anchor.diff:  
   
   #define LIGHTING_MAX_LUMINOSITY_STATIC	8	//Maximum luminosity to reduce lag.
  -#define LIGHTING_MAX_LUMINOSITY_MOBILE	5	//Moving objects have a lower max luminosity since these update more often. (lag reduction)
  -#define LIGHTING_MAX_LUMINOSITY_MOB		5
  +#define LIGHTING_MAX_LUMINOSITY_MOBILE	7	//Moving objects have a lower max luminosity since these update more often. (lag reduction)
  +#define LIGHTING_MAX_LUMINOSITY_MOB		6
   #define LIGHTING_MAX_LUMINOSITY_TURF	8	//turfs are static too, why was this 1?!
   
   //caps luminosity effects max-range based on what type the light's owner is.
  
positive.code: #else
  	distance = max(abs(x - L.__x), abs(y - L.__y))
  #endif
  	return ( L.cap ? L.cap : LIGHTING_CAP ) * (L.radius - distance) / L.radius
  //LIGHTING_CAP == strength for now
  
  
  /atom
  
negative.code: 		SSlighting.changed_lights -= src
  	return ..()
  
  /datum/light_source/proc/UpdateLuminosity(new_luminosity, new_cap)
  	if(new_luminosity < 0)
  		new_luminosity = 0
  
  	if (!new_cap)
  		new_cap = LIGHTING_CAP/LIGHTING_LUM_FOR_FULL_BRIGHT*new_luminosity
  
  	if(luminosity == new_luminosity && (new_cap == null || cap == new_cap))
  		return
  	radius = max(LIGHTING_MIN_RADIUS, new_luminosity)
  	luminosity = new_luminosity
  	cap = new_cap
  
  	changed()
  
  
  //Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
  /datum/light_source/proc/check()
  	if(!owner)
  