Depends on whether the CE wires the solars. Otherwise thats a pretty unimportant section of maintenance. Plus I just turn a Blind eye if I'm the CE. Problem is aside from cults and traitors nobody uses it often enough. I mean theres even less chance of customers then the regular bar so even if we have a barman he only goes in there rarely. I mean nobody gives a fuck if botany makes drugs so long as they're not distributing so why should they go there.
At the same time though its massively useful to antagonists and helps our servers personality.
On the topic of cultists and revs while we're at it. Frequently they are very slow long rounds, mostly because of disorganization because of a lack of communication. I mean sure, eventually cultists can make comm runes but they are obvious as heck and take health and time, as well as research. It just takes too damn long to get to or use, and its anonymity makes it haphazard for a conversation. I mean you can change the frequency of your headsets (And revs should probably just do this once they have a recruit or three). But then you can't quickly reply to stuff from non cultists. When you've got a huge army ready to tear down the station thats not so bad, but at start when you have five people yelling at you for stuff its not entirely feasible. Plus a lot people will just kill cultists on sight whereas revs get a lot more tolerance, usually. So overheard comms chatter isn't so terribad for them as for cult.
So I propose a few possible changes, and if they don't work out we can always revert.
1a. Cultists start with an unlimited use communication talisman, like they can spawn with their start charm but infinite use, and they can make more with their 10 charge charm, or any communication tali made with runes is also infinite use.
1b. Or alternatively and less drastically just make comm runes themselves not disappear after one use. Also possibly give more starting words, enough to make comm runes.
2. Possibly get rid of requiring researching runes altogether. All research does is make playing cult harder and drag out the round. I'm tired of five hour cult rounds as much as anybody else. As it is one guy gets a suit, goes off and does research and we're guaranteed to get it anyway. Might as well cut out the middleman and cut an hours or so worth of time out of the round where next to nothing happens.