barrier grenades.
* Moved HoP keycard authentication device so it can be reached without having to clamber on a table.
* Replaced an empty canister in toxins with a fourth O2 canister.
* Replaced some blood and gibs present on roundstart with their correct 'old' variants.
* The cloning APC now starts unlocked.
 v41I (01/11/2015)  Map Files  Full Image  Pull | * Added lethal shotgun ammo locker and rubber buckshot boxes to the armory
* Added independent area designation to armory (formerly part of brig control)
* Added more flashes to the AI chamber to give AIs more delaying power against borg attacks
* Added camera monitor to AI chamber foyer letting borgs see in to open the blast door
* Added windows to the mailroom conveyor to stop mail falling off it
* Added a few posters to non-command non-security areas of the station
* Added more twists and turns to some of the long, straight paths in maintenance
* Added winter boots to various lockers in the locker room
* Gave roboticists access to the R&D lab
* Moved AI holopads off vents on the MiniSat walkway
* Remove most autorifles - one remains in the warden's locker.
* Removed posters from command/security areas
* Removed random grille spawns blocking areas of maintenance
* Removed duplicate intercom in the teleporter room
 v41H (04/10/2015)  Map Files  Full Image  Pull | * Added security auto rifles to the armory without spare magazines
* Added the arrivals auto-announce system to telecomms
* Added Ian's dog bed to the HoP office
* Added greater pixel offset between robotics roundstart glass/metal sheets
* Added bulb lights to each xenobiology slime pen
* Added light-switch to crematorium
* Added missing non-secure sec wardrobe at arrivals checkpoint
* Added the new prototype RD hardsuit, replacing the one at the toxins launch bay
* Added viewing areas to the MiniSat walkways
* Changed SWAT helmets on the NSS Viva / whiteship to NT variants
* Improved the Station-MiniSat access foyer and added command-accessible space airlock
* Fixed missing wire in arrivals maint
* Fixed research access airlocks having medical airlock sprites
* Fixed secure lab maint. airlocks having command airlock sprites
* Fixed old-style 4-pane window in disposals
* Fixed unpowered waste outlet airpump in space by the secure lab
* Fixed Secure Lab xeno pen camera not showing up on the monitor outside
* Moved turbine control computer so it now recognises the turbine properly again
* Moved windows in maint medbay so vent camera can't see in

### Version 4xx

* Added missing circuit boards to tech storage to match current box boards - exosuit fabricator, circuit imprinter, teleporter, and AI integrity restorer boards.
* Added some glass, metal, and more wire to the bar backroom closet to allow for easier remodelling.
* Added a selection of blank canvas to art storage and some easels to maint.
* Added cameras to each xenobiology containment pen so the slime computers don't bug out so often.
* Added missing indoor window pane in atmos by one of the computers.
* Added a custom name to the armory securitron, which now also starts active and will by default detain unknowns and those holding guns without clearance.
* Added formal uniform crate to the armory anteroom.
* Adjusted layout of the aft arm of the engine area, making it a separate maint tunnel which is part of the engineering escape pod area.
* Adjusted positions of some machines in the cargo office and QM office so the cargo APC and other items can be accessed properly again.
* Adjusted interrogation access - now anyone with brig access can get in, such as the lawyer.
* Anchored the O2 lockers in the engine room airlocks to stop them being dragged out by spacewind every time the airlocks are used.
* Fixed glass sheet stacks in engineering having 12 sheets not 50.
* Fixed the mutli-belt typo.
* Fixed maint autodrobe incorrectly requiring theatre access.
* Fixed some of the emergency shuttle exit airlocks requiring certain access levels.
* Moved the portable flashes out into the armory anteroom, adding racks to where they were, which hold extra flashes, tear gas grenades, emergency doughnuts, and a rack of barrier grenades.
* Moved HoP keycard authentication device so it can be reached without having to clamber on a table.
* Replaced an empty canister in toxins with a fourth O2 canister.
* Replaced some blood and gibs present on roundstart with their correct 'old' variants.
