Gentleman thieves!
Ehh a braket error, thats embarassing
that typo
Another typo
Added a gold watch to the starting items
Vehicle electrical system improvements

    Gameplay changes:
        -gasoline/plasma engines no longer have built-in alternators
        -added 3 new alternator part types: motorcycle, car, truck
        -alternators will slightly reduce engine power available for vehicle speed/acceleration
                - > the bigger alternator (or multiple alternators) or the smaller the engine, the larger the effect.
        -alternator electrical load affects fuel consumption at idle.
                -> a vehicle with many lights, fridges, chargers, etc. will burn more fuel while idling.
                -> idle control allows for practical generator applications: power your workbench with gas instead of solar.
        -added alternators to appropriate pre-defined vehicles

        -reactors now produce electricity directly, instead of acting as fuel for electric motors
        -reactors only generate electricity on demand, so when your vehicle's electrical requirements are being met by other means (solar or
        -reactors can be turned on/off.
                -> install on your solar vehicles for use only at night or in an emergency
        -reactors now have a (very high) power output limit
                -> it is now possible to overload a reactor resulting in an electrical shortage.

    Under-the-hood changes:
        -added concept of electrical power 'epower' to vehicles, which is defined in watts
                -> the pre-existing 'power' property can be thought of as mechanical power.
        -all electrical parts now have an epower property
        -vehicle parts can have a positive or negative epower or power
        -alternators convert power to epower (ie. they have a negative power rating and positive epower rating)
        -alternators have a conversion efficiency of 50% to 60%
                -> So installing alternators on electric motors will only result in a net loss of power (just like real life!)
        -electric motors convert epower to power (i.e. they have a positive power rating and a negative epower rating)
        -electric motors have a conversion efficiency of 90% to 95%
        -all electric power accounting (production and consumption) is done in epower, with the final result applied to the batteries.
                -> This allows for small loads (e.g. the vehicle tracker) to have an impact on battery (and therefore fuel) over time.
        -epower sources are used in this order: solar, batteries, alternators(gas/plasma), then reactors(plutonium).
                -> common fuel is used first, exotic used last.
                -> reactors can be turned off and saved for emergencies.
        -engine idle speed controlled by alternator load, which varies based on vehicle epower load.
                -> Higher idle speeds will cause the engine to consume fuel at a higher rate.
        -fuel consumption is now also more granular.
                -> Lower fuel consumption at idle is now possible.

    Other changes/fixes:
        -added caches for alternators, engines, solar_panels, and reactors
                -> should make the game run faster in or around vehicles
        -made better use of existing fuel tank cache.
        -refresh caches on vehicle load.
        -added small storage battery to bubble car (acts as a buffer between the reactor and electic motor)
        -added missing car battery to cube van
        -added missing car battery to hippy van
bigger starting screen
-alternators can now only be installed on gas engines
-gas engines consume small amounts of electricity while running (for ignition system, ECU, etc.
-gas engines will die if battery hits 0
	-> exception: small engines (1 cyl) don't require electricity to run (they use a magneto instead)
-plasma engines produce electricity while running (output comparable to truck alternator)
-changed minimum idle rate to 1% of full throttle
add back the tutorial room from mapgen.cpp
Added more info to new character Description tab

It now displays all the basic info from the first four tabs in read-only,
compact form underneath the name and gender selections.

Also, tab now always changes gender instead of switching away from the name
text input. Both of their inputs are mutually exclusive so both are "active"
all the time.
Fixed profession skills being checked improperly

Used name instead of ident, causing a few where those don't
match up to be ignored.
Added note about character templates

So players actually know they can do it...
Added a note letting player know not all skills could be shown

(Top 7) because the skills are sorted by skill level. This way in the
case that a character does have more than 7 starting skills, they will
at least be able to see the skills that are most important to them.
Merge pull request #5181 from joshuagiles/newchar_desc_upgrade

Added more info to new character Description tab
Repair door typo fix

Repairing door now places t_door_c instead of t_door(which doesn't exist in terrain.json)
Merge pull request #5183 from talktips/Rdoor

Repair door typo fix
Some construction and terrain tweaks

Can fill spiked pits(t_pit_spiked) to shallow pit
Boarding up empty window will create "t_window_boarded_noglass" instead of "t_window_boarded"
Walkway(t_bridge) gets "flat" flag
Breaking boarded window will create some glass shards
Empty window won't have "barricadable_window" flag anymore
You can board up empty window frame also (to "t_window_boarded_noglass")

New terrain : "t_window_boarded_noglass"
-will not create glass shards on breaking
-will become empty window instead of window frame
- discharge battery slightly when starting gas engines (simulates starter motor)
Liaison typo fix

"Liason" -> "Liaison"
Merge pull request #5184 from illi-kun/patch-1

'Liaison' typo fix