# Lantern Switch
placements.entities.lantern/lantern_switch.tooltips.horizontal=Whether the switch is horizontally aligned. Vertical if not ticked.
placements.entities.lantern/lantern_switch.tooltips.alwaysFlag=If this is enabled, the switch will always set the flag \"lanternSwitch_(room name):(id)\" when activated. Otherwise, it will only set the flag if persistent.
placements.entities.lantern/lantern_switch.tooltips.rightSide=Whether the switch should be attached to the right side of the block as opposed to the left. Has no effect on vertical switches.
placements.entities.lantern/lantern_switch.tooltips.persistent=If this is enabled, the switch will stay activated when the room is reset.
placements.entities.lantern/lantern_switch.tooltips.ceiling=Whether the switch should be attached to the bottom side of the block as opposed to the top. Has no effect on horizontal switches.

# Lantern

placements.entities.lantern/lantern.tooltips.oneUse=If this is enabled, the lantern will not respawn after it is used to activate a switch.
placements.entities.lantern/lantern.tooltips.onlyFits=The entity id of the switch that this lantern fits into. If unset or below 0, this lantern will be able to fit into any switch.
placements.entities.lantern/lantern.tooltips.ignoreBarriers=If this is enabled, this lantern will be able to pass through seeker barriers without being destroyed.
placements.entities.lantern/lantern.tooltips.dischargeRate=The rate at which the lantern loses charge (in units/second).

# lantern Power Refill

placements.entities.lantern/power_refill.tooltips.oneUse=If this is enabled, the refill will not respawn after being used.

# Lantern Gate
placements.entities.lantern/lantern_gate.tooltips.closes=If this is enabled, the gate will start open and will close when activated.
placements.entities.lantern/lantern_gate.tooltips.vertical=Whether the gate is vertically aligned, or whether it is horizontal.
placements.entities.lantern/lantern_gate.tooltips.switchId=The entity id of the switch that opens the gate. If unset or below 0, the nearest unpaired switch will open this gate.
