5.0.5 cleanup 2

From PR#19 (Maxwolf's Minechem Rewrite):
### Minechem has been rewritten to support Universal Electricity!
![screenshot 2014-05-20 04 41 00](https://cloud.githubusercontent.com/assets/6830398/3029436/2e771496-e035-11e3-98b5-78156d3dbe5e.png)

Howdy! I spent the last six days or so working on Minechem and was originally going to just add UE support but it turned out that I could not just add the reference to the library and add the @UniversalClass annotation and move on. Here is a rundown on what was eventually changed and made this pull request being dubbed a rewrite.

So lets get to it, what are you going to get? Here are the goods~

## New Energy System
Added UE support so now the machines can accept power from Buildcraft, Thermal Expansion, Industrial Craft 2 and UE energy systems so mods like Resonant Induction will work without flaw!

## Namespace Change!
Refactored namespace for the entire mod to just 'minechem' from 'pixlepix.minechem'.

## Class File Restructuring 
Refactored all classes into their own respective namespace. For example now all related classes pertaining to the Chemical Decomposer can be found in 'minechem.tileentity.decomposer'. This namespace would contain everything needed to operate the machine. This includes Blocks, Containers, Recipes, GUI's, Renderers, Packets, Tabs, Models, and of course the Tile Entity itself.

## Naming Scheme Adaption
Renamed almost every class to follow a similar naming scheme after being moved into these new namespaces. For example take the Chemical Decomposer, I will compare an old naming scheme with the new one to make my reasoning clear why this was needed.

Before | After 
------------- | -------------
BlockDecomposer | DecomposerBlock
ContainerDecomposer | DecomposerContainer
GuiDecomposer | DecomposerGui
TileEntityDecomposer | DecomposerTileEntity
PacketDecomposerUpdate | DecomposerPacketUpdate
TabStateControlDecomposer | DecomposerTabStateControl

## ljdp.easypacket Removed
This entire packet system was removed and replaced with the built-in Forge one. Each machine now has it's own packet that is is sent to the server or the client depending on the device.

## Vanilla Localization Support
Removed the old XML files and updated references and renamed the files so that vanilla localization support for the in-game item names will work. Adding a new language to the game is easy for users as copying one of the existing ones and changing all of the values to whatever they want. No code changes required just need to follow naming scheme setup by Mojang: http://minecraft.gamepedia.com/Language

## Model Animations
Machines now only show model animations if they are actually working, other machines that had varying textures for on and off states flip to appropriate texture when powered and then will animate when they are performing work and stop when they are not currently processing anything.

## Hit Particles
Machines now show particles when being hit, I even went as far as rendering each machine as a tiny 16x16 icon so when they are broken and hit the particles that come off of them look like particles that was apart of that machine.

![2014-05-20_09 20 49](https://cloud.githubusercontent.com/assets/6830398/3029931/c9863aac-e03a-11e3-8eb3-35768c2ed38f.png)

![2014-05-20_09 20 55](https://cloud.githubusercontent.com/assets/6830398/3029932/cb737ef6-e03a-11e3-914d-6f099c49345b.png)

## Molecule Descriptive Names
This was something that was talked about on IRC and was taken care of. Since we have built in localization support and all the element and molecule names are supported there was no need for other modders to have to type in the full name of a new molecule only to have it never used by the actual mod.

## Gradle Script Groovy Goodness
Updated Gradle script to allow for nightly builds so 'gradle build' will function and produce a build in the "output" directory. This script will automatically download dependencies from the other mod developers maven repositories and include them in your workspace when you tell the forge gradle script to generate either an eclipse or idea workspace.

## Dat Nice Logo
One of the last things I changed was the mcmod.info. This file is no longer needed and this metadata for the mod which shows up in the mods list after the game has loaded is generated at runtime during the preInit() phase. It links to the new website and activates the use of the old logo once more, plus is shows major, minor, revision and build number right there.

Note: The @VERSION@ tag is replaced by the gradle script. This picture is what you would see as a modder running the mod in your workspace.

![screenshot 2014-05-18 17 53 18](https://cloud.githubusercontent.com/assets/6830398/3029846/b980054e-e039-11e3-8603-5c317eae04e4.png)