anchor.diff:  			tile_icon = new /icon('icons/obj/atmospherics/pipes/transit_tube.dmi', obj.icon_state, obj.dir)
   	else
   		tile_icon = new /icon(tile.icon, tile.icon_state, tile.dir)
  -		obj_icons.Cut()
  +		obj_icons = list()
   
   		obj = locate(/obj/structure) in tile
   		if(obj)
  -			obj_icons += getFlatIcon(obj)
  +			obj_icons += new /icon(obj.icon, obj.icon_state, obj.dir, 1, 0)
   		obj = locate(/obj/machinery) in tile
   		if(obj)
   			obj_icons += new /icon(obj.icon, obj.icon_state, obj.dir, 1, 0)
   		obj = locate(/obj/structure/window) in tile
   		if(obj)
   			obj_icons += new /icon('icons/obj/smooth_structures/window.dmi', "window", SOUTH)
  -
  +		obj = locate(/obj/structure/table) in tile
  +		if(obj)
  +			obj_icons += new /icon('icons/obj/smooth_structures/table.dmi', "table", SOUTH)
   		for(var/I in obj_icons)
   			var/icon/obj_icon = I
   			tile_icon.Blend(obj_icon, ICON_OVERLAY)
  
positive.code: 	// Scale it up to our target size.
  	minimap.Scale(MINIMAP_SIZE, MINIMAP_SIZE)
  
  	var/counter = 512
  	// Loop over turfs and generate icons.
  	for(var/T in block(locate(x1, y1, z), locate(x2, y2, z)))
  		generate_tile(T, minimap)
  
  		//byond bug, this fixes OOM crashes by flattening and reseting the minimap icon holder every so and so tiles
  		counter--
  		if(counter <= 0)
  			counter = 512
  			var/icon/flatten = new /icon()
  			flatten.Insert(minimap, "", SOUTH, 1, 0)
  			del(minimap)
  			minimap = flatten
  			stoplag() //we have to sleep in order to get byond to clear out the proc's garbage bin
  
  		CHECK_TICK
  
  
  	// Create a new icon and insert the generated minimap, so that BYOND doesn't generate different directions.
  	var/icon/final = new /icon()
  
negative.code: 		tile_icon.Scale(TILE_SIZE, TILE_SIZE)
  		// Add the tile to the minimap.
  		minimap.Blend(tile_icon, ICON_OVERLAY, ((tile.x - 1) * TILE_SIZE), ((tile.y - 1) * TILE_SIZE))
  