* The cloning APC now starts unlocked.
 v41I (01/11/2015)  Files  Full Image  Pull | * Added lethal shotgun ammo locker and rubber buckshot boxes to the armory
* Added independent area designation to armory (formerly part of brig control)
* Added more flashes to the AI chamber to give AIs more delaying power against borg attacks
* Added camera monitor to AI chamber foyer letting borgs see in to open the blast door
* Added windows to the mailroom conveyor to stop mail falling off it
* Added a few posters to non-command non-security areas of the station
* Added more twists and turns to some of the long, straight paths in maintenance
* Added winter boots to various lockers in the locker room
* Gave roboticists access to the R&D lab
* Moved AI holopads off vents on the MiniSat walkway
* Remove most autorifles - one remains in the warden's locker.
* Removed posters from command/security areas
* Removed random grille spawns blocking areas of maintenance
* Removed duplicate intercom in the teleporter room
 v41H (04/10/2015)  Map Files  Full Image  Pull | * Added security auto rifles to the armory without spare magazines
* Added the arrivals auto-announce system to telecomms
* Added Ian's dog bed to the HoP office
* Added greater pixel offset between robotics roundstart glass/metal sheets
* Added bulb lights to each xenobiology slime pen
* Added light-switch to crematorium
* Added missing non-secure sec wardrobe at arrivals checkpoint
* Added the new prototype RD hardsuit, replacing the one at the toxins launch bay
* Added viewing areas to the MiniSat walkways
* Changed SWAT helmets on the NSS Viva / whiteship to NT variants
* Improved the Station-MiniSat access foyer and added command-accessible space airlock
* Fixed missing wire in arrivals maint
* Fixed research access airlocks having medical airlock sprites
* Fixed secure lab maint. airlocks having command airlock sprites
* Fixed old-style 4-pane window in disposals
* Fixed unpowered waste outlet airpump in space by the secure lab
* Fixed Secure Lab xeno pen camera not showing up on the monitor outside
* Moved turbine control computer so it now recognises the turbine properly again
 v41G (04/09/2015)  Map Files  Full Image  Pull | * Altered the AI chamber so it is (hopefully) somewhat more secure
* Added AI liquid dispensers to the AI chamber foyer and two adjacent siderooms
* Added far more varied blob spawn locations
* Added (provisionally) a 2% chance roundstart xeno egg in the secure lab test chamber
* Added photocopier to security office and warden's office
* Added shutters to the armory for ease of arming security
* Adjusted club spawner to mostly spawn russian roulette revolvers, somtimes syndicards, rarely ninja stars
* Adjusted MiniSat powergrid - it is now independent of the station, but easy to hook up
* Fixed issue with z2 where part of the syndicate mothership wasn't designated properly causing depowered TC console
* Fixed invisible doors: starboard emergency storage, brig infirmary maint, both fore solar control room doors
* Fixed missing revenant spawners and Marauder entry points
* Fixed a few blob spawn locations being dangerously close to fueltanks
* Fixed duplicate CMO stamp on their desk
* Fixed a few access issues on maint. doors around research
* Fixed heat passing through toxins burn chamber glass doors
* Fixed missing Pugley IV sprite
* Moved north-west nuke op shuttle location further away from the station
* Moved routing manifold segment of disposals which routes to Captain's Office adjacent to the office, under a camera, so it can more easily be checked for tampering
* Replaced the walls connecting MiniSat walkway to the MiniSat proper with girders or lattices for better visibility
* Replaced now-destructible shuttle turf at the bombsite with indestructible centcom-style turf
 v41F (24/07/2015)  Map Files  Full Image  Pull | * Added one roll of cable coil to the bartenders' backroom closet
* Added shutters to the detective's office, improved various other ones
* Adjusted layout of the MiniSat so that telecomms is easier to access and sabotage
* Adjusted layout of execution chamber
* Fixed missing window on the emergency shuttle
* Fixed ~260 tiles having active atmos interactions on roundstart
* Fixed RD RC and AI integrity restorer being inaccessible
* Fixed broken sprite under spare office door
* Fixed newscaster behind perma basketball hoop
* Fixed AI core cameras incorrectly being on SS13 and MiniSat camera networks
* Fixed output direction of counterfeit exosuit fabricator
* Granted theatre and bartender access to all maint doors on the top-right of the service area
