Random professions now selected for random characters, with "Survivor"
weighted heavily and expensive/flaw professions weighted less heavily.
Code cleanup.
Add pocketknife and (usually) matches back to the 0 cost flavor
professions, since they can be randomly selected now.  I skipped matches
on professions with weak melee weapons.  Also reduce otaku cost down to 1,
but reduced it's messenger bag to a purse (i.e., tailor that trades skill for
carrying capacity).  I think it got overlooked in the big profession
rework.
More interesting cost 0 prof items for bride/groom/clown/submissive.
Adds brewing ingredients, yeast, and sugar beet

Adds hops, barley, and molasses as brewing ingredients, yeast for
fermenting brews and baking some bread foods, and sugar beet as a
renewable source of sugar.
Adds fruit wine and brandy.
Adds mead, moonshine, homebrew beer

These don't spawn naturally.
Brewing prototype!

Very basic for now, fermenting is done instantly and only works with one
charge of ferment at a time. Under construction.
Working decanting, result_mult for recipes

Under construction
Creating tool_armor.json and migrating mining helmet.
Unified TOOLARMOR_ON/TOOLARMOR_OFF iuse function that can handle many new possibilities.

A generic function to swap tool armor items. Items are defined as id:
item_spoo & item_spoo_on and the TOOLARMOR_ON/OFF functions can take
care of the rest. This means that some new forms of tool armor can be
defined entirely within json files.
Eliminate the -BASIC.

If you don't know what basic means, you're basic.
Complete electric-thermal suit!

This is also proof of concept, as they all use the same TOOLARMOR_ON/OFF
function.
Wearable flashlight.
Wearable RX12.
Added bowling stuff
Migrating firefighter mask to tool armor status.
WIP commit.
Deleted Silly Code
RM13 combat armor.