File:13-08-11 15-30 MSv35E Thumb.jpg
About
MetaStation is a largely complete map available in the /tg/ codebase as an alternative to the default map. MetaStation was previously run on Badger, and is now the default map on the second official /tg/ server, [byond://game.ss13.eu:2337 Phillip]. An older version has been running on NoxStation for some time. It has been play-tested quite extensively and has been generally well received. Due to this play-testing, it is now largely bug free, and most feedback revolves around gameplay changes and balancing. It is largely maintained and updated by Metacide , but based on and uses the work of many others.
Key points to note are that:
It's functionally the same as the default map, but rearranged.
It is more open, so 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 AI is in a more vulnerable position, but is directly adjacent to security for some protection.
It feels significantly larger than the default map, and plays best with a population of at least 30 or so.
The escape shuttle is larger, with a cargo hold to encourage players to bring any new or valuable equipment back to CentComm.
All roles which have maintenance access around their department now have access to the nearest hallway's maintenance door, too.
All other z-levels are the same as vanilla.
The most up to date information about MetaStation can be found in in this thread on the /tg/ forums.
Please give any feedback you may have in the thread , too, and rest assured that the map is regularly updated according to such feedback.
How to Host
Hosting MetaStation on a normal /tg/ build server isn't too complicated, but does require recompiling the code. In future this may be easier, but for now:
Don't host the game whilst making these changes.
Open tgstation.dme
Select the files tab on the top left of the screen
Expand the 'maps' folder in the file tree.
Untick tgstation.2.1.2 or other current map, and tick the latest MetaStation map present.
Click the build dropdown at the top, and click compile. This may take a minute.
Once compiled, run the resulting BYOND executable (.dmb) as you would normally.
Issue Tracker
Please report any issues or give feedback here .
Some tables are broken - they are incorrectly holotables. - Fixed in v34C
Duplicated launch button in toxins - Fixed in v34F
Some shutters in cargo bay reportedly start as invisible. Should require a simple fix. (15-08-2013)
Planned Changes
Remove the burn chamber from atmos, they can use the incinerator.
Move the AI core to security, and the AI upload to where the teleporter is at the moment
Move the teleporter to where the AI is now, with a ready-room and other interesting features.
Make a converted version which works on Baystation 12's code.
Eventually look at adjustments to the mining station / colony.
Eventually introduce a BoxStation (default station) derelict.
Version History and Downloads
Click the version number to download a .zip of the .dmm file.
Version
Changelog
v34F (11/08/2013)
Removed extra launch control from toxins.
v34E (11/08/2013)
Added tachyon-doppler array to the toxins test launch area.
Removed lockboxes from the CMO, RD and CE offices as they cannot open them.
Adjusted a tile in surgery so it looks a little neater.
v34D (08/08/2013)
Every job that has special local maint. access can now also access the nearest public-hallway maint. door too.
The brig to courtroom defendant box tunnel is now correctly brig access.
Corrected access levels around hydroponics and science maint.
Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
v34C (08/08/2013)
Outer maint. door at medbay storage room is now correctly general maint access.
Incorrect area designation fixed under snack vendor at the bottom-left of the central hallway.
Added some costumes to maintenance, as requested.
Updated the atmos rig suit to new entry and sprite.
Moved telecomms around a bit so no machines are blocked, like the RC computer was.
Added two metal foam grenades each to both engineering and atmos, on top of their metal piles.
Replaced all incorrectly added holotables.
v34B (28-07-2013)
Fixed vars on the Commemorative Plaque, hopefully fixing the rare frozen-arrivals bug.
Cyborgs now spawn at AI upload foyer again, giving roboticists a chance to spawn emags before they come asking for batteries.
Added some missing SPACE ACCESS warning posters.
Added a single margherita pizza to a hidden room.
Removed one cable coil from each solar control room, now there is just the one in space on the solar proper.
Added IDs and PDAs to bridge, on the HoP's side.
Added missing keycard authenticator device to the bridge and Captain's Quarters.
Added lockboxes to all head's offices.
Library backroom intercom is now correctly wall-mounted.
Slightly adjusted disposals layout again.
Removed most reinforcement from the outer-layer of the station hull.
Sec offices at science and engineering are more vulnerable, as in other depts.
Research now has only layer of rwalls that snake around a bit, is more vulnerable.
Removed some rwalls around the AI upload foyer.
Removed a few rwalls around EVA and HoP office.
Expanded Captain's bathroom, better shower now.
Removed lots of unnecessary reinforced tables.
Adjusted tiles in robotics operating theatre, now looks nicer.
v33D (18/07/2013)
Added missing muzzle and prisoner IDs to prison.
