Removed the barely implemented sleeping and resting states of silicons (doesn't make sense anyway and probably wasn't intentionally existent). Also cleaned up powersink code to enforce its mode and all variables affected
Fixes talisman items not fully removing selves when used
Two new game_options, SECURITY_HAS_MAINT_ACCESS and EVERYONE_HAS_MAINT_ACCESS.
Renamed ASSISTANT_MAINT to ASSISTANTS_HAVE_MAINT_ACCESS.
Changed maint access game_option magic numbers to defines
revert out lazybots commit
Cyborg Budget Cuts

-Cyborg RCD cost increased from unit*30 to unit*160
With a standard 15k power cell, you can still build:
93 floors
31 walls
18 deconstructions
9 airlock operations
-Reduced cyborg health from 300 to 200
-Cyborgs with less than 100 health can not use any modules, but can still move, speak, and wirelessly interact with machines
-Engineering cyborgs can now use metal rods
-Updated changelog
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf

Conflicts:
	html/changelog.html
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf
Replaced borg crit state with a gradual breakdown of its functions.
Moved the self check after the health check for welding tools
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf
-Rewrote unequipping modules for cleaner code
-Cyborg rods now properly regenerate in while charging
-cyborg rods can no longer be used to generate metal
-Removed roman numerals from the icon
Update examine.dm
Merge branch 'master' of https://github.com/tgstation/-tg-station into borgnerf

Conflicts:
	html/changelog.html
THE BORGI UPDATE

-As requested by errorage, you can now place air/oxygen tanks and fire extinguishers on Ian's back. Additionally, you can also place cardborg suit/helmets on him.

-Cleans up some shoe code and unused sprites from feet/suit .dmis.
Resolves an issue with sanitize_hexcolor - It now has an optional default return value again.
Fixes some bad arguments in a call to sanitize_hexcolor which was causing admin ooccolor to be set to "000" on load.
As requested, moved the config check to a very verbose proc named check_config_for_sec_maint()

Sorry this took so long.
Mining treasure room overhaul!

-Maximum amount of rooms generated raised to 6.
-The size of the rooms is now random, and varies from tiny to quite large.
-Each room is assigned a theme, which determines the turfs it uses and the potential items it can contain.

http://i.imgur.com/THaBBNT.png
Fixed a lot of text, mostly in simple_animal.  The word "the" was being duplicated in a lot of cases when referring to objects or mobs.  Basically, byond handles "the" for us.  Poly was particularly guilty of this, but really it was all simple_mobs.

Also fixed issue 566, where it was possible to weaken corpses.  Dead humans, humanoid aliens, and larvae should no longer be weakenable once they're dead.

Also also, changed the default name for human mobs from unknown to Unknown.  This is makes them consistent with humans whose identity is destroyed by acid or face damage.  They'll no longer show up as "The unknown" in messages, since Byond recognizes Unknown as a proper noun due to capitalization.

Finally, gave Runtime a DNA joke as a description.  Not sure why she didn't have a description.
Improved a few lines based on Pete and Aranclanos's feedback.  Also removed the "capitalize" call, which wasn't working, instead breaking the string up into two parts.  BYOND macros are weird, but it works great.