anchor.diff:  					//The unsimulated turf is adjacent to another one of our zone's turfs,
   					//  better rebuild to be sure we didn't get cut in twain
   					if(consider_rebuild)
  -						air_master.zones_needing_rebuilt.Add(zone)
  +						air_master.zones_needing_rebuilt.Add(NT.zone)
   
   					//Not adjacent to anything, and unsimulated.  Goodbye~
   					else
   						zone.RemoveTurf(NT)
  +
   	return 1
   
   /turf/proc/HasDoor(turf/O)
  
positive.code: 
  					//Loop through all neighboring turfs to see if we should remove the turf or just rebuild.
  					for(var/d in cardinal)
  						var/turf/UT = get_step(NT, d)
  
  						//If we find a neighboring tile that is in the same zone, rebuild
  						if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0))
  
negative.code: 	if(src in air_master.turfs_with_connections)
  		air_master.AddConnectionToCheck(air_master.turfs_with_connections[src])
  
  	if(zone && !air_master.zones_needing_rebuilt.Find(zone))
  		for(var/direction in cardinal)
  			var/turf/T = get_step(src,direction)
  			if(!istype(T))
  				continue
  
  			//I can connect to air in this direction
  			if(air_check_directions & direction || unsim_check_directions & direction)
  
  				//If either block air, we must look to see if the adjacent turfs need rebuilt.
  				if(!CanPass(null, T, 0, 0))
  
  					//Target blocks air
  					if(!T.CanPass(null, T, 0, 0))
  						var/turf/NT = get_step(T, direction)
  
  						//If that turf is in my zone still, rebuild.
  						if(istype(NT,/turf/simulated) && NT in zone.contents)
  							air_master.zones_needing_rebuilt.Add(zone)
  
  						//If that is an unsimulated tile in my zone, see if we need to rebuild or just remove.
  						else if(istype(NT) && NT in zone.unsimulated_tiles)
  							var/consider_rebuild = 0
  							for(var/d in cardinal)
  								var/turf/UT = get_step(NT,d)
  								if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
  									consider_rebuild = 1
  									break
  							if(consider_rebuild)
  								air_master.zones_needing_rebuilt.Add(zone) //Gotta check if we need to rebuild, dammit
  							else
  								zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated.  Goodbye~
  
  						//To make a closed connection through closed door.
  						ZConnect(T, src)
  
  					//If I block air.
  					else if(T.zone && !air_master.zones_needing_rebuilt.Find(T.zone))
  						var/turf/NT = get_step(src, reverse_direction(direction))
  
  						//If I am splitting a zone, rebuild.
  						if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
  							air_master.zones_needing_rebuilt.Add(T.zone)
  
  						//If NT is unsimulated, parse if I should remove it or rebuild.
  						else if(istype(NT) && NT in T.zone.unsimulated_tiles)
  							var/consider_rebuild = 0
  							for(var/d in cardinal)
  								var/turf/UT = get_step(NT,d)
  								if(istype(UT, /turf/simulated) && UT.zone == T.zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
  									consider_rebuild = 1
  									break
  
  							//Needs rebuilt.
  							if(consider_rebuild)
  								air_master.zones_needing_rebuilt.Add(T.zone)
  
  							//Not adjacent to anything, and unsimulated.  Goodbye~
  							else
  								T.zone.RemoveTurf(NT)
  
  				else
  					//Produce connection through open door.
  					ZConnect(src,T)
  
  			//Something like a wall was built, changing the geometry.
  			else if(air_directions_archived & direction || unsim_directions_archived & direction)
  				var/turf/NT = get_step(T, direction)
  
  				//If the tile is in our own zone, and we cannot connect to it, better rebuild.
  				if(istype(NT,/turf/simulated) && NT in zone.contents)
  					air_master.zones_needing_rebuilt.Add(zone)
  
  				//Parse if we need to remove the tile, or rebuild the zone.
  