Initial implementation of commerical fertilizer, fertilizer bombs and improvements to fertilizing
Reserve some space in an item vector before interacting with it to prevent resize based pointer invalidation.
Only pop non auto-resume activities off the backlog.
Make autopickup auto-resume so it can be queued.
Do a redraw when finishing an activity to make sure the display is in a good state.
Special handling for autopickup activity.
Keep processing activities until we run out of moves or activities.
Adds oxyacetylene welding and cutting torch.

Can be used to repair, install parts into, and cut apart vehicles; this
requires goggles. Can be used to destroy some types of terrain and
furniture; this also requires goggles. Can be used in some crafting
recipes in place of an electric welder and in place of a forge in some
others. Cannot be used to repair items. Cannot be reloaded.
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA into fertilizer_bomb

Conflicts:
	data/json/item_groups.json
	data/json/items/comestibles.json
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA into fertilizer_bomb
Small tweaks to rarity. Fixed separators
Fixed item description
Volume change
Nix COOKOFF.
cleaning up commit.
Fix price calculation for items counted by charges.

This was nearly right for ammo, but completely wrong for food.
Now it uses the same logic as the volume calculation: price from json scaled by charges/max_charges.
Changed the price of the pseudo money item to 1

This makes the price calculation for cash cards correct.
Fix tool value based on charges calculation:

Ignore the max_charges setting and only consider default charges. This applies to items that can not be reloaded anyway (reloadable items would have a cruammo setting).
And divide by the default charges, don't multiply it.
fixed permissions
Exise speed attribute from monster, fixes being unable to hit monsters due to superspeed.