MetaStation







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. 8station servers have their own lightly edited version as well (full resolution image of Metastation image includes these changes).

MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It is largely maintained and updated by /tg/'s 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

Version 3xx
{| class="mw-collapsible mw-collapsed wikitable" ! Version !! Changelog ! scope="row" | v39L (22/04/2014) Map File Full Image ! scope="row" | v39K (05/04/2014) Map File Full Image Pipe Image ! scope="row" | v39I (23/03/2014) Map File Full Image ! scope="row" | v39H.II (22/03/2014) [https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/14-03-22%2015-22%20MetaStation.v39H.II
 * 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".
 * Replaced all outdated references to "/area" with "/area/space".
 * 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.
 * Stopped the AI Upload starting bolted - if it should be, the AI can do this.
 * 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.
 * Replaced dirt piles in the garden with proper hydroponics trays, and removed trays from breakrooms.