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
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
TC use count appears on round end
Adds Icons and purchase list
CSS is hard
Mah Indents
Made Purchase Log Text rather than List
Issues fixings

Yep
And another one
Proper chem handling for protolathe and imprinter

Also imprinter is now according to basic code standarts
Moved images to top "survived" line
Removes minor copypasta, Removes redundant del()'s and src sanity checks.
New Recursive Check
Conflict fix