Alpha 47C

Major changes

 * added new happiness-based workshift system; if your colonists aren't happy, they will work shorter hours. It's very important to keep your colonists happy.

Full changelog

 * added new happiness-based workshift system
 * re-enabled steel in the game (it currently isn't used for anything, though. Emphasis currently.)
 * re-enabled Chalk (used to make steel)
 * added some new foreign office events to foreign nations
 * Mineshafts now use particle effects when in use
 * added warning when Lab/Foreign Office points are maxed
 * events: made relations changes due to events stated more explicitly
 * trader groups now have more appropriate names
 * module breakage now spawns rubbish
 * terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
 * FIXED: some bandit related text
 * FIXED: clothes-lines were not built correctly
 * FIXED: muskets using incorrect resources
 * FIXED: workbenches could be built for free
 * FIXED: right-clicking in the zone creator let you break things
 * FIXED: zone creator max size reporting was off by 1
 * FIXED: saving in blueprint mode and reloading would cause invisible modules
 * FIXED: small mysterious colored square occasionally showing up on the terrain
 * FIXED: another case of the small mysterious colored square
 * FIXED: barbershop and other exterior decor items create raised platforms
 * FIXED: window height incorrect
 * FIXED: pressing ENTER without having specified a correct blueprint would crash the game
 * FIXED 47B: Terrain flattening is back
 * FIXED: carpentry benches wouldn't break properly
 * FIXED: traders should no longer leave 'ghost' trade goods if things get weird
 * FIXED 47B: Empire relations weren't being changed by Foreign Office
 * FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
 * FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
 * FIXED: "Do Foreign Paperwork" and "Do Science!" jobs are now evaluated using office standing orders, not social jobs
 * TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)
 * TEST 47C: crops no longer spoil (due to workshift system)