1.0.1.0 -> 1.0.1.1
 -- fixed a crash where I forgot to clear obsolescent tile entities when clearing blocks prior to motion
 -- fixed a crash related to Silk Touch because Forge does something stupid
 -- removed all reflection against vanilla classes, which may or may not provide Bukkit compatibility
 -- added configuration options to control which types of entities are grabbed during motion
    ** note that, like everything else in the mod, these are server-side, so in singleplayer they work normally, but in multiplayer they apply to all players at once

1.0.0.0 -> 1.0.1.0
 -- fixed a crash when re-loading a world that was saved with a carriage in-transit that had entities moving with it
    ** when re-loading such a world, the entities will no longer be locked to the carriage for that particular motion
    ** this also means you can escape a continuous-mode carriage simply by logging out and in again
 -- the invisible placeholder blocks are no longer connected to a creative tab
 -- the invisible placeholder blocks will now (eventually) delete themselves if they are stranded in the world by a crash
 -- added a config option to set the number of ticks (default 0) a continuous-mode drive will wait between motions

0.2.1.0 -> 1.0.0.0
 -- enchantment tables are now rendered in-transit
 -- signs (both on posts and on walls) are rendered in-transit
 -- carriage drives that are correctly configured for motion and are being signalled by redstone but fail to actually move the carriage will now keep attempting to move the carriage continuously as long as they remain correctly configured for motion and are being signalled by redstone
 -- ** this allows the creation of staggered carriages, where one activates the next which activates the next, multiple carriage types following each other or triggering each other in sequence
 -- ** for example, a caterpillar drive for moving a house over a long distance, which is a structure carriage being driven by an engine which is being signalled by a frame carriage carrying a redstone block and being driven by an engine in continuous mode
 -- ** this also means that drives will correctly attempt to move the carriage even when placed into an extant configuration
 -- carriage drives will now check for updates when being switched into or out of continuous mode
 -- fixed carriages grabbing entities that were near but not actually on the carriage on the -X and -Z sides
 -- added in-transit placeholder blocks so that sand/gravel/water/lava/etc. don't fall through the roof of an in-transit carriage
 -- ** blocks will fall through the carriage only if, after the carriage stops moving, there won't be anything supporting those blocks
 -- ** in that case, things will fall through the carriage immediately, even though visually the carriage is still moving; this is not a bug
 -- added template carriages
 -- ** place down template carriages in any contiguous shape whatsoever
 -- ** use the screwdriver on one of the carriages: that carriage will absorb all the rest, but remember their locations
 -- ** the remaining template carriage (which now has closed sides) will move any blocks in the pattern it has absorbed
 -- ** if the patterned template carriage is broken, it will lose its pattern, so you must assemble it in-place
 -- ** only the spots in the world represented by the pattern will be moved, and nothing else anywhere
 -- ** this is the ultimate in precise design control: decide exactly what blocks where will be moved
 -- ** this is not the ultimate always-use-this carriage, though, because all but one of the blocks are lost every time a pattern is established, it cannot be safely moved except by carriage drives, there is no visual indication of the pattern after it has been established, and a template carriage must be used in every single block position to be recorded (a full volume)

0.2.0.0 -> 0.2.1.0
 -- fixed a potential crash when the world instructs a block to update itself
 -- prevented usage of screwdriver while sneaking on structure carriage from causing the wrong behaviour
 -- added ComputerCraft support in the form of a carriage motor that responds to commands instead of redstone signals
 -- ** interface with it using the ComputerCraft peripheral api
 -- ** command is "move <direction> <simulation flag>"
 -- ** "<simulation flag>" is either "true" or "false"
 -- ** ** "true" means just say whether the carriage could move; "false" means actually move it
 -- ** "<direction>" is "0", "1", "2", "3", "4", or "5"
 -- ** ** 0 is up , 1 is down, 2 is north (-Z), 3 is south (+Z), 4 is west (-X), 5 is east (+X)

0.1.0.0 -> 0.2.0.0
 -- entities being moved by carriages should behave a bit better when there is a lot of server-to-client lag
 -- carriage blocks can now be disguised to look like other blocks
 -- ** craft a carriage block with any regular block to set it as the disguise
 -- ** it will let you craft things that look silly, such as with torches, so test first before throwing away a stack of them
 -- ** craft a disguised carriage block by itself to remove the disguise
 -- ** only closed sides will be disguised
 -- ** being disguised will not change the function of the carriage block in any way
 -- ** most of the time, disguised carriage blocks will not stack; this is a vanilla issue and cannot be fixed without a coremod
 -- all vanilla blocks are now rendered in-transit EXCEPT the following:
 -- *) regular, locked, trapped, and ender chests
 -- *) regular signs and signs on walls
 -- *) enchantment tables
 -- *) ender portals and frames of ender portals
 -- *) beacons
 -- *) mob/player skulls
 -- mcmod.info now present
 -- suddenly remembered the need to keep the in-mod version string up-to-date

0.0.2.0 -> 0.1.0.0
 -- fixed a crash on dedicated servers relating to packet classes
 -- all entities (e.g., players, animals, monsters, minecarts, items on the ground) now move with the carriage

0.0.1.1 -> 0.0.2.0
 -- Blocks that have pending updates (such as buttons that were pressed) will now receive those updates after being moved. The blocks are in suspended animation during the motion, so the time remaining before the update will not decrease during transit (meaning that if it had 0.5 seconds before being updated before, once it finishes being moved, it will still have 0.5 seconds before being updated).

0.0.1.0 -> 0.0.1.1
 -- changed recipes back to giving only 1 item each (an increase in wood required)
 -- changed carriages to prefer being broken with axe instead of pickaxe
 -- improved shading for in-transit rendering even more
 -- blocks now do not drop in creative mode

0.0.0.0 -> 0.0.1.0
 -- fixed a crash in WorldUtil . SneakySetBlock
 -- drives now indicate when they are active
 -- fixed some crashes related to missing tile entities
 -- improved shading during rendering of in-transit blocks
 -- added in-transit rendering for the following blocks
 -- (note: transparency (like for ice) will not be implemented)
 -- *) carriages
 -- *) carriage drives
 -- *) stone
 -- *) dirt
 -- *) cobblestone
 -- *) planks
 -- *) sand
 -- *) gravel
 -- *) gold ore
 -- *) iron ore
 -- *) coal ore
 -- *) logs
 -- *) sponge
 -- *) glass
 -- *) lapis ore
 -- *) lapis block
 -- *) dispenser
 -- *) sandstone
 -- *) note block
 -- *) wool
 -- *) gold block
 -- *) iron block
 -- *) brick block
 -- *) TNT
 -- *) bookshelf
 -- *) mossy cobblestone
 -- *) obsidian
 -- *) diamond ore
 -- *) diamond block
 -- *) crafting table
 -- *) farmland
 -- *) idle/burning furnaces
 -- *) redstone ore
 -- *) ice (no transparency)
 -- *) snow block
 -- *) clay block
 -- *) jukebox
 -- *) pumpkin (without stem)
 -- *) netherrack
 -- *) soul sand
 -- *) glowstone
 -- *) jack 'o th' lantern
 -- *) stone brick
 -- *) melon (without stem)
 -- *) nether brick
 -- *) end stone
 -- *) unlit/lit redstone lamps
 -- *) wooden double-slabs
 -- *) emerald ore
 -- *) emerald block
 -- *) command block
 -- *) redstone block
 -- *) nether quartz ore
 -- *) nether quartz block
 -- *) regular torches