Beta 54C


 * construction assignments will always be prioritized over other work assignments
 * scrollbar track clicks are now more useful (sorry track clickers, we never do it, didn't realize what a sorry state that was in)
 * changed more incidences of the term "work crew" to overseer
 * reduced thought icon size so at high populations they're not just basically everywhere.
 * improved nametag code, incorporated alert icons into nametags
 * made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren't seeing them at all, so this should improve their visibility.
 * all instances of "work crew" have been changed to "overseer" to make difference between LC/MC chars clearer
 * updated/improved costs of all gun lockers (can now build "Improvised Muskets" in Carpentry Workshop, can build "Ceramic Tripistols" in Ceramics Workshop)
 * you will now be alerted if you build a building with no door
 * naturalist now requires musket locker to hunt
 * added additional safety checks to Rogue Stahlmarkian start
 * hunger emote now more expressive
 * building quality display improved
 * "Rally" command now works (from Barracks ui)
 * "Explore" command now works (from Naturalist ui)
 * Naturalist's Office can now do targeted "Survey" and "Hunt" commands
 * FIXED: increased range of Naturalist survey for minerals job so they wouldn't get stuck in the middle of the map doing nothing
 * FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
 * FIXED: long-standing issue with wrapped text
 * FIXED: janky scrollbar movement while the game is unpaused
 * FIXED: wacky QoL tooltip offset
 * FIXED: workplace limit display not being reset properly on save/load
 * FIXED: scientists will now only use equipment inside their own laboratory
 * FIXED: added check so traders won't leave and never come back, forever
 * FIXED: Pub did not stock booze until ordered to
 * FIXED: added check for scripterror when bandit group self-deletes
 * FIXED: modules would suddenly stop working until demolished and rebuilt
 * FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
 * FIXED: misc other crashes
 * FIXED: discrepancy of carpentry icon in command button vs. module category
 * FIXED: Larch farms would grow orange cubes