Fixed loose rocks not generating properly
Merge https://github.com/Deadrik/TFCraft
Dying of alcohol poisoning now drops your items correctly (oops). Tweaked tree gen to stop forests growing where they shouldn't
Merge branch 'master' of https://github.com/Deadrik/TFCraft
Ceramic Vessels containing liquid metal now only stay liquid for about 10 in game hours before they must be refired. Liquid Ceramic vessels now list the metal name in the tooltip as well as a notification of weather it is still in a liquid state or not for easier management.
Ceramic Vessels containing Items now list their contents in the tooltip as well as the current stacksize.
Fixed chunks being generated in rotated positions and added some opt out checks to forest and loose rock gens so that they wont try to run if the biome is ocean in order to speed up worldgen for these chunks.
Should be possible to place a stack of flux in an anvil now. Resolves #318
Tool mode now renders in creative. Resolves #306
Crucibles should no longer consume items when moving them around. Resolves #261
Fixed crash with trying to smelt High Carbon and Weak ingots. Resolves #304
Anvils are now properly smeltable in a crucible.
The bloomery now requires that an equal or greater amount of charcoal than ore be thrown into the stack before it can be lit. This is on top of the primer stack of charcoal that is required at the bottom of the stack. This also Fixes #311
Version Bump
fixed compile error with using an invalid color symbol.
Removed all LASTTHREE anvil rules since they were redundant. Changed Hoe Recipe to properly function and altered Shovel recipe
Largely refactored onItemUse

Encapsulated prospecting results. Used one hash map instead of two array lists. Avoided creating large numbers of needless ItemStack instances. Avoided running code that doesn't have to, e.g. when false negatives are shown. Moved chat messages to their own methods. Preserving the original mechanic. Simple time profiling shows it's considerably faster now, too. Possibly much more memory efficient as well.
Using the ore name as key in the hash map

Overlooked that the 3 ore blocks use different meta values to determine what ore it is, using the blockID as key in the hash map would've introduced a bug. Using the ore's name as before instead.
Removed unused import ArrayList.
Merge pull request #320 from dmon82/Refactor

Largely refactored onItemUse
Anvil hit volume lowered