Redesign for resource bars for improved understanding

The current resource bars emphasize the stored resources, while keeping income and spending barely visible. However, in Zero-K (and TA-based games in general, but Zero-K in particular due to the 1:1:1 build system) it is far more useful to know the current income and spending rates, rather than the current resources in reserve.

The only reasons to know resources in reserve are:
1. Is metal empty or non-empty (Can I boost production)?
2. Is metal full or non-full (Am I underproducing)?
3. Is energy empty or non-empty (which vaguely hints at overdriving)?

As such, I've made the reserve bars a much more minor element, with the current stored resources displayed in small font near it (total storage capacity is only in the tooltip). The energy bar also flashes green when overdriving for more than +0.1m, otherwise it flashes red on excess and stall.

Lastly, I added a colourblind mode that replaces Red with Blue and Green with Yellow (White for overdrive flash)

I'm also considering adding another cue for overdrive on the metal side, but I don't want this to be too busy, so that is pending new player feedback.