Oh my fucking GAWD! I spent at least half an hour wondering why FreeCAD's solver (in sketcher mode) locks up parts of the sketch in a way that should DEFINITELY NOT happen when using the "parallel constraint" on a line. Turns out the parallel constraint simply locks up all movement for god knows what reason in some circumstances and I guess I'll prepare a dataset/report so the devs have something to reproduce this extremely frustrating bug with. I made myself a work-around by building a "parallel constraint" using basic constraints (90 degree, length, points that can slide on the line) just to make sure that I didn't construct some weird corner case in which the parallel constraint couldn't allow the movement I expected and sure enough, my janky "parallel constraint" works as intended. This bug made me so fucking angry that I had to calm myself down with some yummy home-cooked food ("Mexican rice with brown and black rice) and watching a funny video of someone else getting upset at things that aren't as they should be, like this: https://youtu.be/8kTHba10_Sw

Anyhugh, still playing my thorough (mostly) pacifist DXMD run and just picked up the killswitch of the final boss after silently knocking out everyone in the secret ice-cave-base. I'm running around with ridiculous amounts of crafting parts since I'm exploiting the bugged crafting system. So, the amount of crafting material one gets doesn't scale like it would be logical, which makes it really advantageous to never convert whole stacks of items and rather convert the smallest amount possible to get the most crafting material per items. It's ridiculous if you look at the yields. Anywho, I guess I'll try a "realistic" run next time in which I try to spend just the minimal time on missions and minimize hostile contact by sneaking everywhere and mostly avoiding conflict instead of cleaning up the whole map, knocking everyone unconscious and dragging into air ducts. Probably next winter or further down the line tho.