Beta 52B

Major changes

 * new immigration system
 * building control windows redone
 * workshop jobs that are interrupted will return unused ingredients
 * added building upkeep system & repair trunks to pay for upkeep
 * added a major cult crisis event arc

All changes for Beta 52B

 * added current/max population widget to UI
 * updated tutorial to reference new immigration
 * added production menu coloring feedback for stuff you don't have the ingredients for
 * added list of workshops/offices/houses to click on when the menu is open (lots of love needed to make the system feel elegant again: reorganization, making important info visible at a glance, styling, etc.)
 * overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House. We'll see how this goes.)
 * added unique gun locker models
 * fiddled about with a lots of UI
 * Repair Trunks are now craftable (for upkeep)
 * moved all workshops, offices, housing over to workshops, offices, housing panel
 * stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
 * commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted
 * added some new techs to military and mining
 * swapped position of trade office and naturalist office in the offices submenu
 * added a major cult crisis
 * added building upkeep
 * sugarcane can be brewed into booze
 * buckets of agave syrup may now ignite if set on fire
 * added alert for if traders attempt to visit but no trade office is built
 * dissecting horrors now has a chance to increase science points in random lab
 * cleaned up various edge cases in Trader group behaviour
 * balance: all starting characters start with "Pioneering Spirit" trait
 * FIXED: construction jobs did not use closest materials
 * FIXED: bandits could be set to double-plunder your settlement
 * FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
 * FIXED: pickling a certain type of fungus could lead to problems
 * FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
 * FIXED: issue with healing afflictions in Barbershop
 * FIXED: Stahlmark special traders no longer use Novorusian flag
 * FIXED: steam knights will now never land inside buildings or in water
 * FIXED: display cost of mechanical mixing tank
 * FIXED: in several cases, traders would not find a valid trade office
 * FIXED: pickling chillies
 * FIXED: dipping into trade-food required only half the hunger it was supposed to
 * FIXED (42A): chilli stew in Iron Oven

Internal

 * FIXED: corrected more incorrect memory names