Ling sting usability improvement

Tested - it works
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
Atmos chamber consoles are not borked anymore

Yep
Replaces the different sleep() calls from the slime reactions for spawn() calls. Now you can't inject the same reagent into different cores generating runtimes.
Standarized some of the code of slime reactions, hopefully they won't be creating issues.
Removed the plasma bluespace slime reaction. It was so bad. SO BAD.
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.
First pass at a qdel() garbage collection system for tgstation

Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Added a cap of 10 force del() per tick. Should maybe make this higher.

Also accidentally left testing mode on, woopsies.
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
Make GC'd objects super invisible to help unreference them more.
qdel() and clear contents of things when they themselves are qdel()
Forgot to add the gc_cost to the total cost of the MC.
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