Fixes some SMESs on station which had wrong type

- Atmospherics, north solar and outpost SMESs remapped to be of /smes/buildable type instead of /smes/ which can't be upgraded and/or disassembled.
- Added warning which shows in the log when non-magical or non-buildable SMES is mapped in/spawned. This should *hopefully* remind mappers that regular SMESs are not suposed to be mapped in unless specifically needed.
SMES Failure logging + small fix

- SMES failures are now logged, including position of SMES, user and intensity of failure (from 1 to 100). Also included is JMP button.
- Instead of using ugly long string nice proc ping is used.
- Fixes issue with SMES overloads almost never causing APC failures.
I forgot a thing
- Or seven, to be specific. Replaced SMESs for buildable types at: Asteroid (i thought i already did that,..), Engineering construction station (engine section apparently had four SMESs in it)
Robots can now be rebuilt after destruction.

Robotic borgs now have a circuit which can be re-installed in a new chassi after the destruction of the original.
Merge remote-tracking branch 'upstream/dev' into RoboCircuit
Updates the posibrain path on map.
Syndicate Beacons no longer attempt to convert traitor banned players.
pAIs can now hide.

See http://baystation12.net/forums/viewtopic.php?f=67&t=11684.
Xenobiology SecHUD icon

Made by Malsquando, see http://baystation12.net/forums/viewtopic.php?f=44&t=4294&start=660#p248937.
Fixes Map Loader issues.

See https://github.com/tgstation/-tg-station/issues/6083 and https://github.com/tgstation/-tg-station/pull/6120.
Fractal Energy Reactor can now be mapped in.

Will be used as replacement for Telecomms magical SMES which is buggy. This thingy should work just fine.
Fixed exploit that allowed you to generate infinite power by repeatedly disassembling and building SMES with same parts. New SMES would always start on 20% charge.
Map Rework

* New engine layout *
- More compact and much easier to modify layout
- Properly used omni filters
- Waste handling is now more straightforward, all waste is pumped into one canister which is significantly easier to process in atmospherics.

* New atmospherics layout *
- Expanded the room slightly to the south
- Completely remapped all pipes, goal being once again simplicity
- Fully functional layout, but without ton of useless things which have to be disassembled if you want to make your own modifications ingame
- Filling stations at each large storage tank to allow for filling canisters with pure gas without having to contaminate the whole pure and mix pipelines

* Minor updates *
- Remaining non-buildable SMESs are now buildable [again]
- Engineering substation spare SMESs are no longer connected into the grid, required cables are added in area so if anyone actually wants to connect them, they can
- TCommsat no longer has magical SMES. Instead, Fractal Generator is used (true infinite powersource). Breaker box was added next to it to allow
Merge branch 'master' of https://github.com/Baystation12/Baystation12 into buildable-smes-fix
Grass seed runtime fix

Fixes grass seeds causing a runtime when putting a stack through the seed extractor with only 1 tile left in the stack.
Supermatter shards now don't announce anything
Fixed compile error because I don't know how istype() works
Fixes the 'drone' sprite for borgs.  The eyes are now actual eye sprites instead of attached to the base sprite.  No more pumping 40 shots into a secborg and wondering why it won't die.
Adds option for medical module to use the medical drone sprite.
Adds sprite for surgery and mining.  Mining will no longer use a medical sprite (why???)
Merge pull request #7170 from Loganbacca/bayfix

Grass seed runtime fix
Merge remote-tracking branch 'origin/dev' into nice-atmos

Had some strange merge problems. This may have broken something. Visual map inspection however shows no problems.