The counter is the public floor, where players queue and collect. Behind it the office is a private back room for whoever runs the place, and the freight room holds the goods and the storage. Five doors join them up, each one carrying its own door ID, so a lock script can take any of them and none of them need one to swing.
It is put together as an interior rather than as a room full of furniture. The collision is tagged room by room, the timecycle is written for the inside so the light stops behaving like open country, an ambient volume zone covers the interior, and every room gets a reflection probe. Five of the props were modelled for this build.
It goes in over the vanilla freight station where it already stands, so there is no position to pick and no coordinate to paste. Being geometry rather than code, it has no opinion about your framework, your database or the rest of your resources.