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if GLOBAL.CAPY_DLC and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
GLOBAL.Recipe("pumpkin_lantern", {Ingredient("pumpkin", 1), Ingredient("bioluminescence", 2), Ingredient("messagebottleempty", 1)}, GLOBAL.RECIPETABS.LIGHT, GLOBAL.TECH.SCIENCE_TWO , GLOBAL.RECIPE_GAME_TYPE.COMMON, "pumpkin_lantern_placer")
else
if GLOBAL.PORKLAND_DLC and GLOBAL.IsDLCEnabled(GLOBAL.PORKLAND_DLC) then
GLOBAL.Recipe("pumpkin_lantern", {Ingredient("pumpkin", 1), Ingredient("fireflies", 1), Ingredient("lightbulb", 1)}, GLOBAL.RECIPETABS.LIGHT, GLOBAL.TECH.SCIENCE_TWO , GLOBAL.RECIPE_GAME_TYPE.COMMON, "pumpkin_lantern_placer")
it works better for me, since those ingredients are easier to obtain, might be slight OP.
Thank you.
You can spawn the alchemy engine by pressing ` and typing
DebugSpawn("researchlab2")
if you just want to get one up quick for testing purposes.
May also want:
DebugSpawn("pumpkin")
DebugSpawn("bugnet")
DebugSpawn("fireflies")
Could you try running a test with just my mod enabled and see if it still gives that error? That would rule out any possible conflicts with other mods.
& screenshot of crash screen: http://tinypic.com/r/wjg8sg/9
Thanks for looking into it
I just tried it out in current RoG and it still works.
Still, once you get an advanced farm going and get a few pumpkins, it can be really useful for providing a constant light source around key areas of your base.