Make Radiation Collectors harder to upkeep and less productive

- Renamed drainratio to drain_ratio. Mostly a type case thing, also
forced me to modify the admin verb debug code
- Radiation collectors now drain five times as fast. Still more
practical than the AME, but every now and then someone will have to haul
their lazy fucking ass to the Engine to refill the plasma tanks. If you
want constant power, use the Solars
- Radiation collectors produce TEN times less power. A fully set
Singularity Engine used to produce 3 million W, will now produce 300 000
W.  Supermatter Engine goes from 30 million W to 3 million W. Grid power
weight is usually 25 000 W, so it sure as hell should be enough to power
everything and top the SMES

This effectively means three things :

- Engineers now have to check five times as often on the radiation
collectors. Since those currently drain in a lucridiously long time,
this doesn't really ruin everything.
- You'll now have to try really hard to make electric shocks lethal if
the Engine is wired to the grid. The Supermatter Engine should still
output enough and the Singularity Engine might yield a crit, but no more
instant kills unless someone goes overboard with the plasma tanks
- Scrubbing the plasma tanks, then cooling the plasma canister before
using it is a pretty smart way to make tanks last longer and produce
more. ATMOSPHERICS!
Changelog
Modify shock damage in a single manner

- Power gloves cap is now at 1 million watts. Zing
- Shock damage formula is power/rand(4000, 6000) capped to 500, reached
in average at 2.5 million watts. Note to self : Nerf Supermatter Engine
which can still reach 3 million watts
- Sample shock damages : 50000 = 10, 100000 = 20, 500000 = 100. This is
a very simplistic damage calculation but it works
Revert "Modify shock damage in a single manner"

This reverts commit 8731b3636ff1c40cee508e5320d7874ccc88cc7b.
Old system with tweaked values
Change how shock damage is calculated

After a fair amount of hair pulling, seeing how Dreammaker is unable to
use any function more complex than square roots and powers, I've used
the following formula

Damage = round(power^(1/3)*(rand(15,20)/10))

Changelog was also fixed and the snowflake exception for the power glove
was removed. If the grid contains dozens of DeLoreans, your target is
going to get it big time
Adjusting color of the new warning stripes

Orange looks like ass on clear turfs, we slighty darker shade of yellow
now.
Purty Supermatter Lighting

Looks so nice~
Adds the Super Gravitational Singularity, a special final form that is achieved when the singularity consumes supermatter.
Has a far large pull range, and emits SM waves that instantly vaporize nearby mobs. (Second attempt after merge errors.)
Update changelog.
Less fresh paint
Reduce multiplier on request

New damage benchmarks : 100k to 50-60, at 300k to 66-84 and at 1M to
100-125
Fixed oversight in expand() & tweaks things.

Fixes removal of Size 7, flavor text a little better, and upgrades other events.
unfuck my syntax error

I FORGOT TO ADD A "
fixed ternary conditional

i swear to god i actually am retarded
Fixes name/desc and check_turfs_in() issues

There we go.
Moved vox and pirate shuttle areas

Vox shuttle 'northeast solars' landing location moved northwest a bit
(now directly north of the solars)
Pirate shuttle 'east of the station' landing location moved north a bit
Merge pull request #1959 from Unfit/Bleeding-Edge

Vox and pirate shuttle areas moved north
Merge pull request #1958 from eswordthecat/patch-9

system_integrity from bay.
Merge pull request #1949 from N3X15/patch-1

Purty Supermatter Lighting