Версия от 23:41, 19 июля 2015; imported>Metacide
Engineering Reference Map, updated 2015/07/17.
(HD Image)
About
MetaStation is a largely complete map available in the /tg/ codebase as an alternative to the default map. MetaStation is currently running on Basil, /tg/'s second server, and was also the default map on Badger in its heyday. An older version was running on NoxStation for a while, and a forked variant on /vg/. Recently a version was forked to Paradise. It has been tested extensively and has been generally well received. It is largely maintained and updated by Metacide, but based on and uses the work of many others, such as Allura, whose work maintaining the map has allowed it to be re-added to the codebase as v40A after a hiatus.
Key points to note are that:
- The map plays best with 30+ players.
- The only change is the layout - functionality is the same.
- It feels much more open, attacks in public are harder to get away with.
- It has a much larger maintenance system, useful for stealthier tactics.
- There are in-game maps on the walls of the station to help you find your way.
- The escape shuttle is larger, with a cargo hold to bring valuable gear with you.
Further info regarding MetaStation is often posted in this thread on the /tg/ forums, with feedback or mapping questions 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 2015/07/18. To report issues or give feedback, click here.
Unexpected fun - Shouldn't happen again.
- Teleporter room shutters and machine need rearranging as it now needs recalibrating each time
- The communication console on the emergency shuttle counts as on the station, preventing auto-call when station comms consoles destroyed
- The counterfeit fabricator in maint has the output set to the wall north of it
- Rubber-pellet ammo for riot shotguns is missing in the armory
- Beakers appear below chemistry machines sometimes due to a layer issue
- Cargo wardrobe lockers should be locked gear lockers
- Cargo conveyor belts need to be switched again
- Departmental management consoles are missing
- Hazard-striped plating in maintenance does not update when tiled
- The beer nuke and fake TV in the showroom are invisible due to missing sprites
- AI core cameras are visible on the standard SS13 camera network
- There are unnecessary active atmos turfs on roundstart
- The CE office area designation includes the SMES cells
- Icons under CentCom z-level dock for ferry are broken
- Medbay is green on the wall map sprite
- Abandoned teleporter may be broken
- Tiles under casino doors instead of wood
- CMO's office has two CMO stamps
- The health HUDs in medbay are missing
- Sweepsky's name is wrong (mister not mopficcer)
- Tiles under the ferry at Centcom have missing sprites
- No other known issues.
Planned Changes
Updated 2015/07/18. To suggest changes, click here.
Simple
- Replace emergency storage room in science with proper storeroom containing helpful science gear.
- Replace all tinted windows with reinforced windows with shutters
- Add chance of finding various traitor devices in the armory locker
- Add relic spawn points to mining
- Add vent to chapel mass driver
- Add piping to the turbine
Significant
- Add equipment for a TEG to somewhere near atmospherics
- 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
Version |
Changelog
|
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
- Removed duplicate TV screens in the library private study rooms
|
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
- Fixed item path compile issue with biohazard lockers in medbay
|
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
- Fixed broken point redeemer consoles on the labour camp shuttle
|
Version 4xx
Version |
Changelog
|
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
- Removed duplicate TV screens in the library private study rooms
|
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
- Fixed item path compile issue with biohazard lockers in medbay
|
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
- Fixed broken point redeemer consoles on the labour camp shuttle
|
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
- Includes modifiable bar sign, also 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
- Other minor alterations
|
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
- Various other minor adjustments and fixes
|
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 3xx
Version |
Changelog
|
v39L (22/04/2014) Map File Full Image
|
- Added an intellicard to the RD's office.
- Added an extra bucket to perma.
- Added some more interesting gear to the re-education chamber.
- Added a scrubber and vent to the re-education chamber control room.
- Added brig door entry buttons and flash control to the brig desk.
- Added missing flashes to the left and right AI chamber slots.
- Added missing control and magnet for the target at the shooting range.
- Added missing air-alarm to the AI upload foyer.
- Added missing air alarm to art storage.
- Added shutters to the chapel's space-facing windows.
- Added the CE's new advanced magboots.
- Fixed missing wire and pipe at the labour camp.
- Fixed missing consoles on the labour shuttle.
- Fixed green tiles under medbay desk.
- Fixed first two brig doors appearing under blast doors when open.
- Fixed some doors in research appearing under blast doors when open.
- Fixed ore unloader not working at the (disused) mining processing area.
- Fixed a wide assortment of incorrectly placed wires and pipes.
- Fixed a missing wire and some incorrectly-placed walls at the labour camp.
- Gave specific IDs to every GPS.
- Incorporated the new syndicate space suits from Giacom's update on BoxStation.
- Moved the mineral redemption machine to the cargo office.
- Removed lots of decorative reinforced windows from toxins.
- Replaced air canister in the prisoner education centre with CO2 for quietly gassing people.
- Replaced all outdated references to "/area" with "/area/space".
|
v39K (05/04/2014) Map File Full Image Pipe Image
|
- Added a lot more helpful gear and wall mounted flashers to the emergency shuttle.
- Added some seclites to the map.
- Added the new HoS wardrobe locker, replacing their filing cabinet.
- Added an arcade to the mining break room.
- Added alternative backpacks to virology, chemistry, botany, and science lockers.
- Added (provisionally) a security camera monitor to the security post at the departure lounge.
- Added (provisionally) biohazard doors to toxins and xenobiology, independently toggleable from the RD's office.
- Added (provisionally) a borg charger to the escape shuttle, along with some tools for repairs.
- Added AI holopads to botany, lower xenobiology, EVA, virology, and the gravity generator.
- Added an extra pair of magboots and an extra jetpack to EVA.
- Added spare gambling table parts to barman's backroom gear closet.
- Anchored the secure evidence locker to the ground for added security.
- Dirtied up tiles in maintenance a little to make it look more derelict.
- Enlarged the departure lounge security post so one prisoner can be buckle-cuffed to a chair there.
- Fixed a number of maintenance doors not unlocking correctly when all-access is declared.
- Fixed green medbay at mining - it is now blue, too.
- Fixed odd naming of smoke spellbook.
- Fixed missing wiring to the electrified grille windows top-left of the wall surrounding the AI upload module.
- Moved the cargo status screen over the window outside mining one tile left.
- Named the doors to the Maltese Falcon Casino correctly.
- Removed the syndicate space suit from the abandoned mining outpost as it was used to escape the gulag.
- Removed alternative jumpsuits from some wardrobes as they didn't have proper sprites
- Replaced the sleeper in the gulag with some bruise packs and a health analyzer to discourage escapes.
- Replaced shuttle doors with the new real airlock variants.
- Stopped the AI Upload starting bolted - if it should be, the AI can do this.
|
v39I (23/03/2014) Map File Full Image
|
- Fixed path issue with medbay sign preventing compile.
- Implemented blue medbay, despite thinking green looks that bit nicer.
- Added missing prison intercom which can receive but not send.
- Added a small new security post to escape, which may help in maintaining order during evacuation.
- Added a "TAKE ONLY WHAT YOU NEED" sign to the mineral storeroom, in vain hope.
- Added more descriptive names to many research division cameras.
- Fixed incorrect area designation in upper area of the gambling section of the maltese falcon.
- Replaced dirt piles in the garden with proper hydroponics trays, and removed trays from breakrooms.
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v39H.II (22/03/2014) Map File Full Image
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v39H
- Added the gravity generator, just above engineering. It's more vulnerable than on Box.
- Rearranged the incinerator room so the turbine compu
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