This PR implements a variety pack of new interactions for Medical Stasis
(stasis beds, stasis bags, and cryogenics), which should broadly extend
their utility. Not all of it is necessarily a good thing to have around,
such as for instance stasis slowing down the rate at which the liver
removes toxins. A few more organs have by extension been time
differentiated to allow for this change to take place.
As a general rule of thumb, most organ effects that are handled "per
second" are proportionally slowed down by the stasis rating of a given
source of medical stasis. This can be a good or a bad thing depending on
the context.
**Good effects of Stasis:**
- Slowing down appendicitis.
- Reducing the damage organs take per second from most per-second
sources.
- Making kidneys and livers deal less dangerous effects to their owner
when severely damaged.
- (Not in this PR, but was done in a previous PR): Brains lose BA
slower.
**Bad effects of Stasis:**
- Organs also heal slower from all per-second sources, this includes
chems. So while they take less damage, they're also taking less healing.
- The liver's rate at which it filters the blood is reduced. You get to
stay black-out drunk for 10x longer if placed in stasis.
- (Not in this PR, but was done in a previous PR): Brains heal their BA
slower.
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Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Silly little addition, does not affect gameplay at all. Liver, lungs,
kidneys, heart, and eyes now have flavor text that shows up when you
examine them.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
rscadd: "Adds the ability to remove appendix and other organs in character setup."
rscadd: "Adds two kidneys! Splits the work up between the two organs."
Also adds the ability for a mechanical liver and kidneys,appendix