Add LiquidMotionEvents to waterproof pipes

Why would it exist if it was never to be used?
Merge pull request #825 from viliml/patch-2

Add LiquidMotionEvents to waterproof pipes
Pipes with missing info are now deleted

Closes #782
Added config option to disable Oil Springs

And made the code ID Resolver compatible.
Update README.md

changed path of localization according to build.xml
spaces to tabs (normally you use tabs in ant-file - eclipse does it so ...)
add isPipeRegistered for mods to check if pipe-id already taken.
optimize TilePump.initializePumpFromPosition by using a HashSet instead of a TreeSet for markedBlocks
add equals to BlockIndex
Lower engine heat 10 times

I don't think a temperature of 10000°C or 0°C doesn't make sense. This way it will at least always be under the melting point of iron and above the freezing point of water.
Save/Load + netsync for plugs
Added initial rendering for plugs
Added plug item and item renderer
Added recipe for plug
Merge pull request #833 from viliml/patch-1

Lower engine heat 10 times
Added add/remove of plugs, fixed plug render sync issue, fix renderer, prevent render of gate on plugged sides
Make pipes not connect if either has a plug, fixed issue with pipes not recalculating its connections on plug placement
implimented isStackValidForSlot to return true if valid to allow for automation inserst (mainly Applied Energistics)

Signed-off-by: Andrew Meehan <andrew@meehan.me.uk>
uodated tilehopper to return true rather than attempting to scan the inventory attached
Merge pull request #834 from Pharabus/master

Made AutoWorkBench and hopper accept all items