Recent Bluespace Technology research has resulted in Bluespace Beakers!
Ups the price for building to 3000 of each because I don't know how to into honking.
Accidentally added the DME with the last one, fixing it now.
Adds Split Beakers, which are no reaction beakers, for storing chemicals you DON'T want to blow up in your face. Holds 50 units.
fixed dme
Changed Split Beakers to Cryostasis beakers, no gameplay changes however. Increased the research reqs on Bluespace beaker to Bluespace 2 Materials 4.
Adds a new arg to explosion(), flame_range, for fiery explosions! Any mob in that range will be set on fire! Also creates some hotspots (mostly for ambience, won't generate them on existing space tiles) and changes the spawn explosion in the VV tab to let admins make fiery explosions.

Adds a cap for flame_range in global.dm
Added a flame_range for syndibombs, syndieminibombs, Wizard's fireball, fuel tank explosions, and meteors.

Adds firesuit level temperature protection to the wizard hardsuit for safety from your own fireballs setting you ablaze
Adds ExtinguishMob() for Ethereal Jaunt to make wizards a little less vulnerable to fire
Made it harder to get the bluespace Beaker, and reduced it's reagent holding capabilities to 300 units.
Made some adjustments.
Made explosion arguements more readable for the ones with flame_range added to them
flame_range explosions no longer call fire_act() on mobs in the range, but instead spawn a hotspot on them.
Fixes #1543

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Fixes #1566

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Cleanup of pipe unwrenching code.

Fixes #1509

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Fixed Janicart and Galoshes crate not being orderable

Guess ampersands aren't liked by the game
Actually made it 300 this time, I don't know how to into save button.
Bedsheets can be worn, details in PR.  Fixed merge conflicts hopefully.
FIXED ISSUE WITH COLORS NOW BEING ITEM_COLORS WHO CHANGED IT WHY?
 * Added a new malf power: Machine Override will delete the machine and swap it with a mimic, with generated attack stats and the same icon as the machine it has replaced. Effectively making it look like the machine is attacking people.
 * The power will cost the same as overload.
 * Reduced the price and uses of uncommon malf powers so that they can be used when the AI only has 5-10 points left.
Gives the critter crate a fancy, new icon

Thanks WJohnston for the new sprites.
 * The Allow AI config option will now correctly stop players from choosing AI as a job.
 * The job select screen will now fill in the rest of the last column, so it doesn't look uneven.