Beta 51F


 * added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
 * added some new Steam Knight animations
 * added "On-Shift/Off-Shift" status to the names of idle jobs
 * added Grinder module and Grinder recipes
 * added # of chairs display to Barbershop
 * added some new event arcs
 * added "save and exit to main menu", "exit to main menu without saving" buttons
 * added ability for events to lock building for special work (& UI to support this)
 * rewrote commodity tracking code
 * changed commodity filter categories
 * did more iteration on UI responsiveness
 * added optional code for FYI-style alerts to display images
 * increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map)
 * traders will send an alert when they leave the Trade Depot
 * if a chapel is given a "special project" it will boot out anyone waiting for confession
 * balance: reduced incidence of bandit/fishperson attacks
 * FIXED: charred meat ownership is set correctly
 * FIXED: Distil Rum
 * FIXED: various minor scripterrors
 * FIXED: various typos in events, descriptions
 * FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
 * FIXED: fishpeople won't hit people with meat anymore
 * FIXED: bandits will no longer fire at people while holding bread
 * FIXED: bandits_amnesty event error
 * FIXED: removing a module will now (immediately) push effects of its removal to parent building
 * FIXED: Maize not being usable in vegetable recipes
 * FIXED: some jobs that were missing job time data
 * FIXED: scripterror dead overseer replacement event
 * FIXED: commodity drop will always hide the object at the end of the merge container cycle
 * FIXED: alert stubs not registering themselves with event arcs
 * FIXED: minor bug when clicking the top pixel of a UI window