Remove ID lock from Gas Filter

Tested lightly locally. Seems kosher.
Removes ID lock from Gas Mixer

Tested lightly locally. All seems Kosher
add jjenjr sord suggestion
add changelog
Changing how random events function

- Regular event time is now 10-20 minutes instead of 15-25 minutes
- Player count has a bit more influence and now accounts playercounts
over 36 (technically up to INFINITY, but scaled up to 81 players)
- Events fire a bit faster as round goes on, capped at a 15 % increase
after one hour and a half
- Clear up event_dymanic comments
- Cael's economic events no longer fire for now. They should likely be
moved to their own "event roll"
- Event weighting has been changed. It's no longer all that predictable
based on job counts, instead every event has its own occurence rate
based on how peculiar or devastating it is
- Some events still require at least one active
Security/Medical/AI/Engineering
- Full event recharge time brought down to one hour. You'd be lucky to
have the same event fire twice anyways, except for the most mundane and
common
Changelog
Be free, scroll bar
Derp
But what if Engineering is kill
Events directly related to one department only fire at 2 members minimum
Fixing changelog naming
Added vox robes to chaplain locker, Vox clothing to xeno locker
Added procs to eswords for toggling and icon updates.
Updated message formatting
the slime grenade update

-you can now fit a slime extract in Large Chem Grenade casings
-you can now fit up to two slime extracts in Ex Grenade casings
-slime reactions that occur after a delay (gold/oil/orange/dark blue)
will occur instantly if the reaction occured in a chem grenade (as soon
as the grenade is activated)
-added a few show_message for when gold/silver/grey slimes extract
reactions occur
added a few exceptions rules

the grenade now makes an additional check after the slime extract
reactions occured to see if there are any reagents left in them (meant
for the cases of green and black slime extracts reactions that produce a
new reagent).
the grenade also now repeats its injection checks on the slime extracts
for as many "Uses" they have (default = 1, but extracts enhanced by
slimepsteroid2 can have up to 3).

Yes, this means that a single Ex Grenade can now produce 6 gold slimes
worth of monsters. working as intended.
color macro replaced to css classes,

-added a "sugar" check in the slime grenades  in case one of purple
slime extract (slime jelly reaction)
-replaced the line "The solution begins to bubble." if it occurs inside
of a grenade or inside of an human with fitting lines.
-Science Goggles will now protect players from the slime
reaction-induced "flashes"
(ZE GOGGLES, ZE ACTUALLY DO SOMETHING NOW) (they still don't protect
players from regular flashes/flashbangs/flashers etc)
yellow slime extract + water reaction fixed

introducing world's first slime core powered lamp.
added additional Admin alerts
Firelocks 101 : Sanity fucking edition

What is an firelock ? A miserable piece of machinery.

- Reviewed the map AND the Asteroid (ESPECIALLY THE RESEARCH OUTPOST) to
redistribute firelocks

The logic is simple. If it's not a Maintenance Airlock and not an
External Airlock outside of very specific exceptions (Disposals,
Artifact Holding), it should most likely have a firelock under it. I've
mostly removed firelocks in ridiculous places (in windows, or out in the
open regarding the Research Outpost) while putting them under a fair
number of airlocks

Other fixes :

- Did basic unfucking to the Research Outpost, nothing structural, but
mostly fixing names
- Added two or three lightswitches missing of long date
- Switched Aux Charging area sprite to the AI placeholder for the
meantime

More map PRs will follow later on, but they'll be different in nature. I
prefer to make my PRs as atomic as possible to make sure we agree on the
basics