Convert CLIMATE_CONTROL to enchantment and simplify effect
Summary
Balance "Climate Control CBM (and equivalent effects) now works more consistently, doesn't completely shut down in extreme temperatures, and can stack"
Purpose of change
CLIMATE_CONTROL has some problems:
- It snaps body temperature to fixed values, so the actual effect provided can vary dramatically depending on exact temperature.
- It suddenly stops working when the temperature gets too high or too low, so you can go from uncomfortable but fine to at risk of injury with a 1 degree temperature change
- It always has the same strength, regardless of source
- It doesn't stack, even in situations where it would make sense
Describe the solution
Climate control is now an enchantment, and simply moves body temperature by a fixed value towards normal. For now I've set the strength to 50 warmth units on every source.
Describe alternatives you've considered
Testing
Changed temperature a bunch using #61138 and verified results in the @ screen.
Still need to test all the items that were changed.
Additional context
Remaining problems (which probably will not be addressed in this PR, unless I get some good ideas):
- Worn items apply climate control to entire body, regardless of coverage
- No ability to vary power consumption depending on how much work climate control is actually doing

I'd much prefer if climate control's power costs went up with the temperature difference. Though I guess that might be out of scope for this PR.
Looks like this would fix the climate control problem in #59657 (might even resolve the issue)
@dseguin
This will make climate control work in extreme cold but the effect won't be strong enough for an exosuit - it's equivalent to ambient temperature changing by 25C/45F.
Ideally this would be adjustable for every source of the effect but I'm not sure how to do that. Make it an enchantment?
I'm going to go ahead and JSON-ify climate control while I'm at it.