Revision 42B


 * colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
 * rewrote day/night cycle code to allow for different lighting options throughout the day
 * stockpiles: characters now assess the closest stockpile to them at all times
 * stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
 * workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
 * clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon
 * various typoes/grammatical inconsistencies/spelling errors fixed
 * civilians no longer pull out knives & sabres in melee combat
 * occult murder added for death cults
 * added Prisoner trait
 * added case for eating "starvation food" (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger)
 * added warning when burial job cannot complete due to full graveyard
 * removed the Construction Crate that shows up when constructing a building
 * balance: Foreign Intervention event has slightly more stringent requirements (so you won't get attacked super early)
 * balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
 * FIXED (42A): colonists no longer try to "Shoo" vermin
 * FIXED (42A): debug scripterror in bandit_plunder_major
 * FIXED: scripterror in some cases when an agent attempts to drop an item due to death
 * FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated
 * FIXED: ghost bandit (after bandit joins your colony)
 * FIXED: in some cases, non-colonist agents would be unable to path to edge of map
 * FIXED: error when a cult leader drinks laudanum and decides to leave their cult
 * FIXED: if starting NCO was assigned to a barracks, soldiers wouldn't train
 * FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu
 * FIXED: assignment beacon "cancel assignment" X now works
 * FIXED: cancelling a building assignment now removes the blueprint
 * FIXED: error when Fishperson would attempt to talk to a piece of human flesh