Fixed pause() previous to load_mods crashing the game

(also, removed the `server` parameter)
Added two faction related events

- stonehearth:faction_created: { object, faction, kingdom } is called when a new faction was created
- stonehearth:propose_citizen_name: { gender, proposals } can be used to propose names for the generator to choose
Skip mods in JS that were not properly loaded in lua
Added rp.get_best_proposal for queries
Added faction events and re-factored a bit

- Got rid of the class; instead abuse that lua "classes" are merely syntax sugar
- Added "stonehearth:propose_citizen_gender" (expects 'gender' entry) and "stonehearth:propose_citizen_kind" (expects 'entity_kind' entry, receives 'gender') to fine-tune factions
Added world_generation and fixed client side error
entity_kind => entity_id

I'm not sure *what* to call the 'class'/'type' of an entity; as "entity_id" is ambiguous yet used in the code by SH.