 v41E (23/07/2015)  Map Files  Pull | * Added a fuel output pipe to atmospherics that connects directly to the incinerator turbine
* Added a filtration set-up on one of the rows of canister ports in atmospherics
* Added heater/freezers connected to the distro, mix tank output, and pure gas output loops
* Added more walls and privacy shutters to the corporate showroom
* Added missing health HUDs back to medbay
* Added departmental management consoles for each head of staff
* Added more security lockers to the brig
* Added rubber buckshot to the ammunition locker in the armory
* Added stacks of warning cones to security and engineering
* Added a basketball and hoop to perma
* Added privacy shutters to chemistry and improved the ones in research and genetics
* Added an air vent to the chapel mass driver
* Added a wrench to the warden's office for setting up flashers
* Adjusted some tiles outside security for better symmetry
* Adjusted layout of the teleporter room to make it less crowded
* Adjusted layout of the HoP's office to make managing paperwork easier
* Adjusted layout of the warden's office so they can better view the three brig cells
* Enlarged the emergency shuttle - making the brig, medbay,and the bridge each 1 tile higher
* Enlarged and improved the incinerator room
* Fixed beakers outputting below chemical dispensers in various places
* Fixed SMES cells being designated part of the CE's office
* Fixed broken TV and nuke sprites in the corporate showroom
* Fixed Mopficcer Sweepsky's name
* Fixed comms console on the emergency shuttle counting as station-based for autocall checks
* Fixed (possibly) the central wall block at the toxins test site - it should now be indestructible again
* Moved chemistry smartfridge up so it can be accessed from the medical lobby
* Replaced the second securitron, Inspector Johnson, with a patrolling medibot version
* Replaced the secure lab chemical dispenser with a portable variant
* Switched the locations of the AI core SMES and primary AI to stop lasering the AI from the door
 v41D (17/07/2015) Map Files  Full Image  Engineering Map  Pull | * Updated Centcom z-level to current version, with added gun/device 'museum' at the escape shuttle dock
* Added extra signs to help navigate between departments
* Added conveyor belt levers to the cargo shuttle
* Added some more air vents to the minisat
* Added commemorative plaque to random tile which has been in deep space for some time
* Added condimaster to bartender's backroom
* Added stack of regular glass to EVA table for regular-glass repairs
* Added missing cargo tech locker to cargo bay
* Replaced all flooring in research firing range with disguised reinforced tiles
* Replaced screwdrivers in botany crate with wirecutters
* Fixed various issues with the wizard den, syndicate outpost, and missing abductor ship
* Fixed (hopefully) various issues with bot patrol routes
* Fixed conveyors on the cargo shuttle going to the wrong way
* Fixed virology break 'romm' typo
* Fixed emergency shuttle brig being blue and not counting as brig for antag redtext
* Fixed pipe near minisat teleporter occasioanlly resulting in teleported ventcrawlers
* Fixed broken bartender's closet
* Fixed misaligned air scrubber in the cargo bay
* Fixed camera names in experimentation lab and bar backroom
* Fixed odd ventcrawl movement at a vent near arrivals
* Fixed missing tile icons around the library
* Moved mopficcer sweepsky the cleanbot to the center of the station, starting on auto-patrol
 v41A.II (12/04/2015) Map Files  Pull | * Added extra hammer and gavel to the courtroom locker
* Added a fluff book to the vault safe
* Added three power control boards to the derelict
* Fixed disconnected APC in secure lab / xenobiology
* Fixed bar camera names
* Fixed name of newly added basketball
 v41A (07/04/2015) Map Files  Full Image  Pull | * Added (provisionally) a public autolathe to the RD lobby
* Added (provisionally) a set of chemistry machines to xenobiology (aka secure lab)
* Added (provisionally) another independent set of shutters in the HoS office protecting the upper space viewing window
* Added (provisionally) two drones to the derelict station, as well as some metal, glass, fuel, two duffel bags and an airlock painter
* Added more gear to the vault safe including an anonymous identity and a silenced pistol
* Added insanity wing to the prison, rearranged it slightly, neatened reeducation room
* Added derelict auxiliary atmospherics chamber just outside the atmos external airlock, for burn-chamber construction etc.
