Evens out space lighting and prevents space fire/party alarms

Adds a dedicated lighting subarea for space turfs, and forces all space turfs to use it.  This evens out irregularities in lighting space turfs ("this empty space is slightly brighter than that empty space") and removes fire and party alarms from space tiles.

For now I have also made space lighting subareas unpowered.  I guess this operates on the theory that the tiles mysteriously teleport power between themselves (along with flashing red lights and party strobes) but it does not work on empty space.
You can now deconstruct cyborgs

	This is a less destructive way to extract the MMI from a cyborg.
	Also, you can no longer use broken flashes for eyes.
Made cyborg deconstruction a bit harder

You now have to lock down the cyborg via a Robotics console, or cutting
the lockdown wire on the cyborg, in order to deconstruct it.
Cyborgs can now unlock themselves

New verb added that allows Cyborgs to unlock themselves if they are locked.
Cyborgs are not able to lock themselves again, and will need a roboticist or someone else with access to assist them.
Fixes the transformer being jammed from too many items in the entrance.
Fixes the transformer borging more than one person at a time.
Cyborg construction now stores endoskeleton for deconstruction to use

When you construct a cyborg now, the endoskeleton is stored in the mob, where before it was deleted.
Cyborg deconstruction now checks if there is a stored endoskeleton. If there is, it deconstructs it. If there isn't, it spawns new parts like before.
Also, there is now a burn_out proc for flashes, since the feature was previously copypasta.
Improved word attainment for Cult

mind.dm - Added a known words list to the mind datum

cult.dm
-**REDUCED RECOMMENDED_ENEMIES BACK DOWN TO 3** - this was one of those band aide fixes we tried ages ago, I really don't feel cult needs more than 3 starting cultists now. Power of three and all that.
-Cultists get a message when grant_runeword gives them the last rune word
-Remove_cultist nullifies the new cult_words mind list on deconversion (Coming Soon™)

runes.dm
-Convert will now try up to three times to give the converter a new word (in testing this seems plenty to get most of the words)
-Sacrifice is now guarenteed to give a new word if the normal checks are passed for a word to be given
-Sacrificing the sacrifice target will reward the sacrificer with up to three words, previously they got fuck all.
-Upped the probablity for words to be given
--Live humans will always give a word
--Dead humans has been increased from 40 to 60
--Monkeys have been increased from 20 to 30
Merge branch 'master' of https://github.com/tgstation/-tg-station into cultbugs
Merge branch 'master' of https://github.com/tgstation/-tg-station into cultbugs
changed the grant rune proc calls from colons to periods
Fixes protolathe href exploit
Putting deconstruction code in a proc for organization and later use
Was hasty in the fix, much smaller now
More modular version of starlight (space lighting)
Fixed the network vars on the map, for the telecommunication computers.
Just small tweaks to basic stuff I found.
Made containment fields shock you when you walk into them, not when you walk near them.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:

/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment

Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
 * Dead bodies won't cause fireball to trigger anymore.
Fixes #230. Problem was with formatting of the output.
reverted the starting cultist number for now
Minor lighting optimization

Reduces redundant looping in lighting checks