Fix for minor bug where, to mappers, supply and scrubbers pipes used regular sprites.
Substation Mapfix Two
- Implemented suggestions (mainly by @Zuhayr, thanks!)
- Substation rooms now have some random stuff in them, so they don't look so empty. This varies by substation room. Arrivals gets generic emergency equipment as well as portable pump filling station, science gets firefighting gear, etc.)
- Rerouted some wiring to avoid putting wires under walls.
- Substation PSUs were changed to SMESs
- All SMESs onboard should be of /buildable/ subtype now. Including solars and substations
Merge pull request #6339 from RavingManiac/dev

NewPipe bug fix
Reagent overlays for bottles from the Chem Master.

Chemistry containers now have capacities in multiples of 60 (60 for bottles, pills and small beakers, 120 for large beakers and buckets) to make reactions more convenient.
Merge pull request #6377 from RavingManiac/dev

Chemistry bottle overlays, container capacity changes
Fixed description error in cryo beakers.

Chem dispenser dispenses 40 units instead of 50 units so as to work well with 120-unit large beakers.
Cleanup - Cyborg Analyzer

- Moved cyborg analyzer related code to it's own file.
Merge pull request #6415 from RavingManiac/dev

Minor tweaks and fixes for previous chemistry pull request
Cleanup - Cyborg Analyzer 2

- Moved cyborg analyzer related code to it's own file.
- Included the file
Cyborg Power Usage Overhaul
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)
Cyborg Advanced Charging
- This solves various issues with cyborg charging
- Cyborg chargers have 15k charge capacity themselves. They charge at 2.5kW when no cyborg is inside and 25kW when cyborg is inside.
- Instead of draining power directly to cyborg's cell, they simply transfer power (capped at 250 charge/tick) from charger to cyborg.
- All is checked, which means no excess power is wasted. This means AFK cyborgs parked in rechargers are no longer power sinks

Balance
- Increased cyborg actuator power usage a bit.
Adds size_multiplier, icon_update vars and stops masks and shoes from rendering beneath hardsuits
Incorporated Suggestions
- Recharge stations now have charge overlay which shows approximate amount of remaining charge
- Recharge stations now don't use use_power() directly, performance increase
- Recharge stations now work even without external power, however their electronics will draw 50W from internal cell, eventually depleting it and shutting down completely.
Better usage of bitflags
Merge pull request #6431 from Hubblenaut/dev

Changes to update_icons
Cleans up radio frequency numbers.

Replaces magic numbers across the code base with proper constants.
Prepares for the ability to have more than one antag channel in the future.
Corrects a lie.
Cyborg Radio Change
- Cyborgs can now toggle if they want their radio to broadcast to everyone around them. Starts ON by default.
Merge commit 'a35ff3e' into substation-mapfix-two
Merge pull request #6453 from PsiOmegaDelta/RadioCleanup

Cleans up radio frequency numbers.
Microfix

- Adds missing cargobay conveyor belt segment
- Adds missing air alarms to bathroom.