Constructable machines will  depend on R&D parts

DNA scanner:
Laser quality lessens the irradiation
Manipulator quality drastically improves the precision(9 times with best
part)
Scanner quality allows to scan suiciders/ling husks, best part enables
cloner's autoprocess button, making it scan people in the scanner
automatically
Clone pod:
Manipulator quality improves the speed of cloning
Scanning module quality affects with how much health people will be
ejected, will they get negative mutation/no mutations/clean of all
mutations/random good mutation, at best quality will enable clone
console's autoprocess button and will try to clone all the dead people
in records automatically, together with best DNA scanner parts cloning
console will be able to work in full automatic regime autoscanning
people and autocloning them
Borg recharger:
Capacitors' quality and powercell max charge affect the speed at which
borgs recharge
Manipulator quality allows borg to be slowly repaired while inside the
recharges, best manipulator allows even fire damage to be slowly
repaired
Portable power generators:
Capacitors' quality produce more power
Better lasers consume less fuel and reduce heat production
PACMAN with best parts can keep whole station powered with about sheet
of plamsa per minute(approximately, wasnt potent enough to test)
Protolathe:
Manipulators quality affects the cost of things(they will also have less
m_amt and g_amt to prevent production of infinity metal), best
manipulators reduces the cost 5 times (!)
Imprinter:
Manipulator quality affects the cost, best manipulator reduce cost(acid
insluded) 4 times, i.e. 20 boards per 100 units of acid
Destructive analyzer:
Better parts allow items with less reliability in
Redone how reliability is handled, you now see item reliability in the
deconstruction menu and deconstructing items that has same or one point
less research type level will rise the reliability of all known designs
that has one or more research type requarements as the deconstructed
item
Designs of the same type raise in reliability more
Removed reliability_base and reliability_mod completely because they
served no purpose
Critically broken things rise reliability of the design drastically
Whole reliability system is not used a lot but now at least on the R&D
part it finally matters
Didnt touch telecomms machinery, R&D code is messy but tcomms is just
another level, im not high enough to touch it yet
Most of things except for pacman are tested ingame, no bugs/runtimes
detected
Quick paths fix post haste

Coderbus make me do this
More machinery and type path fixes

Not parts are in null and not in machinery
Fixed an oversight in Wizard-Spell targeting code

Added an extra safety check to check if targets selected via inputs were actually in range. Previously someone could open a bunch of inputs and activate them from what ever range.
Adds an alt RD uniform to the code
Update spell.dm
adds the uniform to the RDs locker, and updates the sprites.
Mech fabricator tweak

Now upgrading laser part to best quality doesnt reset time coeff back to
initial level
4% cost reduction per laser quality level(8% total) -> 15% cost
reduction per manipulator quality level(30% total)
4% time reduction per manipulator quality level(was broken) -> 25% time
reduction per manipulator quality level(50% total)
Made right part of fabricator window a bit wider, more convinient this
way
Merge branch 'master' of https://github.com/tgstation/-tg-station into MachinesOverhaulANdR&D
Updates to the mob sprites
Added kittens and Proc, sprites by Nienhaus.
Added Nien's improved new cat sprites.
Fixed destructive analyzer failure messages.
Refactored throw_at
v2.0
Merge branch 'master' of https://github.com/tgstation/-tg-station
Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
Deletes example file I used to make a tutorial video a few months ago... whoops.
Changes damage overlay threshold from 10 and on to 35 and on
- Changes the damage overlay thresholds so they start displaying when you are a bit more damaged than currently. There are six damage overlays, their thresholds used to be 10-25; 25-40; 40-55; 55-70; 70-85; 85-infinity. This change sets them to 35-45; 45-55; 55-65; 65-75; 75-85; 85-infinity. (The thresholds are the sum of fireloss, bruteloss and the hit indicator variable)
- Oxyloss overlay left unchanged, since you pass out at 50 or something, so you need the visual cue quicker.

Main reason for this proposed change is that I feel the overlays kick in too quickly. I think it'd be good to leave a little room, so you don't get an overlay as soon as the first moron boops you over the head with his crowbar.
Moved Speech Modification via masks to masks. say and whisper now call the speechModification(message) proc in wear_mask.

Moved derpspeech modification to mob_helpers.dm