Nations fixes
This wasn't needed apparently.
Added new BBCode tags, for tables and NT logo. Removes html support from paper.

Conflicts:
	html/changelog.html
Fixes #4643

Conflicts:
	code/modules/mob/living/simple_animal/hostile/mimic.dm
Fixes #5061
Fixes #5035
alien weed and node fixes bonanza

couple of things :
1.) alien weeds spawning with a node param works totally fine ingame ( AKA vomited by an alium ),
but when placed on map in DM they will trigger nullpointer errors for every single weed placed.
this seems to went undetected simply because there are no weeds on the map at startup,
ever since your asteroid abandoned outpost got replaced with that vox trading station.

2.) it took me a moment to understand what node/Destroy() is supposed to do.
it looped through its list of spawned weeds and nulls only its own linked_node var.
that could have been done by src.linked_node = null, but i dont think that is the intention of the loop.
for safe GCing the linked_node var of all weeds that got spawned by this node need to be nulled, not only its own.

3.) to be safe, the turf/space check should happen before any list operations are done, also replaced del() with qdel() here.

4.) the linked_node check of weeds/proc/Life() should be one of the first things to happen, which saves a lot of checks.

5.) the layer of weeds being default 3 was quite annoying as the weeds made it hard to click all kinds of layer 3 items and objects.
fixed for weeds, nodes will still be 3 to properly show above things like AI holopads.

6.) i took the liberty of changing the node/node param to node/N ,
rename the spawns list to connected_weeds and move weeds/Destroy() up for better readability.
Derp
Post Test #2 bugfixes
fixes exploits with the mech fabricator (ParaCode)

this exploit is in all public builds i could look at.

using the mech fabricator, and you were able to duplicate any obj in the server.

as a nice bonus you could also abuse the part-description-function to identify any atom in the server
memory for even easier access to other yet unknown exploits of this kind.

and also range check was missing to make sure you are not on some other z level massproducing guns.

i will not go into details, as it is exactly the same kind of exploit over and over, 
so if you are interested on how and why these exploits work, see some of my other exploit commits :
https://github.com/Baystation12/Baystation12/pull/5068
https://github.com/ZomgPonies/Paradise/pull/179

i advise any coder team to be supercautious when changing/writing new Topic procs to prevent these,
and to always doublecheck other coder's works.
Merge pull request #232 from Walter0o/patch-2

fixes exploits with the mech fabricator (ParaCode)
Post test #3 nations bugfixes
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
Post test #4 bugfixes
Post test #4 fixes
Oops
Inaprovaline no longer a substitute for breathing

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
Fix atm spamming papers
spelling fixes
Paperpocolypse changes.