Make a torch that glows a different color?
The idea was to grab the Light on the torch and change its color with something like

Method A:
var light = torch.GetComponent<Light>();

light.color = Color.blue;

But I think you can't do that kind of thing because the mod is running on the server and the client only respects changes to things that are setup in the BaseNetworkEntity or something like that.  So basically, the server tells the torch what to do and if theres no mechanism to send over a new color for its point light then its just gonna render it how its setup in the client.

Method B:
So then I thought I might make a new torch using the unlit torch prefab with a crystal prefab (that glows blue).  But I don't understand what all these prefabs are... Some are entities, some are items, some are other things.... etc.  

Method C:
Use one of the effects/particle system prefabs.  Maybe the halloween cauldron for a green effect?

TL;DR: 

I want to make a blue torch. Any ideas on how to do that or any advice to guide me to figuring it out myself?

I'm new to Rust Mod Development.  Is there a way I can figure out what kind of a thing a prefab is or what kind of Components it has attached to it and furthermore what I can modify that the client will respect?

Thanks,
bearjokes

I don't think that it's even possible. A lot of things like texture or materials we can't change via Facepunch policy
In response to Orange ():
I don't think that it's even possible. A lot of things like texture or materials we can't change via...
I figured that much.  How do we know what we can and can't change though?  For instance, in the FireSword plugin:

BaseEntity flame=GameManager.server.CreateEntity(prefab, pos, rot, true);
fireball=flame.GetComponent<FireBall>();
fireball.generation = 0.1f;
fireball.radius = 0.1f;
fireball.tickRate = 0.1f;
fireball.SetParent(playerweapon, 0);
flame.transform.position=playerweapon.transform.position;
flame?.Spawn();


How can I find out whats available to me to us?  Like, how'd this developer know that they could get a `FireBall` component?  Are there docs? Can you use reflection? Etc...

Also, couldn't you do something similar to this and spawn something that glowed a different color on the end of a sword/torch, like the crystals that glow blue or the green effect from the cauldron?  And then hide the mesh or size it down to be really little?
bearjokes:  How did you do?  Did you ever find information to give the kind of details you were requesting?  Could you share any suggestions with me either here, or at my email.  Phil @[email protected]