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Release 1.2.0 for the mod, the editor still requires manually compiling
This release contains bugfixes and adds the foundation for multiple compile modes
1.1.0 also no longer functions because of a function in the base game being updated, so this build fixes that
As of now, there are two supported compile modes:
With Compile(<NAME>) as the slot tag, it will operate in "Barebones" mode, this is exactly the same as it was before
With pfscript as the slot tag, and the slot name as the name of the script, it will operate in "Solder" mode, this uses dynamic variables instead of multiplexers for imports
In the future, a compatibility mode for RedprintPack will be added