Mariculture 1.2.3a
 Fix accidentally importing scala instead of java in some places :P

Mariculture 1.2.3
 Added Blacksmith's Assistant, Autohammers the anvil for you, supply it with hammers and a tank with xp under it.
 Added Fishing Hat, increases the chance of catching fish alive when worn
 Removed Manpowered and Gas Turbines (Temporarily, will return in some in 1.2.4)
 Added Generator, You now construct a row of rotors connected to this generator to generate power from water.
 Purity upgrades now increase how long fuel lasts in the crucible furnace, ethereal upgrade instead now causes it to melt enchanted things to liquid xp instead
 Added Hatchery, Low tech version of incubator, non upgradable 1 egg inserted at a time way of hatching eggs, no power required.
 Increased Incubator defaults mutation modifier to 1.1x
 Added config for advanced sluice tick rate
 Advanced Sluice will generate Pressurised Water faster than the normal sluice now
 Can now smelt Ancient Sand to Heat-Resistant Glass
 Potentially fixed potential null pointer with fish loot
 Changed bait saturation from -100 to -1
 Droplets are now fluid containers, right click them in to tanks instead of melting them
 All droplets will now produce some sort of liquid, all these liquids can be placed in the world with various effects.
 Crafting recipes involving droplets for the most part are removed. Some remained, where I don't mind them being :P (Most of these are now vat recipes)
 Removed Melting of dirt blocks to Molten Dirt. Makes making clay too easy.
 Readded Debug Food
 Removed Legacy Droplets
 Re-Enabled Casting recipes as default on
 Removed deep sea ravines, water caves and no mineshafts (due to missing forge feature)
 Fixed Bucket Handling
 Fixed Blood Rod not using up blood shards as normal bait
 Fixed potential tooltip crash
 Fixed Oyster Rendering
 Fixed NEI Crucible Handler

Mariculture 1.7.2 BETA 12
 Added Unpacker!
 Added Advanced Sluice
 Fish Products NEI now shows the percentage under a tooltip
 Fish Products now capped at 15 instead of 6
 Fixed FLUDD
 Fixed Fish Feeder being entirely unoperational
 Fixed Fish Feeder not syncing CanWork
 Books can no longer be applied to jewelry (Configurable).
 Switched Copper default to on
 Removed Sifter XP
 Mirrors can no longer let you get Fortune 5
 Added config option to re-enable picking up fish food from throwing in the water
 Made the old models the default config, while I work on Turbine System

Mariculture 1.7.2 BETA 11.wtfbbq
 Fixed ... Not even going to mention the stupidity.
 Adjusted the loot to > fish ratio for all rod tiers
 Removed debug code when adding flippers

Mariculture 1.7.2 BETA 11
 NOTE: I started work on Turbine Re-Renders, I'll finish them when we have Forge for 1.7.10, If the model bothers you, change the config in machines.cfg to enable the old models
 Only the base fish can be caught alive once again in the wild, they also all have an increased chance of being caught alive by default, Just wasn't a fan of skipping everything. I have better plans for this in 1.2.4 ;)
 Improved Scuba Mask and Diving Helmet vision, Snorkel now has the old diving helmet vision
 Added EnderIO fuels as usable with the crucible
 Fixed HYPER Hungry Fish
 Fixed Autofisher not consuming bait
 Tank Size is now ONLY updated when a male fish enters the fish feeder
 Added Waila Support for Casters
 Added Nugget Caster
 Heating upgrades now process 4 x as many eggs at once in the incubator.
 Added RF/t to the tooltip when hovering over the power indicator for rf using/making machines
 Droplets are now their own item, craft old droplets with themselves to make new (will be removed at some point). This is to make it easier to specify any droplet in a recipe.
 Water Turbines output slightly more
 Diving Boots will now make you sink faster when holding shift
 Added lifejacket, will cause to stay afloat on top of water.
 Wetsuit now makes Flippers twice as fast, You need to take flippers on and off if you put wetsuit on first, as speed is only updated when flippers are put on, or you can enter/leave water
 Fix NEI Tooltips in normal minecraft
 Didn't like my sifter changes... Sifter now pops items as before. ;D

