diff --git a/code/WorkInProgress/Cael_Aislinn/energy_field.dm b/code/WorkInProgress/Cael_Aislinn/energy_field.dm
index 363b1ada26b..96a849f9472 100644
--- a/code/WorkInProgress/Cael_Aislinn/energy_field.dm
+++ b/code/WorkInProgress/Cael_Aislinn/energy_field.dm
@@ -1,41 +1,41 @@
-
-//---------- actual energy field
-
-/obj/effect/energy_field
- name = "energy field"
- desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
- icon = 'shielding.dmi'
- icon_state = "shieldsparkles"
- anchored = 1
- layer = 2.1
- density = 0
- invisibility = 2
- var/strength = 0
- var/obj/machinery/shield_gen/parent
- var/stress = 0
-
-/obj/effect/energy_field/ex_act(var/severity)
- Stress(2)
- //nothing
-
-/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
- if(M)
- walk(M,0)
-
-/obj/effect/energy_field/proc/Stress(var/severity)
- strength -= severity
- stress += severity
-
- //if we take too much damage, drop out - the generator will bring us back up if we have enough power
- if(strength < 1)
- invisibility = 2
- density = 0
-
-/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
- //Purpose: Determines if the object (or airflow) can pass this atom.
- //Called by: Movement, airflow.
- //Inputs: The moving atom (optional), target turf, "height" and air group
- //Outputs: Boolean if can pass.
-
- //return (!density || !height || air_group)
- return 0
+
+//---------- actual energy field
+
+/obj/effect/energy_field
+ name = "energy field"
+ desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
+ icon = 'shielding.dmi'
+ icon_state = "shieldsparkles"
+ anchored = 1
+ layer = 2.1
+ density = 0
+ invisibility = 2
+ var/strength = 0
+ var/obj/machinery/shield_gen/parent
+ var/stress = 0
+
+/obj/effect/energy_field/ex_act(var/severity)
+ Stress(2)
+ //nothing
+
+/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
+ if(M)
+ walk(M,0)
+
+/obj/effect/energy_field/proc/Stress(var/severity)
+ strength -= severity
+ stress += severity
+
+ //if we take too much damage, drop out - the generator will bring us back up if we have enough power
+ if(strength < 1)
+ invisibility = 2
+ density = 0
+
+/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
+ //Purpose: Determines if the object (or airflow) can pass this atom.
+ //Called by: Movement, airflow.
+ //Inputs: The moving atom (optional), target turf, "height" and air group
+ //Outputs: Boolean if can pass.
+
+ //return (!density || !height || air_group)
+ return 0
diff --git a/code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm b/code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm
index c4524ad94e0..9c84a7b2a79 100644
--- a/code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm
+++ b/code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm
@@ -1,64 +1,64 @@
-
-//---------- external shield generator
-//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
-
-/obj/machinery/shield_gen/external/New()
- ..()
-
-/obj/machinery/shield_gen/external/get_shielded_turfs()
- var
- list
- open = list(get_turf(src))
- closed = list()
-
- while(open.len)
- for(var/turf/T in open)
- for(var/turf/O in orange(1, T))
- if(get_dist(O,src) > field_radius)
- continue
- var/add_this_turf = 0
- if(istype(O,/turf/space))
- for(var/turf/simulated/G in orange(1, O))
- add_this_turf = 1
- break
- for(var/obj/structure/S in orange(1, O))
- add_this_turf = 1
- break
- for(var/obj/structure/S in O)
- add_this_turf = 0
- break
-
- if(add_this_turf && !(O in open) && !(O in closed))
- open += O
- open -= T
- closed += T
-
- return closed
-
-/obj/machinery/shield_gen/external/process()
- /*if(stat & (NOPOWER|BROKEN))
- return*/
- if(!active)
- return
- /*spawn(100)
- power()*/
- /*if(src.active >= 1)
- if(src.power == 0)
- src.visible_message("\red The [src.name] shuts down due to lack of power!", \
- "You hear heavy droning fade out")
- icon_state = "generator0"
- src.active = 0*/
- ..()
-
-/obj/item/weapon/circuitboard/shield_gen/external
- name = "Circuit Board (External Shield Generator)"
- build_path = "/obj/machinery/shield_gen/external"
- board_type = "machine"
- origin_tech = "electromagnetic=3;engineering=2;power=1"
- frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
- req_components = list(
- "/obj/item/weapon/cable_coil" = 2,
- "/obj/item/weapon/stock_parts/manipulator/nano" = 2,
- "/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
- "/obj/item/weapon/stock_parts/console_screen" = 1,
- "/obj/item/weapon/stock_parts/micro_laser/high" = 1)
+
+//---------- external shield generator
+//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
+
+/obj/machinery/shield_gen/external/New()
+ ..()
+
+/obj/machinery/shield_gen/external/get_shielded_turfs()
+ var
+ list
+ open = list(get_turf(src))
+ closed = list()
+
+ while(open.len)
+ for(var/turf/T in open)
+ for(var/turf/O in orange(1, T))
+ if(get_dist(O,src) > field_radius)
+ continue
+ var/add_this_turf = 0
+ if(istype(O,/turf/space))
+ for(var/turf/simulated/G in orange(1, O))
+ add_this_turf = 1
+ break
+ for(var/obj/structure/S in orange(1, O))
+ add_this_turf = 1
+ break
+ for(var/obj/structure/S in O)
+ add_this_turf = 0
+ break
+
+ if(add_this_turf && !(O in open) && !(O in closed))
+ open += O
+ open -= T
+ closed += T
+
+ return closed
+
+/obj/machinery/shield_gen/external/process()
+ /*if(stat & (NOPOWER|BROKEN))
+ return*/
+ if(!active)
+ return
+ /*spawn(100)
+ power()*/
+ /*if(src.active >= 1)
+ if(src.power == 0)
+ src.visible_message("\red The [src.name] shuts down due to lack of power!", \
+ "You hear heavy droning fade out")
+ icon_state = "generator0"
+ src.active = 0*/
+ ..()
+
+/obj/item/weapon/circuitboard/shield_gen/external
+ name = "Circuit Board (External Shield Generator)"
+ build_path = "/obj/machinery/shield_gen/external"
+ board_type = "machine"
+ origin_tech = "electromagnetic=3;engineering=2;power=1"
+ frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
+ req_components = list(
+ "/obj/item/weapon/cable_coil" = 2,
+ "/obj/item/weapon/stock_parts/manipulator/nano" = 2,
+ "/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
+ "/obj/item/weapon/stock_parts/console_screen" = 1,
+ "/obj/item/weapon/stock_parts/micro_laser/high" = 1)
diff --git a/code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm b/code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm
index 50896434d7f..16897b90335 100644
--- a/code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm
+++ b/code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm
@@ -1,156 +1,156 @@
-
-//---------- shield capacitor
-//pulls energy out of a power net and charges an adjacent generator
-
-/obj/machinery/shield_capacitor
- name = "shield capacitor"
- desc = "Machine that charges a shield generator."
