rev10.2:
* Fixed console spam from directional extenders.
* Fixed being able to offset a directional extender independently from the main projector.

rev10.1:
* Fixed reactor containment projectors centering the field on the projector instead of the reactor.
* Fixed area projectors not accepting dome upgrades.
* Tube projectors now accept dome upgrades. Mostly useful on horizontal tubes.

rev10:
* Made forcefields instantly break boats that are stuck in them.
  With a zapper upgrade, they will also break boats that touch them.
* Internal changes to allow large forcefields to have inhibitor
  upgrades without lagging.
* Fixed vertical tube projectors in "front" mode?
* Added a cooldown to field activation and deactivation to prevent spam.
  It takes about 1 tick per 40 force field blocks. A cube with a radius
  of 16 will take about 8 seconds. Adjustable by cooldownBlocksPerTick in
  the config.
* Removed recipe for remote reactor link, since it didn't even do anything.
* Removed ID-tool mode of MFD, since it was useless. If you have one, you
  can still craft it back to wrench mode.
  Crafting a wrench-mode MFD now switches it to...
* Offset mode. Right click on any side of a projector to shift the entire
  field in that direction. Sneak to shift in opposite direction.
* Added recipe for the inhibitor upgrade (machine block + 4 carbon plates)
* Allowed wiring directly to cores.
* Disabled recipe for EU injector.
* Cores accept energy in complete packets, so no more increased cable losses.
* Cores will not use any EU's if that would waste energy (if there's <10 FP missing)
* Projectors now drop their contents when broken (but not reactor monitors
  and camouflage upgrades)
* Frequency cards (all types) can be crafted by themselves to reset them.

rev9:
* Added unfinished inhibitor upgrade. On large forcefields, may cause lag or slow forcefield generation. You shouldn't use this yet.
* Fixed players being able to crash the server with a ClassCastException.
* Removed a debug message

rev8:
* Registered force field block correctly for Bukkit.
* Required clients to have the mod if the server has it.

rev7:
* Added configurable limits to config file. maxProjectorSize controls most limits, except for tube radius and deflector distance.
* Made forcefield blocks render faces that are touching other types of force fields correctly
* Made block-breaker fields no longer break tile entities.
* Reduced lag from large tube forcefields (by only refreshing the actual forcefield blocks and not the ones in the middle)
* Added configurable refresh speed (in blocks/tick/projector) - when you have a block blocking
  a forcefield, this affects the time it takes for it to be replaced with a forcefield block. 

rev6:
* Refactored more code.
* Block cutter should now properly drop all blocks.
* Tube projectors can make holes in other force fields linked to the same generator again.
* slowGenerate removed. Forcefields generate instantly.

rev5:
* Refactored lots of projector-related code.
* Block-cutter, zapper and camouflage upgrades work on all projectors (except reactor fields)
* Dome upgrade works on tube projectors
* Camouflage upgrade works in SMP
* Changed area projector max height to 255 instead of 127
* Quadrupled area projector power consumption; previously the number
  of force field blocks was estimated incorrectly and accounted for only 1/4
  of the blocks.
* Halved area projector power consumption (stacks with above)
  if a dome upgrade is present, since there are only half the field blocks.
* Reactor field can now be placed 1 block away from a 0-chamber reactor.
* Outline of zapper forcefields fixed when pointing at them
* Zapper forcefield particles now spawn at a random location inside the block,
  instead of always at the centre.
* Fixed zapper forcefields not hurting things that jump upwards into them.
* Zapper forcefields now count as generic damage instead of void damage
  - so they can't hurt creative players any more
* Fixed typo causing zapper forcefields to have weird collision boxes.
* Made force field blocks not made by a projector decay, like leaves
  - in case you somehow get a field block without a projector
* Changed: Tube projectors no longer poke holes in other forcefields.
* Discoveries:
  - Reactor containment fields will turn on if the reactor exceeds 75% of its max heat
    (ignoring reactor plating) and will automatically get the block cutter upgrade
* Bugs:
  - Projectors sometimes don't visually face the right way when placed in SMP.
    reconnecting fixes this. so does changing a block next to the projector.
  - Zapper and camouflage upgrades do not work together
  - Some sides of field blocks touching the ground can be darkened. Most noticeable
    when using camouflage upgrades.
  - If a camouflage upgrade is destroyed, its contents are not dropped.
* Fixed upgrades not changing appearance when activated in SMP

rev4:
* Hopefully fixed load order problems (edit: actually didn't,
  but this wasn't the mod with the load order problems, that was Dimensional Anchors)

rev3:
* Fixed crash when opening deflector GUI
* Changed uninsulated to insulated copper cable in recipes
* Fixed large forcefields not working near bedrock level
* May have fixed forcefields not working sometimes in SMP if not placed near Z=0 and nobody was near Z=0 to load that chunk
* Changed TileEntityProjektor.field_queue from a LinkedList to a HashSet
  - results in forcefields being built in a different randomish order
    instead of bottom-to-top
* Added slowGenerate config option
  - If true, forcefields are generated at 400 blocks/second
  - If false, 400 blocks/tick = 8000 blocks/second
  - Defaults to true on servers, false on clients
