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: 	if(src in air_master.turfs_with_connections)
  		air_master.AddConnectionToCheck(air_master.turfs_with_connections[src])
  
  	if(zone && CanPass(null, src, 0, 0))
  
  		for(var/direction in cardinal)
  			var/turf/T = get_step(src, direction)
  			if(!istype(T))
  				continue
  
  			//A connection to simulated floor has been made where one did not exist.
  			if((air_check_directions & direction && air_directions_archived & ~direction) ||\
  				(unsim_check_directions & direction && unsim_directions_archived & ~direction))
  				//Simply connect them.
  				ZConnect(src, T)
  				zone.ActivateIfNeeded()
  				if(T.zone)
  					T.zone.ActivateIfNeeded()
  
  			//Something like a wall was built, changing the geometry.
  			if((air_check_directions & ~direction && air_directions_archived & direction) || \
  				(unsim_check_directions & ~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.
  
negative.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))
  