Switched shower and toilet in captain's quarters.
Fixed AuxSci and AuxGenetics corridors, now normal sci access and genetics access respectively, so long as unbolted.
Re-added condimaster to botany, also moved blender to front room
Removed non-functional chemical bottles from botany.
Moved kitchen around to be more functional, also one-tile indent added from the main corridor.
Slightly adjusted flavour text on the memorial plaque in the funeral parlour.
Gave chaplain and librarian access to their own maintenance doors.
Rogue lightbulb in janitors closet has been removed.
Fixed cameras in research and medbay break rooms, virology and xenobiolgy entrances and airlocks detecting motion. Should now be as normal again.
Removed unnecessary extra camera in toxins lab.
Added secure briefcase to captain's room in the unmarked closet.
Removed extra RC console in robotics.
Removed reactive teleport armour from the RD's office desk, as there is another copy in the RD's locker anyway.
Added one Atmos Hardsuit in atmos and one Emergency Medical Hardsuit to CMO's office. Can easily be removed if too helpful.
Removed some superfluous wires at the brig.
v32F (11-07-2013)
Updated syndicate bomb path, now map works again.
Fixed airless tiles in maint room closest to toxins test area.
Cyborgs spawn in robotics, not AI upload.
Removed light behind cryo tube.
Changed research department again, adding top desk and moving disposals.
Updated CentCom z-level to be as in current box.2.1.2.
Updated space under shuttle to be transit sprites.
Fixed tiles around locker room / aux tool storage.
Bridge overhauled, now has lots more computers.
Replaced HoP's seraph model with paper tray.
Fixed PA camera not appearing on correct lists.
Rearranged R&D again a little, re-added matter bins.
Rearranged robotics, added table for acid beaker.
Seperated vending machines from morgue entrance.
Fixed name of door to research department atmos control room.
Added newscaster to warden's office.
Removed extra wardrobe in locker room.
Small adjustment to engineering.
v31D (07-07-2013)
Better camera placement in cargo/supply and other places.
Medbay Isolation Rooms are now Patient rooms.
Medbay and Research have been reorganised.
Escape has been enlarged and is now harder to barricade.
Genetics now has patient lockers.
There are now some patient lockers outside the morgue.
Drastic reduction in tinted windows
Some cameras are now better named, such as in break rooms.
3 specialised maint. rooms - bar, surgery, farm.
Added cameras to solar control rooms.
Added donuts in a few places.
Replaced food vendor in bridge with drinks vendor.
Captain's desk in bridge now has access windoor.
Windoors removed in a lot of places, escape too.
Atmospherics no longer has uber-glass windows.
The Theatre now has shutters with a switch.
Adjusted space-bridge. Works better now.
Many other minor fixes and adjustments.
Version
Changelog
v29E
Rearranged items in engineering, a little easier to use now.
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
A few other small fixes and changes
v28M-II-C
Added bolt controls to auxiliary genetics and robotics access doors. They are labelled RD-Only for clarity.
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
Many other small bug fixes.
v28M
Add sink to robotics for cleaning bloody surgery gear
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.
Fixed lots of small bugs.
v27M-II-L
Now compiles again, after being broken by 'range' var removal
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.
E.V.A. storage has been reworked to be nicer
v27G-IV
Engineering foyer maintenance door now opens for atmos techs too
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
Intercom added to HoP's office
v27G-III
Replaced Janitor's Wagon with new Janitor's Cart
Replaced all station bounced radios with the 'off' variant
Updated holodeck to be as current main /tg/station
v27G-II
Fixed a small mistake on the incinerator's disposals pipe.
v27G
Widened a lot of maintenance
Overhauled maintenance between disposals and tool storage via cargo and by the vault.]
Made engineering pod look like it could actually launch.
Fixed name of cloning exit button.
v27C
Updated to latest /tg/ revision, fully compatible with current code again.
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.
Fixed a few little bugs.
v24B
Fixed mass driver path being blocked at disposals.
v24A
Fixed cameras not working in the toxins test area
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.
A few other small fixes and adjustments.
v23C
Added Ian again
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.
Fixed a variety of other smaller bugs found during playtesting on Sibyl #1 today - thanks everyone who helped out.
v23A
Fixed being able to access settings on the toxins burn chamber from maint.
Fixed many other little visual issues
v22C
Made some changes to the shuttle to make it nicer
Fixed some problems with the atmos burn chamber being a bit clunky. It's more usable now.
v22B
Got rid of table between sleepers in the emergency shuttle. Sleepers should be fine now.
Remade the AI upload foyer so servers are not doubled unnecessarily.