Tools have no consumption

Hi,

if we set the torch holder in the config to true, all tools have no consumption.
Is there a solution for that?

This problem also occurs when the holder is set to false.
In addition, the tools do not wear out - we noticed, for example: the candy cane also has no consumption.

same with us

the torch holder no longer need to be set just the torches

Weapons, Launchers Also like tools,
are not showing signs of wear.  Turned plugin off, all back to normal.  Suspect something in Torches is causing this.  Going to mess around with config, so I can see if I can isolate this. 

private void OnLoseCondition(Item item, ref float amount)
        {
            if (item.parent?.entityOwner is TorchDeployableLightSource)
            {
                amount = 0f;
            }
            if (item?.info.shortname != "nightvisiongoggles")
               if (item?.info.shortname != "torch")
                  if (item?.info.shortname != "torch.torch.skull")
                     if (item?.info.shortname != "divertorch")
                     {
                          amount = 0f;
                     }
            var player = item.GetOwnerPlayer();
            if (player == null || !CanEverlight(item.info.shortname, player.UserIDString))
            {
                return;
            }
            amount = 0f;

        }

Hm, i am not a pro but it seems the nested "if" cases from nightvisiongoogles to divertorches are wrong.
The final "amount =0f" sets the condion loss to zero, instead of just a "return;" for default behavior?
The permission check is at the end and not for the torches?

This disables the torch section but enables proper condition loss again.

private void OnLoseCondition(Item item, ref float amount)
        {
            /*  if (item.parent?.entityOwner is TorchDeployableLightSource)
            {
                amount = 0f;
            }
            if (item?.info.shortname != "nightvisiongoggles")
               if (item?.info.shortname != "torch")
                  if (item?.info.shortname != "torch.torch.skull")
                     if (item?.info.shortname != "divertorch")
                     {
                          amount = 0f;
                     }
            var player = item.GetOwnerPlayer();
            if (player == null || !CanEverlight(item.info.shortname, player.UserIDString))
            {
                return;
            }
            amount = 0f;*/
			return;

         }

I'll have another look