Revision 33D


 * FIXED: chapels / vicars work again
 * FIXED: trait job weightings not working correctly
 * bullet system converted to military supply system
 * added airdrop crate & animation (supply drops will now use crates)
 * airdrop crates will damage stuff they land on
 * supply drop now tells you how many items you received
 * random immigration now tells you the job class of immigrants received
 * re-added Naturalist to random immigration
 * added some naturalism exploration / investigation jobs, re-balanced behaviour
 * removed the horrible grass lump from a lower dimension
 * animals will now eat crops & applicable food items
 * colonists will shoo bad animals away from crops & applicable food items
 * ground fowl will create nests & will hang out near nests
 * animals flee from danger more effectively
 * colonists will forage for food if starving
 * soldiers will do more damage if their NCO has appropriate traits
 * soldiers will do more damage if they have appropriate traits
 * dust particles thickened
 * added some random hidden artifacts to map
 * gave artifacts descriptions
 * added chance to find artifacts during normal digging
 * naturalists may discover that random rocks are actually an ore node (or artifact)
 * Naturalists will study nature
 * exploration beacon more responsive
 * added Laboratory building
 * added Macroscope module to Laboratory to use for studying things
 * Workcrew can be assigned to Laboratory
 * added Scientist class
 * added Laboratory Assistant class
 * Paintings now have descriptions based on the memories and important life events of the painter.
 * Favours! Get free stuff from the Empire depending upon your prestige.
 * merged colonists button and colonist counter
 * various module cleanups, including stopping church module ghosts from showing up in the wrong position
 * new interface for clicking on modules
 * exploration beacon more responsive
 * Modules can now be dismantled
 * Buildings can now be dismantled
 * FIXED: Some heap corruption