Ling sting usability improvement

Tested - it works
Mech recharging changes

Now installing a new power cell into a mech will drain it by 80%
Mech recharger is now connected the way telescience does (port ->
console)
Mech rechargers now recharge faster
And some little improvement to how recharging is done code-wise
Hydroponics tray is now a machine that can be upgraded with bigger matter bins for more water and nutriment capacity.
Tray icons will now only update when necessary.
Added cream, plant bag and mining satchel to biogenerator.
Biogenerator's messages are now shown on top of the menu, instead of a separate screen.
Examining the tray now tells you the name of the plant.
Hydroponics trays start without nutriment, more E-Z-Nutriment added to vendor to compensate
Seed vending machine's contents are now sorted.
Less snowflake-y
Update2
Readded kitty ears

Not on the map yet, gonna do that next I suppose.
Merge branch 'master' of https://github.com/tgstation/-tg-station into revenge_of_kitty_ears

Conflicts:
	icons/mob/head.dmi
	icons/obj/clothing/hats.dmi

Fucking laser tag helmets were conflicting. Lucky me!
A lot of Stuff From: #2849

https://github.com/tgstation/-tg-station/pull/2849
fix
boom - will redo
Map
Replaces the different sleep() calls from the slime reactions for spawn() calls. Now you can't inject the same reagent into different cores generating runtimes.
Standarized some of the code of slime reactions, hopefully they won't be creating issues.
Removed the plasma bluespace slime reaction. It was so bad. SO BAD.
fixes #2881
Nerfed EMP's against augmented limbs

Because there's not much benefit to only having a few limbs augmented,
and 120/60 damage just silly.  For comparison, cyborgs take 20 damage
total from an EMP and 5-10 stun, and humans take 60 brute damage for
being just outside the gibbing range of a bomb.

This PR brings the average damage from a strong EMP to an aug down to
48, and from a weak EMP down to 30.  The stun against a full aug is
still very likely to be around 10 or 5, respectively.  This is on top of
having weapons drained, headsets disabled, etc.
Prevents the Nuke disk from going through the Gateway
Swapped a for loop for a Recursive checking proc.
Gives fuel tanks a fire_act()
Fixes an oversight in my slab code

Initial code now works as intended, did not realize the recursive mob
check was looking for clients, now it looks for any mobs.
Added RPED, some sprites and new power cell path

Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
Tiny refactoring

Yep