- icon = 'shielding.dmi'
- icon_state = "capacitor"
- var/active = 1
- density = 1
- anchored = 1
- var/obj/machinery/shield_gen/target_generator
- var/stored_charge = 0
- var/time_since_fail = 100
- var/max_charge = 1000000
- var/max_charge_rate = 100000
- var/min_charge_rate = 0
- var/locked = 0
- //
- use_power = 1 //0 use nothing
- //1 use idle power
- //2 use active power
- idle_power_usage = 10
- active_power_usage = 100
- var/charge_rate = 100
-
-/obj/machinery/shield_capacitor/New()
- ..()
- target_generator = locate() in get_step(src,dir)
- if(target_generator && !target_generator.owned_capacitor)
- target_generator.owned_capacitor = src
- /*spawn(10)
- check_powered()*/
-
-/obj/machinery/shield_capacitor/power_change()
- if(stat & BROKEN)
- icon_state = "broke"
- else
- if( powered() )
- if (src.active)
- icon_state = "capacitor"
- else
- icon_state = "capacitor"
- stat &= ~NOPOWER
- else
- spawn(rand(0, 15))
- src.icon_state = "capacitor"
- stat |= NOPOWER
-
-/obj/machinery/shield_capacitor/process()
- //
- if(active)
- use_power = 2
- if(stored_charge + charge_rate > max_charge)
- active_power_usage = max_charge - stored_charge
- else
- active_power_usage = charge_rate
- stored_charge += active_power_usage
- else
- use_power = 1
-
- time_since_fail++
- if(stored_charge < active_power_usage * 1.5)
- time_since_fail = 0
- //
- updateDialog()
-
-/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
- /*if(istype(W, /obj/item/weapon/wrench))
- if(active)
- user << "Turn off the field generator first."
- return
-
- else if(state == 0)
- state = 1
- playsound(src.loc, 'Ratchet.ogg', 75, 1)
- user << "You secure the external reinforcing bolts to the floor."
- src.anchored = 1
- return
-
- else if(state == 1)
- state = 0
- playsound(src.loc, 'Ratchet.ogg', 75, 1)
- user << "You undo the external reinforcing bolts."
- src.anchored = 0
- return*/
-
- if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
- if (src.allowed(user))
- src.locked = !src.locked
- user << "Controls are now [src.locked ? "locked." : "unlocked."]"
- else
- user << "\red Access denied."
-
- else
- src.add_fingerprint(user)
- user << "\red You hit the [src.name] with your [W.name]!"
- for(var/mob/M in viewers(src))
- if(M == user) continue
- M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
-
-/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
- interact(user)
- src.add_fingerprint(user)
-
-/obj/machinery/shield_capacitor/Topic(href, href_list[])
- ..()
- if( href_list["close"] )
- usr << browse(null, "window=shield_capacitor")
- usr.machine = null
- return
- if( href_list["toggle"] )
- active = !active
- if(active)
- use_power = 2
- else
- use_power = 1
- if( href_list["charge_rate"] )
- charge_rate += text2num(href_list["charge_rate"])
- if(charge_rate > max_charge_rate)
- charge_rate = max_charge_rate
- else if(charge_rate < min_charge_rate)
- charge_rate = min_charge_rate
- //
- updateDialog()
-
-/obj/machinery/shield_capacitor/proc/interact(mob/user)
- if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
- if (!istype(user, /mob/living/silicon))
- user.machine = null
- user << browse(null, "window=shield_capacitor")
- return
- var/t = "Shield Capacitor Control Console
"
- t += "[target_generator ? "Shield generator connected." : "Unable to locate shield generator!"]
"
- t += "This capacitor is: [active ? "Online" : "Offline" ] [active ? "\[Deactivate\]" : "\[Activate\]"]
"
- t += "[time_since_fail > 2 ? "Charging stable." : "Warning, low charge!"]
"
- t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)
"
- t += "Capacitor charge rate (approx): \[min\] \[--\] \[-\][charge_rate] Watts/sec \[+\] \[++\] \[max\]
"
- t += "