Type Writer - Smelt Trash

v1 - Initial Release
Two recipes added
	Campfire: Reclaim Steel - Converts 5 trash bags into 5 steel as a cooking operation.
	Smelter (Includes both Fueled and Electric): Reclaim Steel - Same as above, but requires only half the work.
Patch - Fertile Fields
	Two recipes added
		Crafting Spot: Process Biopacks - Converts 5 Reclaimed Biopacks into 1 Fertilizer. This allows for the same ability to fertilize soil as already provided by Biopack decay, but in a much more reliable and stable manner. Uses general crafting worktype, with butchering graphics.
		Stonecutter's Table (both Standard and Electric) - Same as above, but requires only half the work.
Patch - Medieval Overhaul
	Both "Trash bags to steel" recipes are patched to become "Trash bags to iron ore." This maintains parity with MO's resource economy, and it felt more appropriate than direct ingot conversion.
	
v2 - Hotfix
Minor syntax error; I made the medieval overhaul patch optional after personal testing, but then didn't test that it still functioned the same way before publishing. (I had to change the sequenced operations from the "operation" tag to the "li" tag.) This has now been corrected, and the mod should fully function as described in v1.

v3 - The update that wasn't
I didn't actually release this version; it would have just been me updating the version number from v1 to v2 because I forgot to do that when publishing the v2 hotfix. And doing so would have made this v3 instead. Honestly, it just felt like a waste of time.

v4 - Rimworld 1.5 update
Added 1.5 tag, thanks to testing from -=GoW=-Dennis.
Patch - Fertile Fields
	Added a second patch for the current 1.5 version of Fertile Fields (currently maintained by Greysuki,) using the same method. Having either version loaded should work as intended, potentially even both at the same time, but why would you do that

v5 - Rimworld 1.6 update
Added 1.6 tag, thanks to testing from Kilo and -=GoW=-Dennis.

v6 - Patch Hotfix
Updated the patch for Fertile Fields (specifically the version linked here, which has updated to 1.6: https://steamcommunity.com/sharedfiles/filedetails/?id=3225843229 ) Players should now be able to chop up biopacks as intended once again.

v7 - Alloypacks can now be smelted into plasteel at the Smelter and Campfire, at a 1-1 ratio, one at a time. I actually meant to do this for a while, it just kept slipping my mind, as otherwise alloypacks are just as useless as trash bags without the mid-game research. Note that unlike the trash bags, this deliberately is much less efficient than the original intended use for alloypacks. (Normally one alloypack will get you one plasteel, one gold, and two steel.) You can also still sell alloypacks for about 16 silver! This is mostly just intended as a very slow way to get scraps of plasteel, or so that tribal colonies can do something useful with them besides just selling them.

v8 - Revised the mod's about.xml to declutter it slightly. Added the ability to refine Biopacks into chemfuel at a ratio of 1-to-1, and refine Isotopacks into uranium at a ratio of 2-to-1. This finally allows you to eliminate most waste packs with only Basic Recycling unlocked and no other mods loaded. However, these ratios are still worse than the original methods, which remain unchanged but locked behind Advanced Recycling. Updated the Medieval Overhaul compatibility patch to follow the above, with alloypacks now being refined into a single unit of mithril ore instead of a plasteel ingot. Also added all three new refining recipes to MO's Furnace, essentially just mirroring the iron ore recipe in implementation.

While I do worry about affecting resource balance by adding these recipes, whenever I compare these to VRE's own recipes and processes, or even just the general availability of resources in unmodded Rimworld, it just doesn't realy compare. At best, this mod gives you scraps of resources, individual units of whatever you can get, and Rimworld demands resources in bulk. Thus, it remains mostly a way to safely declutter your base and provide those scraps in dire or unusual situations. (VRE has some WILD infinite resource loops derived from intentionally letting Volatile Toxpacks and Isotopacks expire, and actually trying to fix those is outside the scope of this mod.)