Sucsessfully made a standing torch mod that uses oil, but need help

My standing torch mod made from a tutorial works OK. The torch is modded to use oil as a fuel. However, trying to do the same with a wall torch is not working.

The wall torch appears in the engram list and can be learned, but when in-game, the torch doesn’t appear as a craftable item in the Smithy?

Can anyone throw some light on this? Any help would be appreciated.

Is primalitemstructure -> requires inventory component equal to the smithy? And I’m assuming the engram isn’t going to your inventory

Thank you Huston850 for your reply. As you will have quickly determined, I am a complete new comer to Ark Dev Kit.

Yes it is set to PrimalInventoryBP_AnvilBench.

There was one major difference between creating the Standing Torch and creating the wall torch:
For the Standing torch:
1.5. Copy the structures inventory (if it has an inventory) to your Mods folder, e.g. PrimalEarth/CoreBlueprints/Inventories/PrimalInventoryBP_StandingTorch

However, for the Wall Torch, there was no corresponding: PrimalInventoryBP_WallTorch, so I used the same inventory. i.e. PrimalInventoryBP_StandingTorch

This is probably the reason the wall torch doesn’t show in the Smithy, but I don’t know what else to do!

Some fun notes about how this stuff works… Since you’re using a modded wall torch, even if you add “requires inventory component,” it won’t show up in the smithy. The smithy has its own inventory with “default items.” If this modded torch isn’t in there, it won’t show up (you also have to add a “default engram”). Your main PrimalGameData will have a section called “additional structure engrams” which is supposed to items to inventories, but I’m not sure how effective that is (such as requiring replacement of the structure every restart). In the same file, you could utilize “remap engrams” and “remap items” to switch wall torches over to your new one. This WILL make it work in structures without requiring replacements, etc. Or, you could just add the engram to the player inventory and not require a smithy. Lots of options

Thank you so much Huston850.

I’m sure I can get it to work one way or another with this information. I’m still trying to come to grips with how things map to one another in the game structure. It is (as to be expected) complex, and very daunting for the beginner.

You have just shed some very valuable light on things for me.

I’ll put a note here if I am finally successful.

Thank you once again Huston850, Remap Engrams and Remap Items did the trick. The only wall torch that shows in the engram list and the smithy is my new torch. I just need to test it in game.

Great help.

Huston850, I wonder if you can help me again.

I have a very successful torch mod that has been in place on my server for a few months now and has proven popular. However, I’m not happy with the standard weapontorch! I would like it to last longer than it does.

I have modded the WeaponTorch and it shows in the engram list, and I can make it. But, I cant find where or what I need to change to allow it to burn longer.

I wonder if you or someone else can throw a bit of light on this, as it seems the weapontorch’s capabilities are seated deeply in the structure.

It’s probably “passive durability cost per interval” and I would imagine “passive durability cost interval” is the time in seconds between “consumed” durability, and the cost per being the percentage that is lost. You can try toying with those.