Beta 53B

Major changes

 * added lights
 * Naturalist's office overhauled (not quite done): Naturalists can be set to Scout, Hunt, or Survey Minerals. Related: ore vein distribution on map has been redone.
 * colonists with high despair will now cease to work and do despairing things (there are various methods to alleviate this, esp. via Pub and Chapel)
 * upkeep costs significantly reduced, various bugs fixed, and "Advanced Workbench" added which can produce upkeep trunks (and other things) en masse

Consolidated changelog for Beta 53B

 * added ability to attach lights to static props (& tool support for this)
 * added lights to a number of existing modules
 * you can now build lampposts
 * added a first pass at game over screen
 * the building commands menu is now split into more subcategories
 * added Rogue Artist event
 * new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
 * rewrote a number of building descriptions to make their usage clearer
 * Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
 * a Scouting Naturalist can see extremely far, modified by naturalism skill
 * a Hunting Naturalist will hunt - and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
 * a Mineral Surveying Naturalist surveys minerals in a normal way
 * animal butchery now returns stacks of meat, like other resource-exploitation jobs
 * removed Cot from Barracks
 * updated some icons
 * more traders won't show up if some traders are already visiting your colony
 * requesting traders via Foreign Office requires that no traders be on the map already
 * steppe biome now uses lower hill generator
 * camera tutorial now mentions that spacebar pauses the game
 * booze commodities are now crates when not being drunk
 * Booze Vats now required to increase Pub drink stock capacity
 * foreigners who die inside your colony will now automatically receive burial
 * despairing colonists will cure themselves using Laudanum distributed from the Pub
 * balance: added opium to traders
 * balance: further upkeep nerfing (deal with it)
 * balance: nerfed upkeep costs EVEN MORE
 * balance: animal meat output increased
 * balance: killing for the first time gives a harsher emotional impact
 * balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
 * FIXED: all instances of gathering materials for construction now require that you own said materials
 * FIXED: error in controlling skill for Foreign Office work
 * FIXED: you can un-designate trade goods and the green outline will disappear
 * FIXED: Public House will no longer be stocked with booze you do not own
 * FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
 * FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
 * FIXED (53A): scripterror doing QoL string creation after drinking tea
 * FIXED: traders will no longer appear w/o trade goods in their hands
 * FIXED 53A: House UI wonkiness corrected
 * FIXED 53A: upkeep tooltip displays brought in line with actual upkeep values
 * FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
 * FIXED: trade goods now correctly un-designate
 * FIXED: tooltip info persists across save/load
 * FIXED: an issue where for initial pause tooltips for characters were broken
 * FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of "No Assignment")
 * FIXED: large, complicated race condition
 * FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn't picked it up yet
 * FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don't know how this happens either but we handle it now
 * FIXED: a bug that was preventing colonists from getting memories sometimes
 * FIXED: "you need a barracks" warning firing when you already have a barracks
 * FIXED: button bug with mines
 * FIXED: mine output bug in deeper stratum
 * FIXED: infinite new ore veins in mine
 * FIXED: weird occasional scripterror when creating something in a workshop
 * FIXED: bug in "Stahlmark Smithing Prowess" event where it failed to track how many iron bars you had made
 * FIXED: unified name of all the variables for despair
 * FIXED: weird one-off script error with pathfinding not aborting correctly