* Added a disposal unit to the lower chemistry lab desk and rearranged it to be more usable
* Added a box of silver IDs to the HoP's room
* Added two shot-glasses to the maint. bar
* Added eggs to the Recovery Shuttle kitchen
* Added fully-functioning biogenerator to the Recovery Shuttle on roundstart
* Added throwing-stars to the armoury random contraband gun spawner
* Added teleport computer and missing air alarm to bridge
* Added collectable HoP hat to the corporate showroom
* Added heater to maintenance medbay
* Added basketball to maintenance
* Added suit storage unit to HoS' office
* Added hammer and gavel to the courtroom
* Updated a lot of item paths - banana pies, brig door timers, most pets, and roundstart secure lab slimes
* Updated syndicate shuttle, station, and CentCom to current Boxstation versions
* Improved NT recovery shuttle (white ship) - it can now dock at mining, has a transit effect, and a slightly altered central room
* Removed non-functional gun charger from the shuttle bridge
* Rearranged robotics to give it more open space
* Rearranged R&D slightly, removed incorrect "mineral storeroom" designation
* Rearranged lower chemistry machines to be more usable
* Replaced biohazard containment blast doors around toxins with shutters to stop obscuring open doors
* Replaced one of the newscasters in the chapel with a notice board
* Renamed chapel 'mortuary' to funeral parlour
* Fixed soulstone shard in chaplain's office being cult/wizard use only - now anyone can use it again
* Fixed not being able to hide behind plants
* Fixed ERT response room having incorrect map
* Fixed overlapping air alarm and fire alarm between showroom and gateway
* Fixed overlapping no smoking sign and alarm in R&D
* Fixed overlapping station intercom and map south of gateway
* Fixed vendors on recovery and emergency shuttle being depowered
* Fixed incorrect area designations in atmospherics
* Fixed duplicate science satchels in scientist lockers
 v40D (23/02/2015) Map Files  Full Image  New Ship Image  Pull | * Added a new NT recovery ship in deep space, which replaces most functionality of the white ship which is now an immobile derelict. The new recovery ship is stocked with some helpful but relatively innocuous gear, and has machine frames with some machine boards allowing it to be more easily decked out with useful machinery for, as an example, colonising the derelict. The retro laser has been moved here as well.
* Added a firing range to research, made robotics/mech bay more compact
* Added protective gear and some more tables to the experimentation lab
* Added an extra airlock to space just east of the holodeck in maint
* Added more fruit variety to the garden
* Adjusted area designations so that emergency maintenance access works better
* Adjusted carp spawns - they're fewer and further away from the station
* Adjusted layout of xenobiology to make it look a little better
* Fixed missing disposals pipe and scrubber outlet in virology
* Fixed missing privacy shutters in medbay examination rooms
* Fixed missing target control in security's firing range
* Fixed missing tables in telecomms
* Fixed missing law office shutters
* Fixed extra glass stack on floor of engineering
* Fixed some cargo conveyor units being assigned to the wrong control stick
* Fixed extra corner pipe under manifold in the incinerator room
* Fixed invisible chairs at the arrivals lounge
* Fixed left cryo tube appearing under the window behind it when open
* Changed access level of space airlock adjacent to security pod to security only
* Includes soda and booze dispenser additions to the bar, courtesy of Mandurrrh
 v40C (15/02/2015) Map File  Full Image  GitHub Pull | * Added missing drinks showcase to the bar.
* Added missing slot machines to the casino.
* Added missing maintenance loot spawners throughout maintenance.
