This is implemented to act as drops by combat drone enemies in the "phoron tanker" POI. I am commiting separately as this is the generalized form to be re-used and distinct enough from mapping.
This variant should not be seen by players. Either view-variable edit examine_canalyzer/multitool/canalyzer_printed or edit in mapmaker or define it in code thru a subtype
If making it spawn from a mob, you'll need to make a subtype. When defining a subtype, New() can be used for dynamic naming like use of drone_name in examine stuff.
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
* I assumed all obj/structure start as anchored
* I assumed wrong.
* I need to stop assuming things
* Anyway, bugfix for informal bugreport "throwing items at blankets causes them to get dislodged weirdly."
*Actually 2 types: one structure (unfolded), one weapon (carried)
*When in carried mode, has a verb to unfold and fill a up to 3x3 area
*Filling is blocked by Dense objects, except for tables.
*Tables follow a special logic: if center turf is a table, acceptable. Otherwise no
*However, if center turf is a table, we no longer accept tableless turfs
*If on table, we set layer just over table. Otherwise, we set it below all objs incl hiding ones
*Also adds a mapper variant that calls fold_out() on unfold() on init
*Mapper variant can be set to be unfoldable
*Creates codersprites for it all. It's "passable"