Beta 53A


 * Mining interface completely overhauled; depth now unlocks deeper strata which the player may choose from when mining. Different stratum combine with nearby resource points to result in different sets of products when mining. Deep mines may find interesting things.
 * added 3 new modules: Dewatering Pump for mines, Ventilation Unit, and Steam Distributor
 * added new office type: "Training Academy" (your overseers can learn skills here faster than normal)
 * added unique icons to some of the new traits
 * minor tag updates to a few commodities/foods
 * "singing terrain" event arc effect increased
 * added The Larch
 * added an Occult Inspector event
 * Sunny Day now starts during the day (because it's weird to start this at night)
 * added tech to boost quality of life for outdoor workers
 * Assignment beacons are now grayed out when their assignments are disabled.
 * overhauled Public House (can select booze type to serve, booze type appearance is preserved when serving, colonists can self-serve, pub given larger effect on memories/QoL)
 * made rogue stahlmarkian starting position more random
 * horror corpses can now be destroyed by damage
 * Pubs will serve tea if they are out of everything else
 * foreign relation state changes now handled as FYI-style alerts
 * Workshop upkeep jobs are now handled by the workshop work crew, if a workshop work crew is available
 * characters picking up a stack of m things from a stack of n items no longer play their animation m times; they play the animation once and pick up the entire stack, all at once
 * tooltips can now be anchored to screen position
 * added wrapped text overload constructor to cut down on illusion code lines
 * object tooltips now show how many of a thing are owned, show tags (don't yet show where to build them but that's TODO)
 * character tooltips are now anchored to bottom right, and are starting to show useful information. (THIS IS FAR FROM FINISHED, but as it stands they're already significantly more useful)
 * balance: civilians may randomly flee instead of performing melee combat
 * balance: traders will now always have some repair trunks and basic materials on them
 * balance: beds now restricted by character social class
 * balance: Cots and Lower Class Chairs no longer require upkeep
 * balance: military modules now require upkeep
 * balance: reduced upkeep costs across the board, but especially for low end modules
 * FIXED: combat music cues should only fire for combat involving your colonists
 * FIXED: title of "aristocratic manor" command no longer says "A"
 * FIXED: friendship scripterror
 * FIXED: more instances of empty-handed traders (almost there)
 * FIXED: rare resetWeapon scripterror
 * FIXED: alert for angering bandits appearing when no bandit witnessed your desecration of their foul tents
 * FIXED: can no longer reset research in lab with fewer points than advertised
 * FIXED: various incorrect utility caps in office jobs leading to unexpected behaviour with certain office workcrews
 * FIXED: science skill display in Laboratory
 * FIXED: header on Laboratory points filled alert
 * FIXED: various issues with Foreign Office jobs not being carried out correctly under some circumstances
 * FIXED: scripterror in "get swole" if overseer job was changed rapidly and thus anim name was lost
 * FIXED: typography on j and other characters
 * FIXED: depressingly complicated scene graph loading bug causing crashing on save games
 * FIXED, another, different, save game crash
 * FIXED: not saving/loading workshop module attached to a job between saves would cause production menu to occasionally not update when a job was complete
 * FIXED: loading the save game you just saved causes colonists to re-appear twice in the colonists list
 * FIXED: commodities disappearing from stockpile when two containers are merged (again!)
 * FIXED: Boxed rare paintings are now tradable
 * FIXED: bug with mining techs
 * FIXED: crash when opening trade office menu
 * FIXED: changing research category in Laboratory could mark projects as "already researched"
 * FIXED: eating fishperson pie is no longer considered cannibalism
 * FIXED: lab techs displayed "researched" after switching programs
 * FIXED: tooltip info persists across save/loadskin
 * FIXED: an issue where for initial pause tooltips for characters were broken.