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Summary
None
Purpose of change
The heavy flashlight couldn't be reloaded, even though the reference model used 4xAA Battery.
Also the heavy headlamp had some weird discrepencies, eg. was using pure energy without "NO_UNLOAD", "NO_RELOAD" flags and could not be plugged into any power-network.
fixes #78360
Describe the solution
Make heavy flashlight and heavy headlamp use medium Batteries, since we dont have any batteries in the 112 range and the comment for the medium battery specifically mentions the heavy flashlight.
To compensate for lost charge (112 vs 56), reduce consumption from 4 to 2 (~8hr runtime like reference model on high).
Add the link-up action to headlamp.
Ive also found a holiday item that uses pure energy without "NO_UNLOAD", "NO_RELOAD". I gave it a small battery.
Describe alternatives you've considered
keeping the inbuilt battery and just fixing the headlamp.
Testing
Spawn in heavy flashlight and battery,
can reload,
can turn on,
can be crafted into headlamp,
battery gets placed back in inventory,
can reload headlamp,
can plug into power network,
does charge.
####Additional context
for reference, last balance was #77667
IMO having heavy battery use batteries is more important than the fact, that it uses the same battery as the normal flashlight / the hackery of reducing its consumption. As long as we cant stack batteries those kinds of compromises will be necessary.