Armor tweaks

1. Leather belt recipe.
2. Toolbelt recipe.
3. Change survivor utility belt recipe.
4. New clothing: survivor belt, leather hand wraps, fur hand wraps,
leather foot wraps, fur foor wraps. ( as suggested in #10412 )
5. Add OVERSIZE flag to foot rags, loincloth, leather loincloth and fur
loincloth. ( as suggested in #10412 )
6. Remove unnecessary "name_plural" from survivor utility belt.
7. Tweak crafting time of foot rags and hand wraps.
8. Add survivor duster, sleeveless survivor duster and survivor belt to
"No Survivor Armor" mod.
9. Tweak descriptions of duster, leather duster and fur duster.
"not because I agree with the method"

"how exactly are gloves going to be form-fitting for users with and without webbed hands?"

That gave me an idea...

How? With apt sewing, of course =) 

For example: make armors (including clothing) lose their "(fits)" property each time an appropriate bodypart undergo shapechanging mutation. Then make only armors that "(fits)" be useable by mutated characters for their mutated parts. 

And make such refitting appropriatly difficult for more "exotic" shapechanges and for combined shapechanges. For example: fitting gloves for webbed taloned hands should reguire higer skill at sewing than for simply webbed or taloned hands.

And as it is right now our survivor can be adept enough to construct solar-powered Deathmobile from scratch but he cannot figure out how to drill openings for his horns in some baseball helmet.

On the other hand I do not know how this should work with non-refitable items.