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Colour & Brightness

How a player changes it

The lantern must be in their hand — not on the belt, not on the saddle.

KeyboardController
HoldRight Mouse ButtonLT / L2
Next colourtap Spacetap A / Cross
BrighterArrow UpD-Pad Up
DimmerArrow DownD-Pad Down

Or by command, which works whatever state the lantern is in:

/lanterncolour
/lanternbright -1

The ten colours

They cycle in this order and wrap around:

#NameRGB
1Default255, 181, 117
2Red255, 48, 32
3Orange255, 120, 32
4Yellow255, 210, 64
5Green64, 220, 96
6Cyan40, 220, 255
7Blue40, 100, 255
8Purple180, 72, 255
9Pink255, 105, 180
10White255, 255, 255

Edit, reorder, add or remove them in Config.Colours:

lua
Config.Colours = {
    { name = 'default', r = 255, g = 181, b = 117 },
    { name = 'red',     r = 255, g = 48,  b = 32  },
}

Adding a colour needs a locale key too

Give it a name and add a matching colour_<name> key to every file in locales/ — otherwise the notification shows the raw key instead of a name. See Languages.

The six brightness levels

LevelMultiplier
0×1.00default and maximum
-1×0.80
-2×0.65
-3×0.50
-4×0.35
-5×0.20dimmest

There is no brighter than default

Level 0 is the top of the range, so pressing Up at 0 does nothing. This is inherited from the original mod, which documented it the same way, and it is deliberate: pushing a lantern brighter than the game authored it looks wrong.

Each level is a multiplier of that lantern's own authored light, not a flat value. That is why a dimmed lantern still looks like a lantern instead of a grey blob — the falloff and colour temperature stay intact.

To change the range:

lua
Config.BrightnessLevels = {
    [0]  = 1.00,
    [-1] = 0.80,
    [-2] = 0.65,
    [-3] = 0.50,
    [-4] = 0.35,
    [-5] = 0.20,
}
Config.MinBrightness = -5
Config.MaxBrightness = 0

If you add levels, keep MinBrightness and MaxBrightness in step or the extra entries will be unreachable.

Where the setting applies

One setting per character, applied everywhere that character's lantern appears:

  • in their hand
  • stowed on their belt or satchel
  • hanging from their saddle
  • set down on the ground

It is saved per character and restored on login (Config.Persistence.Settings), and it is visible to every other player.

Turning it off

lua
Config.ColourChanging = false        -- lanterns stay the default colour
Config.Brightness = false            -- lanterns stay at full brightness
Config.NotifyLightingChanges = false -- change silently, no notification

Turning both off stops the lighting thread doing any work at all.

For the curious

Colour uses the game's own entity light tint, and brightness scales the lantern's authored intensity. Because both are written to the real lantern entity rather than a fake light, the glow behaves correctly: it lights nearby surfaces, casts through fog, and dims with distance exactly as a vanilla lantern does.

Every lantern's original intensity is measured once and cached, so the multipliers are always relative to that specific model — a Davy lamp and a whale-oil lantern dim proportionally rather than snapping to the same value.

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.