Fixes conflict in README.txt
Fixes Beepsky's patrol path

Fixes his patrol path. He now goes from the security hallway to the law
office, arrivals, EVA, escape, telecomms, cargo, law office, and back to
the security hallway instead of just rolling his pimp-ass wheels between
arrivals and security constantly. The problem was that the arrivals
beacon was set to make him go to "3-EVA," which doesn't actually exist.
The EVA beacon is called "4-EVA." Although now it looks like we can't
count as the patrol path jumps from 2-Arrivals to 4-EVA. Also fixed the
magical floating air alarm by the bar that I placed, since I still have
no damn clue how wall-mounted objects are done.
Merge pull request #86 from JacobLee1/master

Fixes Beepsky's patrol path
Really minor map stuff.
Cleans stuff up.
Adds AI satellite, among other things

- Put the AI chamber in its own satellite. The entrance is connected to
the security offices.
- Where the AI chamber used to be, added a party room and abandoned
assembly line. Redid the AI upload, too.
- Fixed the random plating under the RD/CMO dorm doors.
- Moved the HoS' dorm donuts into his locker, put a recharger on the
table.
http://imgur.com/a/KoHhI
Merge pull request #87 from JacobLee1/master

Adds AI satellite, among other things
Gas chamber and more

- Added shutter under/over/whatever HoP's desk and adds a button to
close it and the one under the window.
- Added a few more coins to maintenance.
- Adds hydroponics and a microwave to the prison wing. Gives those
leeches some work and food when shitcurity neglects them.
- Rewired the permabrig sector so the wiring doesn't go in the walls as
much and the two un-electrified windows of the lookout are actually
electrified.
- Added gas chamber. It's slow, dangerous, weird to use, and very likely
to get the executioner killed should the AI be rogue. It's perfect!
http://i.imgur.com/PhGCMud.png
Shit mang, maybe the prisoners need tools.

And seeds, and proper zoning so the area receives power.
Merge pull request #88 from JacobLee1/master

Gas chamber and more
Armory shuffle (and more)

- Added holopads to the AI upload, quartermaster's office, telescience,
and arrivals checkpoint.
- Added a few more lightsout landmarks, so engineering won't be the only
place going dark every other round.
- Added a couple more anti-breach no-access maintenance hatches around
medbay. Also added a couple more small, fairly uninteresting rooms in
maintenance with minor loot.
- Added security cameras to the exterior of the AI satellite.
- Reorganized the armory and added some stuff (Stechtkin, drugs, 10mm
ammo, .357 shells, posters, and a disabled securitron named Citizen's
Riot). http://i.imgur.com/hTnQvKO.png
Cheap ERT and some fixes.

- Fixed the buttons in the medbay security post and the front desk. They
open the doors properly now.
- Adds hot drinks machines to the head of security's office and security
office. The supercops need their fuel, after all.
- Added a room to Central Command loaded with ghetto ERT equipment
suited for five roles: Engineering, medical, security, combat, and the
leader. Deathsquad armor seems to be tainted by Nar-Sie and makes people
enter ASS KICKING 24/7 mode, so I put this together in an attempt to
circumvent that.
- Engineering gets a full toolbelt, RCD, Stechtkin, and an industrial
welder, and mesons.
- Medical gets a combat stim injector, a couple pill bottles, bruise
packs/ointment, Stechkin, and a medical HUD.
- Security gets cuffs x5, a flash, box of flashbangs, pepperspray, and a
gun/energy (no kill function).
- Combat gets a C-20r, Stechtkin, C4 x2, and an energy sword.
- Squad Leader gets a mateba, Centcomm cape, energy sword, and an energy
shield.
- They all have Centcomm headsets. The Engi/Med guys get the silver/gray
Naval space suit, the Sec/Combat guys get the black one, and the Squad
Leader gets Deathsquad armor.
Merge pull request #89 from JacobLee1/master

Armory shuffle (and more)
Fixes mail system

After a long session of staring at pipes, right-click-> delete-ing, and
editing variables, I finally managed to fix the mail system. I added
disposals to every place on the map where there should be one and fixed
the sorters for all the other ones. I had to gut large parts of the
disposals near medbay, but I did it.
Changes not at all related to the mail

- Added more boxes of replacement bulbs around the station, as
requested.
- Added windows between the med/sci RIG storage as to keep someone from
looting both.
- Moved CMO's locker to where one of the disposal units used to be.
Last set of changes. Also nothing to do with mail

- Removed roburger. It seems like a bad idea in retrospect.
- Added sci satchels to xenobiology.
Merge pull request #91 from JacobLee1/master

Fixes mail system
Small tweaks

- The AI satellite turrets now start off.
- Added a box of monkey cubes and a sink to genetics.
- Added a maintenance area above the bridge with a couple costume spawns
and contraband. http://i.imgur.com/K2QaqhM.png
Icon fixes
Fox fix