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Rapporter et oversættelsesproblem
Also, it doesn’t take the color from the RGB block.
Without these two features, it’s completely useless to me.
The light not changing colour is an intentional feature, it can be painted separately from the casing itself. If you press your Tinker keybind(default is U ) while looking at the light, you can toggle between paint modes, which allows you to paint the light instead of the casing.
The lights from other mods (which I use much more) are not compatible with this feature.
When I turn on a light and change its color, the light always stays yellow. With the modpack, I normally use the RGB block to change the color as I prefer, even with automatic gradient effects. Unfortunately, the result is very disappointing because it just stays yellow.
If these 2 issues get fixed, I’ll be supporter number 1 xD
The drawback of the override option is that, due to how Scrap Mechanic handles overriden parts, lights already placed in the world will be broken. They can be fixed by simply picking them up and putting them back down, but in warehouses for example, you wont be able to do that(since they are build protected).
I looked through the .json file for lights but couldn't figure out which number changed that if you even can at all.
Yes I know this will cause more lag but like I said, I have a pretty good pc and can always change it back.
I've also added the crafting recipes. Sadly, the recipes for the override lights don't work yet.
please add recipes for modded craftbot and it would be 5/5
also
unknown81311... dont be a durf
google translation: make a sensor for 255 blocks that can be changed