Updating to Space Exploration v0.6.x

Before you update to 0.6:

If you are updating a save and you are past chemical science, update to a version of 0.5.x that is 0.5.115 or later. This version of 0.5 has some code to save your technology unlock progress. If you do not do this then you may lose some levels of multi-level technologies.

Major features and changes
 * Space elevator
 * Capsule navigation
 * Early space science redesign (new: space science, modified: rocket, utility, production) + rearranged space building techs (belts and pipe separate, etc.)
 * Specialist resource processing redesign (all 7 of them) + new casting machine
 * Core seams + core miner rebalance
 * Module costs rework
 * Menu sims
 * Vulcanite smelting changed (now uses pyroflux and several steps)

Minor features
 * New gravimetrics model
 * Cargo launchpad, Delivery cannon, spaceship, and energy emitter GUIs redesign
 * New train station picker GUI after unlocking spacerships or elevator
 * Space capsules can now be deconstructed
 * Redesigned Norbit ruin
 * New Calidus belt ruin (spaceship)
 * Weapon cache on first satellite launch
 * Basic beacons can now be placed in space
 * New compact beacons 1&2
 * Navigation Satellite view now has a big light circle
 * No-beryllium astro1 recipe removed
 * Steam turbine is a tech separate from nuclear tech, unlocked after electric boiler
 * Centrifuge is a tech separate from nuclear tech
 * Alternate recipes (e.g. holmium circuits) moved into their own tech
 * Water ice and Methane ice processing moved into their own tech
 * Item reordering, now sorted by resource type
 * Warning message when a player attempts to land a ship on the ground when it only has ion boosters

Minor changes
 * Biochemical facility unlocked earlier
 * Spaceship victory tech is cheaper
 * Distortion drive can activate on a 2500+ integrity ship instead of 3000+
 * Some recipes from space manufactory now spread to space assembler or biochemical facility (space lab, chemical gel, thermofluid, mirrors
 * Some recipes moved from growth facility to genetics facility
 * Holmium cables and solenoids can no longer be made in any assembler, must be made in electromagnetics facility or space manufactory
 * Quantum processors and dynamic emiters can no longer be made in space manufactories, must be made in electromagnetics facility
 * Vitalic acid is now a fluid
 * Specialist intermediates are generally more expensive but less needed
 * Science packs need more specialist intermediates, everything else needs fewer specialist intermediates
 * Aeroframe poles now take iron sticks
 * Aeroframe scaffold now take cryonite rods
 * Changed recipe for lattice pressure vessel
 * Heavy girder takes vulcanite blocks
 * Heavy bearing takes heavy girders
 * Bioscrubber now takes coal
 * Vitalic reageant now takes glass
 * Self sealing gel now takes methane gas
 * Dynamic emitters now takes cryonite rods and particle stream
 * Naquium cube now takes particle stream but less naquium
 * Vulcanite rocket fuel recipe now takes pyroflux and coal
 * New fuel refinery recipe to make processed fuel using solid fuel and methane gas
 * New chemical plant recipe to make methane ice using cryonite and methane gas
 * Changed recipes for some space buildings
 * Asteroid belts are now wider (vertical size)
 * The default map generation settings ("Space Exploration Defaults") now have lower evolution and pollution settings
 * During universe creation, Calidus belt 2 is now guaranteed to be methane primary
 * During universe creation, iridium and vitamelange moons will now have more biters
 * A few additional patron planets

Balance
 * Core fragments and raw resources stack size decrease
 * Deep space belt default speed increased to 90/s
 * Nexus distortion drive
 * Cheaper iridium cannon capsules
 * Cheaper iridium piledriver
 * Cryonite cooling buff
 * Alternate recipes (holmium processing units, beryllium LDS, iridium heat shielding) buff
 * Energy receiver buffer size nerf (1GJ -> 500MJ)
 * Satellite rocket launch is cheaper, probe rocket launch is even cheaper
 * New recipe for space belts (cheaper overall)
 * New recipe for deep space belts/splitters/undergrounds (cheaper overall but now takes nanomaterial)
 * Space radiator 2 is faster and uses less energy than rad 1, but is now unlocked with astro4+mat4
 * Removed tesla, cryogun, railgun bonuses from laser/bullet techs levels 1-5, but increased their base damage
 * Nerfed biosludge production from wood/fish/vitamelange
 * Space rails take holmium cable instead of copper cable
 * Star probes and belt probes are cheaper
 * Void probes are more expensive
 * Insight recipes tier 2,3,4 buff
 * Personal battery mk2 is now a mat2+energy1 tech

Very minor changes
 * First few planet discoveries are targetted (Nav sat, Norbit, Haven moon, Belt 1, Vulcanite planet, Cryonite planet, cryonite moon
 * Warnings on overly large stack sizes
 * Technology prerequisites cleanup & standardizing
 * AAI containers is now required
 * Optimisation on riding cargo rockets, using the spectator system
 * During an off-course rocket crash, cargo pod will land on the ground instead of going to the landing pad.
 * Added more info/clarifications in descriptions for distortion drive, biosludge from fish/wood, electroic boiler
 * Prints a hint when placing down your first cargo rocket silo
 * New icon for iridium cannon capsule tech

Bugfixes
 * High temp turbine now accepts 4999C steam to avoid rounding issue
 * Fixed space lab animation jitter
 * Removed "tile change will destroy entities" warning