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
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
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
Merge pull request #1151 from Duny-/Defficiency

Efficiency fixes. A lot of them.