Mariculture 1.7.2 BETA 10
 Fixed BOP Compatibility with newest versions
 Ethereal upgrades give a 1.25x modifier to mutation in the incubator(DOES NOT STACK)
 Hotter temperatures in a Crucible Furnace will make things melt faster, the lower the melting point of something, that faster it can be processed at max temp!
 Fixed Crucible Furnaces having 1000x more storage than they should with upgrades
 Damselfish and Neon Tetra, are now breedable, but with a low chance, so it's still better to catch them if you can!
 Added a temperature control unit(available with fishery module). Allows you to store heating/cooling upgrades, and for them to act as one upgrade.
 Changed fertility calculation with eternal life upgrade
 Block/Ingot Casters should now work across load/save
 Removed recipe for making titanium in the crucible, one it causes confusion, two vat is easier anyways
 Rewrote Handlers
 Added Config to Enable/Disable Ingot/Block Caster NEIS, Disabled by default.
 Transparent Plastic and Heat Resistant glass got 'larger version recipes', Allowing you to do more items at once.
 Extreme Hatching Upgrade, now has 1000x mutation chance modifier
 Fixed mutation multiplier only allowing for non full bred
 Dropping stacked live fish, will now return the correct amount of raw fish
 Fixed Bass Bomb Texture, Bass Bomb now does damage (not much).
 You now need to 'construct' the sifters, just place two blocks next to each other, the recipe for a sifter now gives two :)
 Block updates will cause the sifter to 'sift' out items. You can pipe items in to the top of a sifter.
 Fixed missing sounds
 Removed chucking fish food in water to feed the fish
 Fixed Coral Spreading, reduced the default spread chance to 12, so you may want to adjust this in your configs to match up

Mariculture 1.7.2 BETA 9
 Broke all the configs as promised!
 Reorganised Creative Tabs
 Rewrote Packet Handling
 Improved autodictionary blacklisting defaults
 Added Highlands Support
 Adjusted various upgrade recipes
 Fixed direction for fluid handlers
 Fixed usage on any item bringing up usage for cod...
 NEI will now only display one of each live fish + raw fish, So you can still see them for recipes, but you'll need to go to creative to cheat male/female
 Wildcard Registration now only shows up in debug mode
 Mirrors now ignore the Max Enchantability for Non-Jewelry Enchantments
 Mirrors give a better chance for more enchantments than vanilla enchanting table
 Level 31 and greater enchanting, has a chance of getting higher levels on enchantments than you could otherwise(Even better over level 55)(excluding protection, enchantments with max level 1, and jewelry enchants)
 Autofishers are now twice as power hungry

Mariculture 1.7.2 BETA 8
 Made Enchiridion a requirement, books are too important to the mod
 Fixed the Autofisher not damaging items with special damage conditions correctly
 Fixed crash with 'cropRice' recipe
 Fixed potential crash with custom blocks
 Fixed shift clicking eggs in to an incubator
 Fixed potential dna loop with fish species
 Fixed Salinity upgrades not working
 Fixed Jungle Biome Dictionary Temperature
 Formula changed for water temperature
 Crucible furnace should now only accept items in to the correct slots and you can only pull out of the output slots
 keepInventory GameRule should affect jewelry
 Re-Enabled Vanilla Fishing rod not requiring bait (accidental oversight when rewriting some stuff)
 Vanilla rods will catch Vanilla loot by default (config)
 Some BTS Cleanup

Mariculture 1.7.2 BETA 7
 Readded NEI + WAILA Support + Updated the Magic Book
 Readded Block forms for Custard(slow down) and Fish Oil(regen)
 Removed Fluid-Auto Dictionary, too exploitive
 Hid Custom Blocks, Air Blocks and Ticking Blocks from NEI
 Raw Rainbow Trout are now effective weapons!
 Fishing Entities will no longer try to spawn if the loot result is null, but loot result should never be null now
 Adjusted the Neon Lamp Recipe again
 Added Anvil Recipes for the new flowers
 Added Tooltips to Jewelry to display, the benefits of each type
 Added Config option to disable 'half' of the coral reef generation. Reef generation is normally done in two steps, this just cancels the first.
 Fish Eggs are now a seperate Item
 Added a whole bunch of missing recipes... (Let me know if I missed any please!)
 Fixed Calamari and Miso Soup localisation
 Fixed not being able to remove blocks from the block caster + actually added it xD
 If a mod adds rice, the sushi recipe requires it
 Kelp Wrap is now enabled without WorldPlus, to craft it, it's 9 Cactus Green
 Crucible Furnaces now have a default of 25000MB space, Storage Upgrades are now 5000MB per level instead of 1000MB
 Pressurised Water can no longer break itself
 Reworked how fish ids are assigned, they are now automatically assigned, a fish-mappings.cfg file will appear in your configs, but you do NOT need to touch it, id mappings are done automatically, and you'll never have to manually assign them. This is good, since I can't have conflicts now if someone was to add a fish, which was possible before.
 Hammers can now get all vanilla pick enchantments, Effiency makes hammers use less XP, fortune takes the place of luck (I'm open for suggestions with what silk touch could do... regarding the anvil)

== Mariculture 1.7.2 BETA 6 ==
 The Ore Dictionary Converter should be more inline with the functionality of the 1.6.4 version
 Ore Dictionary registrations for dyes moved from world to core
 Manual fishing should work once again
 Readded BiomesOPlenty Plugin
 Readded BloodMagic Plugin
 Readded Forestry Plugin
 Readded Railcraft Plugin(Minus Sheets in Rolling Machine)
 Readded TC4 Aspects to some of the items
 Readded Tinkers Plugin
 Compressed my textures, let me know if any look off!

