*Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
*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 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.
*Removed version suffix on filename in keeping with other maps.
*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
*Switched general intercom outside AI chamber to the private AI channel
*Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
*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 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.
*Removed version suffix on filename in keeping with other maps.
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.
Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
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 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.
Removed version suffix on filename in keeping with other maps.
Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
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 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.
Removed version suffix on filename in keeping with other maps.
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
Switched general intercom outside AI chamber to the private AI channel
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