Added code to enable injection tube if correct version of ForgeMultipart is present

but turns out that version still doesnt allow this to work. So we wait...
Ready to push across when the appropriate build of FMP is released
Initial Fluid work
* TubeItems now carry a Payload rather than just an ItemStack
* Payloads can be an ItemPayload or FluidPayload, more could technically
be added later.
* FilterSlots can now show a liquid. Click a liquid container twice in
the slot to set the liquid
FakeSlots now fully support liquid filters
* FluidStacks are sent as NBT data on ItemStack's of Water Still to make
use of the existing infrastructure
* FakeSlots can now provide a tooltip
Added amount display for liquids
* Added tooltips for routing tube
Added proper filters
Changes:
+ Added icon for color filter
* Fluid filters now render as fluid blocks
* FilterFactories can now determine whether to create a filter based on
whether it needs to be a real thing or not
* Can no longer use the vanilla slot dragging to drop into filter slots
* Fixed up filter saves using write directly instead of using the
FilterRegistry.writeFilter() method
* Fixed a routing bug where simulateEffects was being called on the
wrong object
Tubes can now connect to anything that is defined to have a connection
* You can now provide IFluidHandlers for blocks, tile entities, and
multiparts
* IInventories can now also be provided for blocks and multiparts
* FluidPayload is handled in most places now (still no way to extract
fluid yet)
Payloads now supply a renderer
* Currently they just have a getRenderer() method, but it will be
changed
* Fluid Payload rendering was added, but its just temporary
* Requesting tubes can now pull fluid
Changed how tubes interact with blocks
* If you make a new payload type, an IPayloadHandler should be
registered in the HandlerRegistry
* IPayloadHandlers tell tubes how they can inject and extract payloads
* Payloads are now registered in PayloadRegistry
* Payload renderes are no longer supplied inside the payload
* InteractionHandler is used to determine if tubes should connect to a
block and get handlers for that block
* IInventoryProvider is now IInterfaceProvider which can be used for any
interface, not just inventories
Added Fluid Extraction Tube (no recipe / graphics)
* TubeItems now store last progress. Used for rendering to make it
smooth
* Added ISidedHollowConnect from FMP 1.0.0.212 implementation
Merge branch 'injection' into liquid

Conflicts:
	build.xml
	src/schmoller/tubes/CommonProxy.java
	src/schmoller/tubes/types/InjectionTube.java
NEI Drag Drop works again, now allows same functionality as real items
* Added InterfaceDependancies to BaseTubePart to remove
ISidedHollowConnect if FML 212 or greater is not present
* Smoothed the animations in extraction, fluid extraction, and
requesting tubes
Payloads can now be spawned in world if they allow it
Various fixes:
* TubeItems can now have a speed
* Fixed issue getting interface distance if it is a super-interface
* Fixed items getting ticked too often if moving between tubes in particular directions
* Added lastDirection to TubeItems to improve rendering
* getItems() on BaseTube now includes items that will be added
Finalized the injection tube
* New textures
* Injection tubes can connect to each other
Added blob like render for fluid payload (still really a WIP)
* Added in backward compatibility so old saves will load correctly
* Fixed items not becoming blocked when reaching end of tube
* IMPORTANT: Dynamic render in ITubeRender is NO LONGER fully translated
before rendering. You need to translate by the provided coords
* Removed Valve Tube's overflow buffer. Valve tubes will no longer
block. WARNING: Any items stuck in them before load will be lost.
Added creative tab
* Added glint to ore dictionary matching filters
* Fixed NEI responding to ctrl click in filters
* Added ore dictionary entry: "Tubes$anyDye" which has all registered
dyes in it.
* Fixed some depth related rendering issues for filters
Added fluid circuit
* Fixed issue with tick counter not being available on client side
(while on multiplayer)
* Updated support for NEI 1.6.1.7 +, fixes crash
Merge branch 'renderfix' into liquid

Conflicts:
	build.xml
	src/schmoller/tubes/api/gui/GuiExtContainer.java
	src/schmoller/tubes/api/helpers/TubeHelper.java