Revision 39B


 * added Obeliskians (in-progress)
 * Workshops: All workshop logic completely rewritten from scratch. Workshops are now evaluated as part of the C++ job loop; we create a workshop assignment when/if we can do the job, and we will now always actually obey the ordering in which jobs are given to the workshop by the user.
 * UI: The job which a workshop is currently doing is now displayed in the workshop panel.
 * UI: The output that the current work party will produce using the current equipment in a workshop is now displayed in the workshop when mousing over the product.
 * animals can make more sounds now
 * butchered humans will now leave a skeleton behind
 * added "fishpeople butchered human" crisis event
 * balance: moved "Make Gunpowder" from Metalworks to Chemist
 * balance: when a module breaks, it should become inoperative immediately rather than having an intermediate broken but still working state.
 * balance: smithing forge now requires iron ingot rather than iron plate
 * balance: Deathwurms on start position are now shoved to the side
 * FIXED: crash in gameRequireToolUses if user not holding a tool
 * FIXED: smoke now consistently turns off when an oven is complete or a module has finished production.
 * FIXED: jobs not correctly removed from assignments in jobs UI window after saving and loading a game; can cause "jobs that are never completed", "multiple people doing the same job", etc.
 * FIXED: a second, totally different issue with oven smoking not finishing; this time after a load and save.
 * FIXED: crash trying to set up a nuked locked job instance
 * FIXED: some character events not firing
 * FIXED: game-side commodity count not being saved and loaded correctly (probably causing standing orders to go berserk)
 * FIXED: allied military soldiers immediately bayonet each other upon arriving in colony
 * FIXED: foreign military will properly retaliate against hostile animals
 * FIXED: some foreign military jobs did not properly interrupt low priority jobs
 * FIXED: fishpeople will no longer be stuck in buildings if you build one around them (but will now path through doors - sorry!)
 * FIXED: lingonberry preserves are now edible again
 * FIXED: various minor typos in events
 * FIXED: scripterror when cult leader died under certain circumstances
 * FIXED: some explosion sounds were only using default sound