Only monkeys and humans can shove mobs into disposal units now.
- Fixes simple_animal attack messages, no longer will "John Donk You try to help Strong Hivebot" be a thing
- Removes hivebot capitalisation so that they're referred to by the game as "the hivebot" instead of "Hivebot", which is in line with other simple animals, like aliens
Raises the damage caps on the head and torso to 200.
 Updated the health analyser interface to be more usable.
 Cleaned up the code.
 Removed the copy and paste of the PDA medical scanner.
 Removed monkey gamemode checks.
 Removed the unused PDA detective scanning code.
 Burns to Burn, to be more consistent.
Windows have a new proc, can_be_reached(), it will check if there's an object blocking the way on the turf if a mob clicks on the window. It will make some pretty dir checks and then use CanPass(). And before it starts, it checks if it's a full tile window too.
The mop will now check for water to clean the floor. This will stop people from cleaning the floor with fuel, avoiding the slippery floors.
Disabled disposals auto-routing for packages.

For some reason package wrapped objects were set to auto-reroute to disposals, I can't think a good reason for this to happen but i can think of a bad one: people's mail ends up getting lost to a murder room due to someone else's neglect/incompetence - probably one of the main reasons the mail room doesn't get used very often.

So what will happen now is that packages that are put on the conveyor without a destination will loop back around and come back out the mail chute until a cargo tech works out how to use a destination tagger
Merge branch 'master' of https://github.com/tgstation/-tg-station into nopackageautodivert
Air Alarm Electronics sprites

Nothing fancy, adds some sprites for air alarm electronics so they're not using the airlock electronic sprites.

It's an APC module with the circuit board flipped 90 degrees
Adds additional dice!

Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.

This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.

Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
 Updated the message you get after trying to analyze the floor.
tweaks to the dice:

*the dice now all have different colors, to make them easy to tell the difference between them at a glance.
*the d2 has been swapped out for a d00, though you can still create a d2 if someone demands it.
*the generic pill bottle full of dice has been replaced with a proper dice bag.
*actually throwing a die will now cause it to roll until the throw ends, at which point it will state the result of the throw. The old method still works as well.
*most new dice have had their sprites edited to be smaller.
*minor grammer corrections.
Corrected text for prying off armour layers from mechs.

Fixed the Odysseus external armour being secured when you install it, along with sprite change, but still requiring a wrenching with no feedback.
 * Re-named the verb "Pick Ghost Form" to "Choose Ghost Form". It was interfering with the "pick up" verb which people can easily access by typing "pi" then space. A very minor convenience thing.
Merge pull request #894 from Tenebrosity/hivebotattackfix

Fixes simple_animal attack messages, no longer will "John Donk You try...
Final Sprite Tweaks
*D12 has been turned a more vibrant shade of orange
*The dicebag sprite has been improved with some help from Cheridan
*Let's roll
Whoops the dicebag sprite got more awesome at the last second, this is all Cheridan's fault :0
Merge pull request #947 from Incoming5643/dice

Adds additional new dice
 * Made the mining shuttle one way during blob.
 * Increased players per blob and decreased blob count to win.
 * Changed the health value of the blob spores.
 * Blob gamemode will give the blob core a resource rate of 2, random event blob cores will get 1.
 * Raised the amount of time that has to pass before the blob event occurs.
 * Increased the difficulty of expanding into space.
 * Added a player limit to the blob gamemode.
 * Removed density from shield and other variables which are set in the abstract blob.
 * Deleted spores after they die.
 * Reset the brute resistance.
 * Disabled random blobs in the blob gamemode.
 * Double'd the blob spore's health.
 * Blobs can expand into space again but it will be harder to do than on a space tile.
 * Dead robots will be gibbed in their blob_act() as their bodies will block the blob.
 * Reduced the damage the blob takes from explosions, and increased the brute resistance. Blobs main weakness is fire, not force.