Changes the hunger system in various ways. New hunger hud icons. Food w/o sugar can be loaded in snack vending machines by anyone. Adding two new var for mobs "satiety" and "metabolism efficiency". Rearranging datum/reagents, all "good" medical reagents are under datum/reagent/medicine/ and all food&drink reagents are under datum/reagent/consumable. Adding a pizza crate to cargo orders. Growns and cooked food are given vitamins while junk food are all given sugar. Removed some unnecessary code in Chemistry-Reagents.dm .
high satiety+fed = higher metabolism_efficiency, lower if starving. Sugar digested drains satiety and vitamin raises satiety. Negative satiety means faster nutrition drop. Positive high satiety means lower chance to spread viruses. metabolism efficiency affect metabolization speed of healing and damaging reagents and the efficiency of bodytemp stabilization via calory use.
Balancing nutrition and fixing some nutrition stuff that I had missed.
Splitting the huge Chemistry-Reagents.dm into smaller files for better readability.
fixing a typo
Another typo
Satiety now gives a resistance to catching disease (up to 60%)
Snack machine compartment can now only be loaded by using a tray.
Fixes tray being unable to pickup omelette.
Making nutrition level values into defines.
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
Moving satiety protection against catching virus from CanContractDisease() to carbon/ContractDisease() so virus injection with syringe or pill isn't affected by the satiety resistance.
Merge pull request #6329 from phil235/HungerChange

Hunger change