Go-Go Town! Minor Update 6

Go-Go Town!

Plan, Build...Prosper? As mayor, it’s up to you to breathe life back into this rundown town. Construct shops, hire staff, automate deliveries with couriers, and attract tourists to town, all while managing infrastructure and avoiding catastrophes! Who said being mayor was going to be easy…

[b]A New build is up (0.5.66.17307EA)[/b] [u]Added[/u] [list] [*]Herb N Spice vine added. [*]Moved Water terrain tile from tier 5 to tier 2 EGO Tech. [*]Extra recycler to EGO tech tier 7. [/list] [u]Optimisations[/u] [list] [*]Optimise performance of path finding (reduce hitches). [*]Item meshes have LODs to reduce poly counts. [/list] [u]General Fixes[/u] [list] [*]Fix player potentially get stuck or going to invalid locations when exiting vehicles. [*]Fix Tourists/Workers getting stuck when hit by a vehicle. [*]Fix Tourists/Workers getting stuck inside buildings. [*]Fixed issue where player could get stuck in dance. [*]Fix issues with a player getting stuck if they are a passenger of a vehicle and another player who is the driver doesn't rejoin in a co-op save. [*]Fixed issues with dropping items (including fishing with full backpack etc) going to places the player can't get to [/list] [u]AI Fixes[/u] [list] [*]Fix issues with workers stuck in loops attempting to achieve tasks due to path finding issues. [*]Workers dropping items from makers. [*]Workers will no longer collect excess maker output. Previously they would collect maker excess even if there wasn't a correct location to place it. [*]Workers were putting items in makers when the output item wasn't desired (or storable). [*]Workers were not checking if they could store maker ingredients. [*]Workers were terminating out of idle at incorrect points. [*]Better estimation of how many items can fit in a particular storage area. [/list] [u]Graphics[/u] [list] [*]Fix gfx issues with facial features. Fixes eyes/mouth in front of glasses [*]Glasses object visual improvements [/list]