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
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.
Bugfixes after testing.
Remove blocks_air shit around SME.
Lil' security medbay
Virology Machines now buildable/deconstructable
changelog
Defficiency: Virology fixes.

Virology now actually starts with 3 random virus samples.
Removed a stray slash from a file.
Fixed a runtime with syringes trying to get the len of a 0 var.
Fixed clean_map_git not referencing the right files.
Defficiency fixes after player reports and random fixes everywhere
Forgot this