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: 		SSlighting.changed_lights -= src
  	return ..()
  
  //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)
  
negative.code: //If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
  //queues are complete.
  //if we have a light already it is merely updated, rather than making a new one.
  //The second arg allows you to scale the light cap for calculating falloff.
  
  /atom/proc/SetLuminosity(new_luminosity, new_cap)
  	luminosity = new_luminosity
  	if (!light)
  		if (new_luminosity <= 0)
  			return
  		light = new(src)
  
  	light.UpdateLuminosity(new_luminosity, new_cap)
  
  /atom/proc/AddLuminosity(delta_luminosity)
  	if(light)
  		SetLuminosity(luminosity + delta_luminosity)
  	else
  		SetLuminosity(delta_luminosity)
  
  