Change RAPID speed_mult to 0.75
Fix typo

I think the speed's OK, but the syntax was missing something.  ;-)
Provides a bottom limit of zero to carrying capacity, both weight and storage.
Merge pull request #7879 from KA101/centipede

Fix typo
New mod pack - no energy weapons/coilguns.
Name fix.
New mod pack - no powered armor.
Rapid speed_mult to 0.5, bash_mult and cut_mult to 0.66

I also missed all the martial art versions of rapid due to the original commit being made at 2 AM. Fixed that.
Fixes spelling error in debug message.

How pedantic can you get, right?
Reversion to 'metal' from 'metallic'

Suggested by Dunkhan here: https://github.com/CleverRaven/Cataclysm-DDA/pull/7869
Prevent future crashes similar to ethanol burner one.

Added catch for std::out_of_range in itype::can_use to prevent the
game crashing when attempting to test for an invalid iuse name.

Now it instead prints a debug message and returns that the item
doesn't have that use (and since it's an invalid iuse name, the item
indeed does not have that use!)
Merge remote-tracking branch 'upstream/master' into issue7508_some_fixes_for_item_cutting
Fixes missing entry in blacklist.

If we're going to blacklist 8mm, we can at least be thorough about it.
Made bashable vehicle parts REDUCE_SCENT

Changed the vehicle logic for checking flags on map tiles to return
REDUCE_SCENT with the same logic as for BASHABLE (is OBSTACLE and
either is not both OPENABLE and currently open).

This feels reasonable, as anyone who has driven past anything
foul-smelling can attest. Closing the windows makes a big difference,
but even modern cars are not airtight and a little bit still seeps
through.

It causes me physical pain to put the same logic in two different
places, but didn't want to refactor map::has_flag as I wasn't sure it
isn't intentionally the way it is for performance reasons.
Begin offload of salvage code logic from outside of items to inside of items.

Idea is to have items calculate their ability to be salvaged in ideal situations. Outside operations will determine just how much of the ideal is returned (mixture of OO and structured programming).

Added a check for `item::is_salvageable()` which really just checks to see if the item does not have a NO_SALVAGE flag. Also added an `item::is_disassembleable()` which has a function name I don't like (redirects to the existing `game::get_disassemble_recipe()`).

Added `NO_SALVAGE` flags to items that were previously not meant to be `iuse::knife`d. Documented this and the UNRECOVERABLE flag I found.

Little less hard coding in valid_to_cut_up() utility function to iuse::knife.
Merge remote-tracking branches 'dda/pr/7874', 'dda/pr/7880', 'dda/pr/7881', 'dda/pr/7883', 'dda/pr/7885' and 'dda/pr/7886' into dda-master

* dda/pr/7874:
  Rapid speed_mult to 0.5, bash_mult and cut_mult to 0.66
  Change RAPID speed_mult to 0.75

* dda/pr/7880:
  Provides a bottom limit of zero to carrying capacity, both weight and storage.

* dda/pr/7881:
  Fixes spelling error in debug message.

* dda/pr/7883:
  New mod pack - no powered armor.

* dda/pr/7885:
  Prevent future crashes similar to ethanol burner one.

* dda/pr/7886:
  Fixes missing entry in blacklist.
Style some player methods.
Make clang happy with include for exceptions.
Restyle game::eat().
Changed default skill rust setting from "vanilla" to "int"

A new player creating their first character sees "skill rust: XX%"
listed when selecting their int value, but in "vanilla" rust it
actually has no effect.

It's more intuitive for things, out of the box, to work the way the
character creation implies they do.