* Settings for specific z-levels are defined in datum types, allowing the lists of Z levels to be automatically configured. This solves the problem of being unable to use the z-level #defines in associative lists.
* Converted the example and northern star maps to use the new system.
* Operating table and computer liked to literally spin around during initialization due to someone using `dir` as a loop counter without declaring it as a local variable.
* Loremaster was loading all subtypes of /datum/lore/organization, but some intermediate subtypes are never meant to be used (such as /datum/lore/organization/mil)
* These intermediate subtypes have no names, and no ship_prefixes, so crash the ATC.
* Fix by not loading ones not meant to be loaded. Detected by checking if they have a non-null name.
* lighting_overlay objects belong to a turf. Turfs never move. Neither should the lighting_overlay, even of an overzealous shuttle controller thinks they should.
Fixes runtime when screwdrivering the defib to remove the powercell.
Husked people can no longer be revived. This is because otherwise they could become alive again but remain husked.
Jams the three devices that I'm aware of that use subspace communications: Headsets, PDAs, and Communicators.
All three will be unable to communicate if in range of a jammer. The default range is 7 turfs, the battery that comes in the jammer is a weapon cell (just to make it a little harder to find replacements) and lasts 60 seconds. The range and power use are variables.
Speaking through a headset will produce 'soft' or 'loud' static depending on how far you are, allowing you to sort of dead-reckon your way to a placed jammer. You can just carry them, otherwise.
I've got no experience with adding tator items so I'll leave that sort of thing up to you guys.
Suits are now mostly under one-piece (subtypes of 'lawyer') and modular (subtypes of 'suit_jacket') selection menus. Croptops also under selection menu.