Priority Sorter

This patch introduces a new Logistic block called the Priority Sorter. If you place it on an intersection, it will ensure that objects moving straight through the block take priority over those entering from the sides. (Otherwise, the default merge behavior is basically random).
Improved Inventory Display

The top-right display of player inventory has had some quality-of-life improvements. The font is clearer, and displays large values of coins or items in a shortened format. To see the precise amount of coins or items you own, just hover over the icon.
Performance Improvements
A good amount of optimization work was done to make the game run smoother, load faster, and allocate less memory over time - especially when big busy towns are involved. These changes involved text display, belt/chute/pipe item creation and destruction, pathfinding, navmesh generation, computational block display, rail cart animations, and worker behavior. It appears this can result in around 20% improvement in framerate on larger maps.
Pipe Management

Making edits to tightly-packed pipes has been a source of trouble, especially in the case where you're deleting part of a pipe path that crossed over another. The game previously would automatically create an intersection when part of a crossover was deleted, which resulted in contamination (left image). Now, the game preserves the crossover, preventing the path items from mixing until the player makes more edits (right image).
Balance Changes
- Filters for Mana Connectors always show all crystal types, regardless of building output, in order to handle booster outputs
- Plant Herb no longer requires Intermediate Medicine requirement - it only requires Farming knowledge
Bug Fixes
- Fixed bug: Airships carrying multiple item types would stall at a building until the building's inventory was full
- Fixed bug: got errors loading starting maps that already had buildings on them
- Fixed bug: A group selection containing a logic block would inadvertently highlight all connectable logic blocks. Intended behavior is these will only highlight if a single logic block is selected, so you can link it
- Fixed bug: enormous list of items would appear if a House was hovered while a worker unit was selected
- Fixed bug: Hitting ESC while an object was selected in a 2D Grid View would dismiss 2D view instead of deselecting the active object
