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I will be implementing some INI settings to adjust light range/intensity, fixing fuel problem, and doing some optimization.
We have the problem that we cant turn on new crafted lanterns in new placed smiths, in old smiths all be fine.
You said you had a fuel issue, is it fixed?
You put 1 fuel in the lantern or lamppost and turn it on.
It will use that one fuel, but once it's on it will stay on until you turn it off.
I did notice one thing, the fuel seems to last longer if you just leave them on all the time.
They appear to use one fuel every time that you turn them on.
Where, exactly, is it located?
- Recooked with newest version of devkit.
We haven't made the lanterns yet. I will tonight.
I can change the light intensity and range but I can't figure out how to change them whiter.
I added to my Gameusersettings.ini:
[LanternsGalore]
DontRequireFuel=True
Added to my game user settings and the standing torch requires fuel. It's ok, but just so you know.
I'm playing in non dedicated session mode.
You can also craft the Standing Torch in your inventory.
The Underwater Lantern is learned from the "Secrets of Piracy" skill, and can be crafted in the Forge.
- Changed mesh of Underwater Lantern's hanging rock.
- Removed the Evaporative Cooler from this mod, and put it in its own mod.
Evaporative Cooler
It should snap to irrigation pipes. Or you can fill it with a bucket full of water or put waterskins in it then press E on the waterskin. Once it has water in it, just activate it and the surrounding area will be a bit cooler. It's model will be fixed in the separate mod.
Cheers,
Ty