Added Kokuten's paramedic space suit

Now with in-hand sprites unlike the old one
Efficiency critical fixes

- Telecoms should now be cooled properly. Closes #11
- Engineering pod should now launch properly, no more trapped Angelite.
Closes #18
- AI core APC is now properly connected to the SMES. Closes #27
- Viro is now fully equipped. Closes #40
- The launch room now has a bhangmeter. Closes #41
- Viro now has an antibody scanner. Closes #6
- Telecoms area now has air alarms. Telecoms atmospherics now has a
camera. Closes #33
Efficiency, github pls

- Added lights to the research shuttle corridor

Also github stop being retarded and close those issues already. Closes
#6, closes #41, closes #40, closes #27, closes #18, closes #11, closes
#33.
Efficiency fixes

- Jukebox now properly works. Closes #15
- 3 RPDs added; 2 in atmos, 1 in CE. Closes #19
- Additional hardsuit added in atmospherics. Closes #21
- MoMMI nest cameras added, plus a lil lightbulb inside the airlock.
Closes #46
More efficiency fixes

- Added two console screens to allow for the constrution of an autolathe
in RnD. Closes #7
- Unwrenched and unwelded all the things in engineering's engine
storage. Added an additional fueltank. Closes #8
- Fixed access of the northern xenobiology windoors. Closes #10
- Added IV drip, blood bags and phalanxamine to medbay. Closes #51
- Added 2 wrenches, 2 welding tools and 1 fueltank to the research
outpost. Closes #53
Even more efficiency fixes

- Singulo starting floors made tinier to make the field less dangerous
and growing the singuloth too much without building a bigger field first
more dangerous. Closes #55
- Replaced one of the alert computers in engineering by a power
monitoring one. Closes #48
- Moved genetics exit button closer to the door. Closes #44
- Changed Lawyer spawn to IAA spawn. Closes #43
- Added pill collector to chemistry. Closes #35
Guess what! Efficiency fixes

- All money accounts now generate properly. For the ones who still don't
know the database is in the room right before the AI core. For now.
Closes #25
- Filled research outpost's hydrophonics crate with goodies. Closes #3
- Changed the abandoned ship's medical hardsuit to a red space suit.
Closes #9
- Added 3 defibs and chargers to medbay. Closes #13
- Added a few lightswitches in reported areas. Closes #47
fixes spacepod movement

Stops spacepods being unable to move if the gravity goes down
Re-making piping overhaul

Because no-one likes pipes under walls, and they aren't going to fix
themselves

- Arrivals should be done. It's being connected through Central at this
save

DO NOT MERGE THIS FOR NOW. This is unfinished and simply used to check
for mergeability. This will also serve as a trace in case something goes
wrong. I simply do not want to start over again in case someone moves a
pen somewhere
More areas : Central North, Dorms, Sec Hallways, etc
More progress
Added DeityLink's framed map for efficiency

- DeityLink's framed map for efficiency added right outside the arrival
shuttle. Closes #54
Merge branch 'Bleeding-Edge' of https://github.com/Duny-/vgstation13 into Defficiency
Pausing here for now
Some more efficiency with that sir?

- Sleeper added in medbay security. Every broken sleeper on the map
should now be fixed as well. Closes #39
- Some metal and glass added to cargo at roundstart. Closes #24
- Brig Lockdown now available to the Warden and not only to the HoS.
Closes #2
Eff- you know the rest already

- Fixed that one wall under a door in xenoarch.
Also forgot in my last commit:
- Added a door to arrivals in the custodial closet. I kinda liked the
idea of a custodial closet in maintenance but whatever. Closes #14
We efficiency 1.0vg now

- Added the new kitchen equipment, as requested by Iamgoofball.
About time I update the changelog
Finished Science, now moving onto Engineering
Added Kokuten's AI holograms