Cult.dm updated for tome rework

No longer give 2 words per cultist at round start, back to original 1 word per.
Runes.dm updated for tome rework.

Convert now gives a guaranteed rune word to the cultist that converts.
Tome rework.

Tomes reworked for user friendliness! A fairly large change to cult.

Tomes no longer make you choose from a list of words three times to form a rune.

Tomes now use the "notes" section to decide whether you can scribe a rune or not, once you've translated the appropriate words into english, the usable runes will be in the list when you choose scribe rune, it will scribe the appropriate word that you translated. I.E. If "Ire" was translated to "join", the first word will be "ire".

This removes researching words. Though, it's still possible to do by changing words in your notes, it's slower, and using an incorrect rune now does overall damage 75 to the user, so "testing" the runes you make with incorrect words will potentially kill the user. Hopefuly this will keep people from actually trying to research.

On top of removing research (Which people found annoying and or too easy.), converting people now gives you a word, so this hopefully makes cult rounds more involved for all sides, because cultists need to convert a couple people before they can start using their full arsenal of runes, instead of fucking off into space for 20 minutes before anything happens. As well, choosing a rune from a list means you no longer need to memorize word combinations, and you can't mess up by clicking the wrong second/third word by accident.
Update mind.dm
Icon fix
Update cult.dm

So Malkevin stops whining like an entitled 4 year old.
All cultists start with convert words.
SHOULD ACTUALLY BE FIXED NOW.
Precaution (Though originally it didn't affect anything.)

Commented out some shit.
Fixed.

Don't code at 3PM without sleeping for over a day.
Ported and improved Sayu's awesome alt-click stat panel. Alt-clicking a tile will bring up a list of the objects on it in a stat panel- these can be interacted with normally, with both left and right clicks. This is particularly useful for getting specific items from lockers.
Typo fix.
Fixes1404 by changing how hydro trays can receive reagents.  Pretty much any reagent container works now, except pills.  Food *does* work, it's used as "compost".  I might make pills work as compost as well, kinda like those solid Miracle Grow supplements.

Issue #1404 was just that plant-b-gone bottles weren't using their reagent contents on hydro trays.  Space cleaner spray was similarly not used or checked when cleaning microwaves, so I fixed that extension of the bug.

I haven't tested this as thoroughly as I usually test my commits, I'll update this when I'm confident it's all working.  I did run through most possibilities though.
Disables the afterattack for spray bottles and beakers when applied to hydro trays so they don't splash/spray (spray bottles didn't do anything special to blobs).
Improved some text.  Empty syringe is still ready for extraction code when that gets implemented.
Fixed a double-the error.  Noticed that hydroponics code is full of them.  Cleaned them up.
Allowed solutions to be applied to empty trays, fixed more text and colors.
Returns 1 instead of adding (more) special cases to the afterattack functions for beakers and spray bottles.
Artificers can no longer build on shuttles
MMI's no longer magically transmute alien brains into normal brains. Cleaned up the code a bit.
Fixed cleaver sprites being in the wrong hand.
Fixed constructs being damaged to negative health & added ectoplasm spawning to Die()