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
Random stuff. Part 1.

Added:
1. Reloaded .700 NX + recipe
2. Reloaded .22 LR + recipe
3. Small steel bolt + recipe
4. Sweet water + recipe
5. Hydrogen recipe
6. Handmade 12mm projectiles + recipe
Other:
1. Changed some recipes to use qualities/alternative tools.
2. Added missing flags to handloaded bullets.
fix
another fix
more fixes
fix
fix
fix
fix
fix
fix
fix