Initial work on coverting beacons to a multiblock structure
Rewrite the beacon logic to run external from the TileEntity itself.
This means no more chunk loading (except when checking) \o/ Expects LOTS of issues currently
Don't tick the multiblock
Try to load the beacon from the dimension provided, not the players
Invalidate the structure when marking it as dirty then check to prevent rogue blocks
Sync the level count to client side and thread the multiblock code check
Version change to 2.0.0_exp1
Tidy debug message
Fix beacons not being removed properly
Don't invalidate if beacon didn't change and recheck for valid beacon structure if there is no valid structure
Re-enable the beacon overlay.
Fixes #5
Reduce the number of calls to refresh profile data
Closes #3
Use equals to check crystal set is the same
Fix dispersing corruption when using a crystal on the beacon
Version bump to 2.0.0_exp3
Update head rotation client side in the render tick
Client side prediction of pylon type
Fixes #10
Add in check to see if beacon level may have changed and if they have, revalidate
Fixes #8
Fix rotation being reset client side and add in more information to multiblock loop
Beacon should no longer be active if there is a block above it
Fixes #6