* Added missing intelliCard to RD office.
* Added missing atmospheric technician lockers to atmospherics.
* Added missing Janicart and Secway to the custodial closet and brig, respectively.
* Added missing blast doors under cell windows in xenobiology.
* Added missing blast doors under windows around the HoS' office.
* Added a drinks shaker to the Captain's quarters.
* Added more department direction signs.
* Added vendomat and slot machine to the ghetto bar.
* Added a variety of winter coats to dorms and one to each department that has a sprite.
* Added a zippo lighter, and cigarette and coffee vendors, to the council room.
* Switched direction of conveyer-belts in cargo bay for easier tagging and mailing of ordered crates.
* Fixed lack of security batons in brig security lockers - they are intentionally absent from departmental lockers.
* Fixed chapel shutters not working.
* Fixed a few instances of incorrectly empty medkits on roundstart.
* Fixed a missing disposals pipe in the brig control room.
* Fixed tiles in the south-west of the central hallway incorrectly being area-designated as space.
* Fixed tiles in the south-west of the central hallway incorrectly being area-designated as space.
* Fixed mushroom pizza causing compile issue
* Renamed telescience lab to experimentation lab
 v40B (07/02/2015) Map File  Full Image  GitHub Pull | * **v40BII** - Fixed tequila item path compile issue
* Fixed brig desk door controls not working
* Fixed missing version info on arrivals commemorative plaque
* Fixed rogue blast door west of HoP office
* Fixed metal-glass table in genetics - now all-glass
* Fixed incorrect helmet variant in the armory
* Added medical surplus storeroom and adjusted aspects of medical storage
* Added ClothesMate vendor to the dormitories
* Changed bridge colour scheme to dark-tile base
 v40A (04/02/2015) Map File  Full Image  GitHub Pull | * Major updates to allow compatibility with current code - many thanks to Allura, who did this.
* Small fixes to piping and posters, and a few other things
* Addition of conveyor from cargo bay to mail-room

### Version 2xx

* Made theatre bigger by getting rid of wasteful doublewalls near it.
* Better camera distribution in the dorms and science.
* Moved camera off glass in the Garden.
* Added hazard stripes to maintenance in central command module
* Added Ian Shirt + Latex Gloves + Tie-dye shirt in hidden places
* PA camera is now EMP-proof
* Missing holopads added to robotics and R&D
* Science guard locker is now the correct type (not engineering locker)
* Pointless windoor in robotics removed, as well as those in the funeral parlour and tool storage.
* The CMO now has access to the genetics auxiliary access bolt control buttons.
* Morgue acccess added to chef and roboticist.
* Made a multi-purpose half-built space-platform above arrivals.
* Reduce tinted windows, replaced them all with full-tile-tined-windows, walls, or normal windows again.
* Made the art room a bit better
 v28M-II-C (29-06-2013)
* Moved disposals and mulebot delivery from the Mech Bay to Robotics. The destination tag is still the same.
* Moved around some things in robotics, welding goggles are more visible.
* Corrected CentComm transit shuttle positioning in arrivals - it now lands properly without a space gap.
* Rearranged dorms to be three tiles wide
* Altered the Lawyer's Office, it is now more accessible in line with Miggles' suggestion, and also larger.
* Fixed broken disposals north of Medbay, and in the Medbay break room. The whole disposals loop works again.
* Removed unneeded disposals pipes by the gateway room.
* Removed glass around cargo disposals conveyor to stop window-hitting spam.
* Fixed single space tile in the Janitor's Closet.
* Medbay security office has correct access level rather than all-access.
* Added airlock entry to Research, as in boxstation.
* Added a good few fire-fighting lockers in public areas
 v28M (19-06-2013)
* Improved layouts of Medbay, Research and Supply departments
* Added large test chamber to Xenobiology.
* Tinted a great deal of windows to make life easier for traitors
* More snack machines, but all are public and so a little more risky, but this should help encourage more player interaction.
* Fixed problem with syndicate shuttle doors.
