Patch notes/Horizon/1.8.0.BETA-7/raw

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Field Scrapping
- The auto-outfit feature when scrapping corpses can now be toggled on/off in the architect->scrapping options
- The auto-outfit feature will only work on humans or human-ghouls
- The auto-outfit feature will no longer make pre-placed corpses have invisible skin
- Corpse scrapping should no longer conflict with the Silver Shroud quest
- The auto-looting should no longer loot NPC-only grenades
- NOTE: The Cannibal perk probably conflicts, but I haven't determined a good way to deal with this yet

Components
- (NEW) Seawater: a new resource that is extracted from ocean areas and used in some recipes

(NEW) Seawater Extractor
- A new settlement production device that processes seawater from the ocean
- Extractors can either bottle seawater or process it directly
- Must be placed in water
- Can only be placed in settlements that have access to the ocean
- Requires Workshop Tech Level 3
- Requires fuel to produce resources, but does not require power
- Limit 3 per settlement
- Each extractor also gives +1 production towards seawater conversion to harvest salt
- NOTE: The smoke effect isn't located in the right position... I'll fix that in a later patch.
- NOTE: Seawater Extractors CANNOT be placed without the Enhanced Settlements addon being active

Production (Active Services Menu)
- (NEW) Seawater: Gains +1 seawater per extractor; requires 1 fuel per cycle
- (NEW) Salt (from seawater): Gain +4 salt per extractor; requires 1 seawater per cycle
- 1 extractor can do 1 of each task per production
- NOTE: Seawater will also be usable for other advanced production (factory schematics) in the future

Production (Plant Nursery Menu)
- (NEW) Compost (from Wood): An optional method to process wood/acid/fertilizer into raw compost
- This recipe is only intended as a last resort, in case you really need raw compost, otherwise its better to use the compost bin system

Settlements
- Vanilla settlement attacks will no longer destroy junk items, food, or water (this is an outdated system that can really screw you over)*
- The resource costs on building Tenant structures is fixed (this may still need more tweaking)
- Junk Yards should now properly use Common Tool components, instead of the actual item itself
- The Uranium schematic should now be active in the Arc Furnace menu
- Planters now require raw compost, instead of fertilizer
- Building a farming workbench requires "simple tools" now
- Building a cooking station requires "kitchen tools" now
- Building a chemistry station requires a "precision tool" now instead of a common tool
- Farming Workbench: The compost displayed should now be accurate to whats in your linked workshop containers
- The maximum production unlocks menu should be displaying supply kits accurately now
*(A more thorough job will be done in v1.9, if I remove vanilla attacks completely)

Architect Buildings
- The railroad station now has 10 properly placed beds in the bed layer
- The airplane building no longer has any beds
- WARNING: Before upgrading to BETA-7, it is recommended to TURN OFF the bed layers on these 2 buildings if you already have them placed

Armor
- The 4 legendary utility upgrades should now work for all types of armor pieces, and not just metal armor

Weapons
- The Pipe Gun and Custom SMG now use a different ammo set: .22, .38, .45, 5.56
- The automatic firing rate penalty for .45 and 5.56 in the .22 ammo set is reduced (i.e. it fires faster now)
- Custom SMG: The texturing is overhauled, so the weapon looks much better now
- Custom SMG: Moved the sights and the camera further back so the weapon isn't clipping into the camera
- Handmade rifle: The suppressor no longer says it has poor range
- N99: The barrel weights are more appropriate now
- Double Barrel Shotgun: The hair trigger receiver had its attack speed reduced, however you may not notice a big difference

DEVELOPER NOTE: .44 rounds are essentially removed from all automatic weapons, because that style of round was really intended for semi-auto weapons only

Misc
- Selecting Ranger now shows the proper requirements and description on the menus
- Typo fixes

Enhanced Settlements
- Hangman's Alley: The tunnels underneath should no longer be part of the build area, and should be safe from the scrapall command
- Hangman's Alley: The corner building is now open by default, in case the game causes enemies to spawn inside
- Hangman's Alley: The default travel spawn location was moved (let me know if this causes any problems)
- The Castle: Ronnie's post-battle position should be in a better spot, so it isn't inside of the rebuilt walls

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