Adminbus part1
WIP: Changing the balance designs of mechanic.
Adminbus part2
Adjusted material generation values. Plastic is now fixed at ~10% of total cost.

Moved some procs relating to designs from rdmachines to designs.dm
Added flatpack instructions.
Added plastic sheets to map.
Added plastic, fixed merge conflicts.
Fix merge conflicts.
Changelog.
Adminbus part3
fixing merge conflicts
Added flatpacks to changelog.
Adminbus part4
Adminbus part5
Batch of fixes to the map

Description pending
Including Podbay lightswitch change
Including Tcomms Waste fix
Make Radiation Collectors harder to upkeep and less productive

- Renamed drainratio to drain_ratio. Mostly a type case thing, also
forced me to modify the admin verb debug code
- Radiation collectors now drain five times as fast. Still more
practical than the AME, but every now and then someone will have to haul
their lazy fucking ass to the Engine to refill the plasma tanks. If you
want constant power, use the Solars
- Radiation collectors produce TEN times less power. A fully set
Singularity Engine used to produce 3 million W, will now produce 300 000
W.  Supermatter Engine goes from 30 million W to 3 million W. Grid power
weight is usually 25 000 W, so it sure as hell should be enough to power
everything and top the SMES

This effectively means three things :

- Engineers now have to check five times as often on the radiation
collectors. Since those currently drain in a lucridiously long time,
this doesn't really ruin everything.
- You'll now have to try really hard to make electric shocks lethal if
the Engine is wired to the grid. The Supermatter Engine should still
output enough and the Singularity Engine might yield a crit, but no more
instant kills unless someone goes overboard with the plasma tanks
- Scrubbing the plasma tanks, then cooling the plasma canister before
using it is a pretty smart way to make tanks last longer and produce
more. ATMOSPHERICS!
Changelog
Changelog