

If you find any bugs associated with the map itself, please report it with the in-game bug report button in the top right of the game screen or at the bug tracker on the Github.

Just as the seafloor of the ocean planet Abzu is constantly changing and developing, so is Oshan Laboratory. (This is also the reason puddles of seawater and other fluids seem to suddenly stop when it's lagging.) In addition, lights, which were a surprisingly huge source of lag on Oshan (and the space maps too), now update when the clients need them to be, rather than updating themselves every so often and buckling the space-time-lag wave continuum. Because of them, fluids intentionally stop updating themselves during high server load, so you don't have much sea lag on top on your space lag.

Speaking of MBC, they're the reason this map is no less laggy than space maps, or at least not as laggy as before. Kyle2143, then merely a mentor, made the fluid shields that keep most of the station's minisub bays from flooding over, while MBC created the code that allowed fluids to exist in the first place, as well as other fluid-related systems like flood/fire alarms and drains. For example, Goonstation artist and admin Gannets created the Radio Lab area and designed many of the sprites. Unlike most maps, which tend to be designed and created by one person, Oshan was a joint venture between Goonstation coders ZeWaka, MBC, and Flourish, with help coming from all sorts of players of all sorts of ranks over several months. Oshan Laboratory is a unique underwater-themed map in Goonstation's current lineup of stations.
