Alpha 47B

Major changes

 * Building & module placement system has been completely rewritten. Disclaimer:
 * "flatten terrain" has been temporarily deactivated
 * various cosmetic issues are known, ie. doors not punching holes and things being generally ugly.
 * There are some other known bugs with zones and things moving outside of the window.
 * Added Chapel doctrines that have different effects on your colonists
 * Bandits & related events have been overhauled

Full changelog

 * performed complete rewrite of module and building placer
 * added chapel doctrines, along with accompanying UI. Players may now choose a chapel doctrine in the building's interface, which will influence what effect their vicars' sermons have.
 * re-enabled module animations and particle effects on a number of modules.
 * performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
 * added "Bandits Visit Town" event
 * added "Ministry Investigates Stolen Goods" event
 * added "Bandit Ties Investigated" event
 * added "Bandits Guard Town" foreign office missions & hook to foreign invasion event
 * trade missions now spawn with guards
 * rubbish left lying around may now spawn vermin
 * fixed up faction descriptions on Foreign Office buttons
 * removed old references to "Seminary Training"; it is generally replaced with "Spiritually Inclined" trait.
 * added first set of metallurgy/mining techs
 * re-enabled pickup_animation for modules. This may cause some visual oddness until a related bug is fixed.
 * all remaining jobs that allowed a worker to leave while they were in progress (i.e. smelting) have been changed to require worker presence.
 * added an event that recommends a player build a barracks if they haven't done so by day 4
 * added "?" box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
 * FIXED: stained glass windows were not being built
 * FIXED: Iron scraps are now able to be smelted into bars like ore
 * FIXED: costs for a number of modules with incorrect costs
 * FIXED: various typos
 * FIXED: zones are designated per-vertex and not per-tile
 * FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
 * FIXED: various issues with snapping modules not working correctly at all
 * FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
 * FIXED: ghost chalkboard is not longer valid too for performing research
 * FIXED: Iron Smelting Crucible consumed one too few bricks
 * FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
 * FIXED: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
 * FIXED 47A: fishperson steak ownership incorrectly assigned
 * FIXED: civilians weren't correctly dropping firearms
 * FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
 * TEST: locked cabbage at start