Well, HE pipes leak like a sieve, so this is on hold for now.
Day fucking two and I still don't know what the hell I'm doing.
Comments.
Pipe bursting.
Unfuck blood code

- Integrate nutrition drain to blood regen instead of draining it
manually. If consuming your body nutrient's doesn't drain nutrition,
then it should and it's not my code's fault
- Make blood loss a bit less violent across the line. I wanted to tweak
values for wound since BLOOD ALL OVER THE FLOOR FOR A PAPERCUT, but that
might come later
- Remove the shitty 'lol have 300 tox' trigger when under survival blood
levels. Instead anyone under that level will get para-locked and will
incur quick oxyloss and toxloss (mostly oxyloss)

I might fuck with damage values more later on, for now it should do
Changelog
Tweak values based on testing

Death happened in about 5 seconds with current value. Make it a bit less
radical and reduce toxin percentage. Throw in some clone to avoid
inaprov stasis
Merge pull request #1 from d3athrow/Bleeding-Edge

Bleeding edge
Super Singulo tweak

It now triggers the large shard destruction event when it consumes a large shard.
Fixes
AAC improvements/fixes.
 + Now with code import/export (JSON-based)
 * Remove script works now
 * Correctly interfaces with digital valves
 * Yes/No dialogs are less stupid now
 * Vents stay on after being disconnected from pipenet.
 * Valves no longer removed from machinery list.
 * JSON parser fixes.
Meters and emitters.
Merge branch 'Bleeding-Edge' of github.com:d3athrow/vgstation13 into hepipe-buff
Map fixes
 * Fix toxins mixing room (blocksair=1)
 * Fix APC wiring in atmosia
 * Hide and insulate cryo pipes
 * Fix a couple of tile graphics in chem and medbay.
Added the socket wrench

Large wrench, lets you unwrench pipes of any pressure at the downside of mixing their contents with the environment.
Bugfixes after testing.
Remove blocks_air shit around SME.
Lil' security medbay
Virology Machines now buildable/deconstructable
changelog