QuanDupeLightsources
Adds (Always Lit) duplicates of the light sources NoSmokeStayLit can put on a timer, for use with its Custom Items Keep Lit list.
About this mod Author’s original text
QuanDupeLightsources
Adds an (Always Lit) duplicate of each light source that NoSmokeStayLit can put on a day/night timer, so you
can choose per placement whether it follows the timer or stays lit permanently. For example, timed torches
outside and always-lit ones in buildings with no natural light.
This mod only creates the duplicate pieces. All lit, fuel and timer behaviour comes from
NoSmokeStayLit.
Duplicated pieces
Sconce, standing iron/wood/green/blue torches, standing brazier, hanging brazier and jack-o-turnip: the pieces
with an "on timer" setting in NoSmokeStayLit. Other fire pieces (campfire, hearth, smelters and so on) have no timer,
so an always-lit duplicate of them would behave exactly like the original.
Each duplicate has the same recipe, crafting station and build category as the original. Its prefab name is the
original's with a Quan_ prefix, e.g. Quan_piece_groundtorch_wood.
Setup
- Install on the server and every client. Clients without it can't connect.
- In NoSmokeStayLit's config, add the duplicates to Custom Items Keep Lit (comma-separated, after any
existing entries):
Quan_piece_walltorch,Quan_piece_groundtorch,Quan_piece_groundtorch_wood,Quan_piece_groundtorch_green,Quan_piece_groundtorch_blue,Quan_piece_brazierfloor01,Quan_piece_brazierceiling01,Quan_piece_jackoturnip
- Leave them out of Custom Items on Timers.
Removing the mod
Placed duplicates are separate pieces. If you uninstall the mod, any you've built will be missing from the world.
If you remove NoSmokeStayLit but keep this mod, placed duplicates stay in the world. They then behave exactly like
the vanilla originals: they use fuel normally and have no timer or always-lit behaviour.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: