Fixes for gamebreaking metabolism rates

- A single chili doesn't kill anymore
- Chloral hydrate no longer kills in amounts of 2 units
Doubled metabolism rates.

This puts metabolism back between where it was originally, and where the metabolism rebalance put it. Thus it shouldn't break anything, but it'll make most chemicals a bit more usable.
Tajaran ear stuff, originally by chinsky

https://github.com/Baystation12/Baystation12/commit/79b17d0c1d2bcf3bd02ac17df027efe3be43d169
Merge branch 'master' of github.com:CIB/Baystation12
Changelog typo fix
Merge pull request #2236 from CIB/master

Metabolism fixes
Missing part of tajaran ear commit.
Merge pull request #2237 from CIB/master

Fix to tajaran commit
Merge branch 'master' of https://github.com/Baystation12/Baystation12
resolved ZAS runtimes, resolved issue with failed turf/space zone interaction when changing turfs

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
removed extraneous RIG suit slowdown (?)

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
fixed some issues with blueprints including no power, [initially] borked lighting and the area eventually resetting to space

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
added myself and chinsky to game masters

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>