Tweaks for spam #2

Added brackets surrounding tokens to make whitespace and empty tokens
removable.
Slightly modified ion storm behavior.
Increased duration required to stop spam to 5 minutes.
Added ability to expand spam filter limit with installation of message
monitor circuits.
People will see why their message been discarded.
Discarded messages will be highlighted with red color in message log.
alien weeds performance and layer fixes

recently i fixed a couple of issues with /vg/'s alien weeds and nodes, 
and i see some applying to Bay12 too.

one of those issues was the order of checks in weeds/Life().
it should cancel the weed's search for tiles to expand to without starting
the direction loop first, saving quite a few proc calls.

another issue is alien weeds having the default OBJ_LAYER layer 3 which makes them grow
over all kinds of items and objects which makes sense i guess fluffwise but
is really annoying ingame for both crew and aliens.
( and this coming from the host of Alium Deathtrap 13 ;) )
nodes stay at layer 3 to appear properly over things like AI-holopads.

a really tiny improvement is setting linked_node after the space-turf check in weeds/New().

link to the /vg/ commit : https://github.com/d3athrow/vgstation13/commit/4dcb434f7258fe2acd266a1709ab2022389eb845
C02 -> carbon_dioxide

Renamed carbon dioxide breathing type string to hopefully prevent
confusion in the future.
Bot down?  Let's not lock up the entire server.

Instead we'll spawn a thread to handle it, not like we care what is returned either way.
Merge pull request #5089 from Ccomp5950/ircfix

Bot down?  Let's not lock up the entire server.
Farmbot fixes

Fixed a few bugs in the construction code, before realizing there were a lot more bugs in the move_to_target() code, giving up and disabling it pending rewrite.
Merge pull request #5083 from mwerezak/co2

New System for CO2 Asphixyation
Merge pull request #5091 from Loganbacca/fbotfix

Farmbots no
Merge pull request #5087 from Walter0o/master

alien weeds performance and layer fixes
Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into dev-freeze
Fixed accidental rename during Phoron project
Fix to breathing in bad air.
Fix

No everlasting events.
Clarifies comment wording

Small things
Before detonation, supermatter pulls all objects, including anchored objects in a 13-tile radius (just enough to cover the control room) towards it for 10 seconds. Windows within this radius are immediately shattered.

Supermatter no longer pushed around by airflow.
Unanchored objects and players without magboots are pulled twice as fast towards the supermatter.
Supermatter shards have a smaller pull-radius.

Leftover variable removed.
Vending machines can now be unanchored
Adds ability to have airlock wires randomized

Adds a secured_wires var to airlocks that may be set through mapping. If
not set to 0, the airlock's wires will be randomized for that airlock,
instead of using the global wiring scheme.
Bolt dropping wire, please