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