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New update: Fishery building!

- New Building: Fishery. Produces fish from Red Coins. Speed is based on number of connected water tiles (up to 100).
- Delete Block tools can now have increased cursor tool size
- Pasture, Farm, and Lumber Mill now absorb water based on nearby connected water tiles (25 tiles = 100% water intake speed)
- Resource Removal tool has different coin removal costs for different resources. Crops = 2, Trees = 10, Stones & Minerals = 25
- Improved terrain preview highlights of terrain modification tools
- Added tooltips to Elemental Boosters
- If a building produces an item that is also used as an input, the item will preferentially fill the Input slot instead of the Output slot
- Rail carts can pick up items from 'excess storage' slots in buildings (e.g. leftover inputs when active recipe changes)
- Building inventory appears when hovering over using Move tool
- Grabber now unlocks with Basic Logic research (to coincide with unlocking Conveyor Belt)
- Move tool added to bottom toolbar
- Area-of-Effect displays will appear when moving a building, not just creating one (and will appear for more building types)
- Performance improvements when lots of building alerts were visible
- Various performance improvements when modifying inventories
- Balance: Mines produce 2 stone per production cycle
- Balance: Wells now produce 4 water/sec instead of 2 water/sec
- Balance: Increased Packager inventory capacity
- Fixed bug: Boats could travel over dry land if there was any water in the tile
- Fixed bug: Farms could link to underwater positions
- Fixed bug: Delete Resource tool with large radius would only work if there was a deletable item in the center
- Fixed bug: Recipes requiring 1 fuel did not show the count required, making it difficult to know if building was missing that ingredient
- Fixed bug: Could place buildings in positions that overlap unpurchased terrain
- Fixed bug: Inventory sensors would trigger even when set to inactive state
- Fixed bug: Inventory & Agent Sensors would not detect on the exit node of a building
- Fixed bug: Logistic structures with filters would incorrectly restrict building output when placed on default output node
- Fixed bug: Rare loading failure if conveyor belt path was inadvertently assigned Up or Down direction