This PR changes the following:
fixes a bug with Vim overlays, making it always appear as if there was a pilot inside, even after leaving it
adds a balloon alert when a mob fails to enter the mech due to its size
adds a crafting recipe for Vim in the "robots" category
allows using Vim as a circuit shell
allows small mobs to use the mech as well
My reasoning behind the changes:
fixing the overlay bug - bugfixes good, bugs bad
balloon alert - it should help reduce confusion among players who can't figure why on earth they cannot enter the mech
crafting recipe - I think a crafting recipe will make it a lot more accessible to players, especially because there is no way to learn about its existence in-game
circuit shell - non-standard circuit shells can be pretty fun and people seemed to enjoy the ability to use circuits inside their piano synths or cameras, so I figured we could expand on this, while giving players more ways to interact with sentient pets
maximum mob size increase - Vim has never really been built too often, most likely because even if people got their hands on a sentient pet, it wouldn't probably fit in the tiny mecha anyway. Currently pretty much only butterflies, rats and cockroaches can use Vim and they pretty much never become sentient.
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.