* Added internal tunnels to singularity arms.
* Made more airlocks viable for spacing people.
* A few other changes.
 v27M-II-L (17-06-2013)
* Numerous small fixes applied after some small playtesting
* Emitters around singulo engine now start welded and ready to go
* The dormitory space area has been changed. See attached image.
* All major departments now have their own atmos loop to sabotage.
 v27G-IV (15-06-2013)
* Supply Mailroom maintenance door is now for supply-access only
* Singularity cameras are now EMP-proof
* Added P.A.C.M.A.N. portable generator to engineering storage
* All S.M.E.S. units are as vanilla, with 50k outputs and inputs at roundstart
* Missing disposals pipes re-added in the warehouse and interrogation room listening desk
* Missing camera in misc. research has been added, shows up both on the telescreen in the room and the station-wide CCTV system
* Research break room now has the correct area designation, one tile was set as 'space'
* Missing Starboard Maintenance APC has been added behind the bar
* Aft Maintenance APC has been moved from behind the medbay sec desk to the more central aft maintenance between escape and research.
* Missing Port Maintenance APC has been added between the chapel and library
* Area designations around the vault have been improved, preventing teleportation-to-space incidents
* Area designations around port/fore areas of maintenance have been changed to better suit their names.
* Fore Maintenance APC has been named correctly (previously EVA Maint APC), and moved up slightly, by the inner brig corridor.
* Extra floating lightswitch removed from genetics
* Medbay breakroom maintenance door is now medical-access only
* HoP desk shutter has been replaced with a blast door to make it easier to click the windoors
* Extra newscaster removed from HoP's office
* Missing Request Console added to HoP's office
* Missing virology bed added
* Curtains in the chapel funeral parlour should now be open, not just appear open
* Lovely dressers have been added to the captain's office and some rooms in the dormitories
* A missing wardrobe has been added to cabin 4 of the dorms
* Various objects moved around in the Captain's Quarters, and a razor and flask have been added.
* A box of glorious medals has been added to the Captain's office.
* Lights have been removed from space at entrances to virology and xenobiology external modules
* Other locations with space tiles - bridge, etc - now have a space area designation, to prevent teleporting-to-space issues with wizards
* Robotics consoles have been replaced with current vanilla versions and the area designation changed too, hopefully this will fix any issues syncing
* Inner brig blast doors are now below the actual doors, so you can still use the doors when the blast doors are closed
* Cloning door id fixed
 v27G-III (01-07-2013)
* Replaced all station bounced radios with the 'off' variant
 v27G-II (27-05-2013)
 v27G (16-04-2013)
* Overhauled maintenance between disposals and tool storage via cargo and by the vault.]
* Made engineering pod look like it could actually launch.
 v27C (11-04-2013)
* Added interrogation viewing room and intercom. Still no camera, so still hidden from AI.
* The bar is now about a third smaller, not so bloated. Maintenance in the area has been expanded.
* Extended maintenance, added space bridge above supply shuttle bay, tunnel above dorms, moved toxins vent.
* Science can now be effectively barricaded with shutters, and all windows are tinted.
* Dorms cabin 5 changed to nice viewing window.
* Cleaned up virology tables a bit
* Reduced number of seed extractors in the garden.
* Removed cigarette machine from library.
 v24B (17-03-2013)
 v24A (17-03-2013)
* Improved positioning of chem dispenser and fixed low number of beakers and single large beaker
* Updated Xenobiology to the current layout of 2 opposing columns of 3 cells.
* Improved the chapel mass driver, incinerator disposals outlet, and defunct solar.
 v23C (13-03-2013)
* Fixed (hopefully, under testing) the bizarre freezing atmos problem
* Added a three-tier shield to the atmos chambers, made of grilles.
* Changed firedoors to be under virtually all normal doors, but no windows. They're actually \*under\* them now.
 v23A (12-03-2013)
 v22C (10-03-2013)
 v22B (10-03-2013)
* Remade the AI upload foyer so servers are not doubled unnecessarily.