== Mariculture 1.7.2 BETA 5 ==
 Ported 1.2.2 changes (Excluding BM/Tinkers/Waila Plugins)
 Fixed Iron Wheels giving the wrong book

== Mariculture 1.7.2 BETA 4==
 Updated to 1.7 Redstone Flux API
 Fixed fish feeder not accepting food/liquids
 Fixed potential fluid crash on startup
 Calamari now gives one bowl as it should
 Speed Boat should be functional now! Whizz! Speed Boats also go straight to ur inventory, even more convenient!
 Fixed Incubator Base Recipe
 Removed BOP Block/Item Compatibility temporarily

==Mariculture 1.7.2 BETA 3==
 Fixed ExU startup Crash, Whistles, pretends he didn't blame it on ExU, the GUILT.
 When Disabling Fishery Module, even though it says rods are overriden, the rods/fish will act exactly like vanilla
 Fixed recipes using sugar, when they should of been using sugar cane
 Fixed book duplication exploit
 Fixed Mirrors always giving pearls the elemental affinity enchantment
 Fixed Sifters dropping two items
 Fixed crash bug when eating certain foods
 Fixed Auto-Dictionary not removing the correct tags
 Fish Food no longer will be added to feeders if there isn't room for the amount they give.
 Titanium Rods now have their proper quality(were accidentally the same as wood before!)
 Merged up 1.2.1. b, c, d, e fixes for 1.6.4

==Mariculture 1.7.2 BETA 2==
 Vanilla overriding should now work for biomes, fish and fishing rods
 Access Transformers should behave for things like scuba masks and fishing rods
 Fixed the Enchiridion Dependency, now an optional dependency
 Removed Creepers avoiding players holding catfish
 Scuba Gear will last longer
 Natural Gas now only affects players
 Removed random explosions from natural gas
 Fixed Void Bottle rendering
 Fixed pick block on void bottles, tank blocks also are now picked with their contents in tact

==Mariculture 1.7.2 BETA 1==
==== BETA Notes ====
 This is purely for helping me test, I would like to see as many bugs reported as possible except the ones listed here.
 MAJOR: You need to install 'Enchiridion' if you want to keep my books, it's been split to a seperate mod for 'reasons'.
 Custom fluids/recipes for 1.7 with regards to crucible furnace aren't implemented yet, I plan to have all recipes for each machine to be customisable so that's off for now
 Plugins for mods, like tinkers and BOP are not implemented yet
 The screwed up rendering of void bottles is known, and is on the to do list
 Currently disabling the Fishery module can have dire consequences due to the vanilla fishing override, will sort this out later
 The Vanilla Overriding for fish and fishing rods isn't working correctly
 Some of the biomes that I should be overwriting aren't being, due to not giving proper names
 There is a crash when you wear scuba/diving gear underwater
 There's a startup error in the console, about failing to extend enchantment maximum
 Jewelry Enchanting has changed, the book has not yet been updated
 Please do as much testing as possible and report all bugs/quirks etc. on my github at: https://github.com/joshiejack/Mariculture/issues?state=open

==== Other ====
 Added Fluid Dictionary (Disabled by default, as it can be a bit exploitive xp wise, if not used correctly)
 Damaging jewelry will now not apply the damage to every item, but split it out across the items(if it's doing more than one damage), otherwise rings will die first, then bracelets, then necklaces.
 Mirrors are now required to take jewelry off, you don't need them to put them on, the controls to take off were fiddly anyways. (You can still swap existing pieces though).
 Jewelry is no longer damaged when the player is in creative
 Sonic the Hedgehog buffed to provide 1 minute per damage
 Shift + Right Clicking Custom blocks, now copies the texture as with others, simply shift + right click the paintbrush on NO blocks to set it to air now
 Removed Timelord, Focus Punch, Poison Ivy and Inferno Enchants
 Added Elemental Affinity Enchantment - Each pearl colour has a different effect with this enchantment, has negative affects on stuff other than pearls
 Ender Fish and Netherfish are no longer FORCED to live in the nether/end biomes. Now as long as the environment is correct, they will be happy.
 Blink distance per level increased to 16 blocks, you no longer need to be above a certain level to use it any time
 Air Pumps will now only 'work' when they receive power, they will only extract fluid at that point too
 FLUDD is now simply the activate key to activate, and shift + activate. Hover will 'hover' at the same height as long as you are pressing forward and activate, you will ascend normally, and holding space makes you ascend faster. Squirt mode no longer breaks blocks but does a lot more damage to entities, and you only occurs in short bursts.
 Pressure Vessels will no longer tick/auto-output, you'll need to use pipes from other mods or the sluice to extract liquids in to your machines, it now instafills fludds
 Kelp and Coral come in two forms, static and growable, what you find in the wild will always be static. In order to get ones that grow, kelp you craft with itself for seeds, and coral you soak in one tenth of a bucket of water in a vat.
