Split up configs to separate files.
Made Config scan entire com.itszuvalex.femtocraft package for classes marked @Configurable, and add them to list of configurable classes to load.
Added all industry tile entities, but not power.
Added Lodestone ore, lodestone chunks, nuggets.  Added basis for magnet registry.  Moved some ore things to config.
This is why I should not have ideas.  Cause I go overboard on them.  Have a Magnet Registry.  It'll parse from the assembler recipe tree.  All this for a gimmicky laugh and a single low-tier bypassable power generator.
LodeStone will pull items from inventories.  If left clicked with a magnetic item, forces a drop.  It will pull iron ingots from you if you're standing next to it.  Will pull players wearing iron armor.  The ticking/bounding boxes adds considerable overhead, adding about 1ms everytime all LodestoneOre tile entities tick.
That tones it down just a tiny bit.  Still rather annoying.  This block is hell to get stuck in.  I expect it'll only be turned on for hard core modes.
Replaced magnet pull with computationally nicer method.  Scraped off several ms.
Added Field/Type Targets to @Configurable
Assembler Recipes now load from configs.
Removed extra unneeded debug messages.
Easiest power generation tile yet.  Magnetic Induction Generator (aka the Piston Generator) now live.  Just needs Textures/GUI
Removal of renamed classes.
Magnetic Induction Generator crappy art.  Fixed Assembler recipe configs.  Should now also load custom Assembler Recipe recipes.
Removed exception throwing/catching from Assembler Registry.  It was stupid to do that in the first place, rather than simply return booleans.  Need to clean up some of these old classes.  This means it should also not choke when finding existing mappings for any of the Femtocraft core recipes.
Merge branch 'develop'