Alpha 43E

The main change is that we rewrote the stockpile handling code. In the old codebase, we searched by stockpile, and it might end up happening that a far away good would end up in the closest stockpile to the colonist, causing colonists to put things in odd stockpiles. In the new system, we consider the closest good in each filter category to the colonist, and perform a breadth-first search versus all stockpiles looking for the hauling routine that minimizes total walking distance for the colonist (i.e. "distance from colonist to good" and then "distance from good to stockpile.") This means that, for instance, if you put a stockpile next to a pile of far away resources, and a stockpile in your home base, colonists will attempt to fill the far away stockpile with the far away resources before trying to lug them all home.

Other changes

 * FIXED 43C: farm jobs could sometimes get ignored by the work crew working them if you have a lot of idle work crews
 * FIXED: apparently, require_gameobject never actually did a reachability test to see if we could reach the object.
 * FIXED: farms now disable/enable filters as crews are assigned to, or unassigned from, them
 * Various church, fishpeople fixes.