Added logic to allow fluid-accepting machines to use IFluidContainerItem fluids
Merge branch 'development' of https://github.com/aidancbrady/Mekanism into development
Lay out the foundation for container edit modes. Also changed the way Dynamic Tank caches work - they are now much more modular and will remember their multiblock inventories on world reload.
Implemented new container edit modes in Portable Tank and Dynamic Tank, still need to set up IFluidContainerItem integration with the Dynamic Tank
Fixed a crash!
Gave Chemical Oxidizer and PRC upgrade systems, fixed Chemical Oxidizer and Electrolytic Separator NEI modules
Chemical Crystallizer now accepts upgrades
Fix a few GUI bugs
More GUI bugs!
Fixes galore!
Chemical Dissolution Chamber now can accept upgrades
Updated recipes to be more consistent. This was about all I wanted to accomplish for v7...either I make Gas Cells tomorrow or I push the release.
Rewrote idle path calculations of Logistical Transporters!
Firstly, stacks will no longer will remember their home locations after a single failed home routing calculation.  More importantly, instead of recursively pathfinding the furthest transporter from a stack's current location, the stack will randomly select a direction to start traveling. Once it reaches the end of a line of transporters, it will attempt to recalculate a path to an inventory.  If it is unsuccessful, it will simply pick another direction to start traveling and the process will repeat.  This keeps the previous behavior, but does it much less CPU-intensively.
Fixed the evil mac sound bug by increasing the sampling rate and doubling the buffer size to two bytes.  Also removed printlns.
More constants!
Refine constants based on findings of experimentation with the Sage simulator I wrote (here: https://gist.github.com/unpairedbracket/43ee788498dd5dcd1011)
Merge branch 'development' into 1.8