Alpha 44A

Major Changes

 * Building Quality is now a thing that matters! This is determined by number of functional modules vs. decor modules in buildings and will affect the mood of colonists working or sleeping in buildings.
 * We also added a bunch of new decor and fixed up all the descriptions.
 * Point lights are now a thing, so lamps will give off light!
 * We've increased madness levels, added new cult formation triggers, and added some more horrible occult events.

Public

 * added point lights
 * added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
 * and added building quality display on UI for carpentry workshops, lower class houses (and maybe others; in-progress)
 * lighting rewrite: the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
 * added one-time bailout event if you have more workers than you can allocate to all of your overseers
 * added 14 new decor modules
 * appropriate decor has been added to all buildings' default module lists
 * stockpile UI edited for better usability.
 * added Beetle Curse
 * added Tree Curse
 * added Black Magic Murder event
 * increased transparency of semi-transparent building walls.
 * many modules have been renamed
 * many modules have new descriptions
 * some events have been given more detailed descriptions for number of ai agents involved
 * balance: build costs on all decor have been adjusted
 * balance: many more experiences can now trigger "cult seed" depending on character traits
 * balance: more strange/terrible events may now provoke cult formation
 * balance: fishpeople made less likely to turn murderous when intimidated by soldiers
 * balance: corpses will only spawn vermin after being left out for a day
 * balance: reduced max bandits that major bandit attack can send
 * balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
 * FIXED: footprint size on carpets
 * FIXED: environmental light values now set correctly after save/load
 * FIXED: aborting a "Gather Building Materials" job due to an explosive injury would put the job in the wrong assignment, causing it to be completed infinitely
 * FIXED: various typos & grammar (farm text, immigration event)
 * FIXED: scripterror in certain decision case of "Colonists Denounce Cowardice Vs Bandits"
 * FIXED: murder due to hunger
 * FIXED: commodity drops upon character death
 * FIXED: cult leadership now transitions correctly when leader dies
 * FIXED: some memories were not being triggered correctly
 * FIXED: some leaking memory