Rework vendor sale logic
Now takes the normalised value we used to use and uses that as a currency to spend
Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer
So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags)
We then have 0.25 left to spend on another listing
Falls back to a flat scrap listing to fill out the offer
Reworked item lists - added pistol ammo, rifle ammo, top tier doors
Added rare red keycard to livestock sale list
Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value