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In previous versions of the mod, as recently as 1.20.1, the infusion pylon acted like any standard inventory as far as computercraft was concerned. Using this i was creating a project that would allow you to change potion effects on the fly using a pocket computer, this was extremely useful for effects like night vision, or ore sights, or invisibility, that you generally don't want to have constantly active.
Due to the new redstone control, this hasn't been made impossible, just exceedingly annoying, as now you need an entire pylon, for each effect you want to control, therefore, disabling automation for the pylon its' self, just makes life difficult, which isn't really fun for anyone
you can see the project on my github under ccPotionSelector, it's a WIP, and a shame if i'd have to rebuild it from the ground up to control them with redstone instead, and would require the user to manually name each pylon in code, rather than the previous familliar solution i had of naming the potion card in an anvil
The text was updated successfully, but these errors were encountered:
Looks like a consequence of the NeoForge capability rework, previously I had capabilities automatically registered for all pylons, but it's no longer automatic so I only added the harvester pylon in the port. I can add support for this.
In previous versions of the mod, as recently as 1.20.1, the infusion pylon acted like any standard inventory as far as computercraft was concerned. Using this i was creating a project that would allow you to change potion effects on the fly using a pocket computer, this was extremely useful for effects like night vision, or ore sights, or invisibility, that you generally don't want to have constantly active.
Due to the new redstone control, this hasn't been made impossible, just exceedingly annoying, as now you need an entire pylon, for each effect you want to control, therefore, disabling automation for the pylon its' self, just makes life difficult, which isn't really fun for anyone
you can see the project on my github under ccPotionSelector, it's a WIP, and a shame if i'd have to rebuild it from the ground up to control them with redstone instead, and would require the user to manually name each pylon in code, rather than the previous familliar solution i had of naming the potion card in an anvil
The text was updated successfully, but these errors were encountered: