Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Merge remote-tracking branch 'upstream/master'
Shishkebab (New Melee Weapon)

With all the fancy new bows and exotic firearms being added lately, I
thought we needed something new and exciting in the way of melee
weapons.  So we give you the "Shishkebab"!  Essentially the same as the
weapon of the same name in Fallout 3, this is a makeshift machete that
has been combined with a crude flamethrower to make a primitive flaming
sword.  It's not incredibly powerful, but it's fairly simple to make.
It also functions as a torch and a lighter when it's turned on, and can
be used as a knife like any other edged weapon when off.  I'm thinking
of making some more powerful and difficult to build versions based on
the stronger melee weapons (machete, broadsword, and katana), but first
I'd like to see if there would be any interest in adding this to the
game.

Tested and works

Note: This isn't my idea; I saw it in a post on the forums by Inquisitor
Dust and thought I'd see how hard it would be to do the hard-coded
actions for it.  It came out so well I thought I'd post it and see what
other people thought of it, and it includes too many files to easily
post on the forums.
plastic bowl, plastic mold + crafting
Revert "plastic bowl, plastic mold + crafting"

This reverts commit ebdf07d684bd9c46c414a5513e3a1b295b1bd0f9.
plastic bowl and mold + crafting
lowered the amount of chunks needed
fix c&p mistake (thanks CIB!)
Rebalance values a bit
plastic archery stuff
reordered item properties
fix flags
craftable chemistry set
New Item (No.9 flaming machete) and tweaks

Okay this is coming along well.

Scrapped the whole "Use one action for all fireswords thing" because it
was being a huge pain, might have been prone to bugs and I realized I
wanted some different values in the action for each item.  So now every
firesword gets its own pair of actions, which seems to work best.

Fireswords have a chance go go out randomly.  The chance if different
for each one, but basically, the higher quality it is, the less chance
it'll flame out on you.  The odds to successfully turn one on are also
related to the fireswords' quality.

Fireswords do 25% more cut damage when turned on.  This probably needs
adjusted, I just figured base damage should see SOME effect for being
active.  Long term, I may switch this with a bonus to pain inflicted,
but from what I understand, pain does little (if anything) to hostiles
yet.

Added a second firesword, the "No. 9" (An homage to a character from the
game Parasite Eve 2).  Based on the regular machete, it's stronger, more
reliable, and harder to build than the shishkebab.

Well here's what I got so far.  Huge thanks to i2amroy, ejseto, and
kevingranade.  Without your cooments and help, this would have gone
nowhere.  Take a look, and tell me what you think!
New Item (Firebrand)

Okay the next one up is the firebrand.  Based off the broadsword, takes
mechanics of 7 to build.  At this skill level, I'm assuming player has
enough skill to make these reliable, so starts 100% of the time and
never flames out unexpectedly.  I also decided to have a little "fun"
with the dialogue messages, as I felt they were getting boring and
stale.  For the firebrand, the text is tailored around a "Medieval
Crusader" vibe to go with the weapon.  I think they are still easy
enough to understand, and add a bit of fun to it.  Depending on peoples'
reaction to this I may do the same kind of thing with all the flaming
weapons, giving each one a theme that fits the base item.  Please post
your thoughts on this, and look at the description on the previous
commit, as I listed some other questions there about where where people
think I should go with this.  Thanks for reading!