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
Added bowling stuff
Deleted Silly Code
Fixed Bowling Ball description
Added Vending Machines and tweaked spawns
Made Bowling Alley Spawns not really high.
Craftable brews!
Fully working brewing!

It's finished. Works entirely as intended now. Also: alcohol_strong
Sticks brew_ items in trader_avoid

just to be sure
Item tooltip for fermenting times

and does it work!
Turns bio_memory into an active bionic.

Zero extra overhead power cost; it still works exactly like it did
before, but now you can turn it off. At high levels of skills
(particularly if you have lots of them) the constant drain of bionic
energy caused by this bionic can be a nuisance, and you may actually
find yourself wanting to let your skills rust for a bit in order to
reduce that effect.
Two new houses
Adds portions tooltip to uncontained food.

Not sure why this wasn't here before