Active mutation changeover

Some mutations seem to work better as active ones.  Let's get things
moving.
Tweaks & bugfix

This teaks a few things, adds a very important TODO (active mutations
are Exploitable without it) and fixes #8959.
Carnivore nutrition

KarmaChimera and Grizzlyadamz made a good point on the IRC: tough to get
Healthy food for Carnivores.

This helps take the edge off total vitamin dependence, since obligate
carnivores in the wild seem to live reasonably non-diseased lives.
Adds items for making cement

Adds limestone shard, limestone, quicklime, sand and cement.
Adds recipes for cement making

Adds recipes for making quicklime out of limestone and cement out of quicklime and sand.
Adds limestone shard deconstruction

Adds the recipe for deconstructing limestone shard into limestone.
Adds drops for limestone shard and sand

Makes sand drop in field (rare than rocks) and limestone shards drop in mine storage (equally often as rocks).
Updates facility items

Updated prices and materials of new facility items (limestone/quicklime/sand/cement)
Update melee.json
Typo fix

Fixes typo in material_cement description
Fixes difficulty and spaces

Implemented postulated fixes - added a deconstruction difficulty of 0 and removed the spaces in result id.
Fixes cement recipe syntax

Separates quicklime and sand to be (properly) different components in the cement recipe.
Add an argument to map::bash() indicating the source of the bashing so vehicles don't hit themselves instead of terrain.
Restore functionality where depleted tools that don't revert to inactive are destroyed, particularly for acid bombs,
Make fish traps not disappear when they run out of bait.
Gets active mutations charging properly

Porting was straightforward once I had some time to sit down and grapple
with it.  Thanks for the start-off pointer, Kevin.
Clean up unused code

So far as I can tell this would never actually get reached.  :-/  Sorry,
BeigeSand.
Activates Vine Sprouter

As implied in the description, you can now make long-rope equivalents
pretty much at will.  Costs 10 nutrition/thirst, and vine-descending is
synchronized therewith.

Plant people with IT and MI are now pretty much the best damn vehicle
folks around.
Icecoon's priced tweaks
Merge pull request #8962 from KA101/activemut

Active mutation expansion/bugfix