Reduce time scaling rate for batch crafting
Chemistry/Cooking pack. Attempt 2.

1. Fixed elf-a mutagen name. (Actually I'm unsure if "elf-a" or "elfa"
is correct.)
2. Dried tainted meat + recipe.
3. Dried tainted veggy + recipe.
4. Simple recipes with human flesh are now learned automatically.
5. Tainted meat recipe.
6. Added canned clams as a component in cephalopod mutagen.
7. Added possibility to use serums in mutagen recipes when there is more
than one dose needed.
8. Blob glob from tainted meat recipe.
9. Soap recipe.
Amount fix.
Fixes claw damage only applying when wearing gloves
Merge pull request #9623 from Coolthulhu/claws_gloves_fix

Fixes claw damage only applying when wearing gloves
Revert.
Naturalist profession

Absolutely no industrially-manufactured equipment, but highly talented
and immediately (and extensively) survivable. 6 points feels like an
appropriately hefty cost. Definitely not geared for subprime warfare,
though, with only 20 good arrows. Feels balanced to me.

Also adds a new "Wilderness" scenario that the Naturalist is limited to.
Nothing more or less than "you're in the woods". Wouldn't make
roleplaying sense for them to flee to shelters. Added compatibility for
other outdoorsman types for the heck of it.
Merge branch 'Naturalist' of https://github.com/Mdnthrvst/Cataclysm-DDA into prof
Added generic name to drug descriptions.
Prevents appearance of placeholder ammo when un-crafting.

Via the already-extant UNRECOVERABLE flag.
Replaces Naturalist's longbow with shortbow.

Anyone with the necessary strength to use a longbow will immediately be
able to make it anyway, and it'd be good not to screw over 8-strength
naturalists with a weapon they can't use.
Merge branch 'Naturalist' of https://github.com/Mdnthrvst/Cataclysm-DDA into prof
Merge branch 'drug_names' of https://github.com/desrik/Cataclysm-DDA into prof
War On Misuse of "It's"
Merge branch 'placeholder-ammo-fix' of https://github.com/Rivet-the-Zombie/Cataclysm-DDA into prof
Remove itype::corpse

It's only used for the single generic corpse item. Instead set it inside the item constructor.
This is exactly the same behavior as before.
Remove the old standard_itype_ids vector.

Instead let the item_factory export that vector via a function.
Also let item_factor export the map of all itypes, but a const map, so other code (like auto_pick testing) can use the itype pointers directly.

Item that were previously not in that vector (defined in game::init_itypes) get the PSEUDO flag for now, so they can be detected later.
Remove the old artifact_itype_ids vector.

Moves the function to create new artifact ids into the item_Factory class.
Storing artifacts iterates over all item types instead of only the artifacts. By casting it to the proper artifact itype it checks whether the item is an artifact and stores them.
Loading artifacts adds the new artifacts directly to the item_controller instead of to itypes.
Add wrapper function to item_factory to access itype data easier.

Instead of getting the itype instance and getting data from it, one only needs to query the data from the item_factory:

Item_factory::nname() is a wrapper around itype::nname
Item_factory::count_by_charges() is a wrapper around itype::count_by_charges
Remove access to global itypes map

replaced code uses either the item_controller directly or gets the data via a temporary item instance.