--- title: "lights: Config Reference" --- # lights: Config Reference --8<-- "config_section.md" | Valid in | | |-----|:----:| |[machine](instructions/machine_config.md) config files |**YES** :white_check_mark:| |[mode](instructions/mode_config.md) config files|**NO** :no_entry_sign:| The `lights:` section of your config is where you configure physical lights for your hardware platform. !!! note As of MPF 0.50, all lights have been combined into this single `lights` configuration. If you are using 0.33 or earlier, please see [matrix_lights:](matrix_lights.md) for incandescent bulbs and [leds:](leds.md) for LEDs. ## Concepts MPF supports white, single-color or multi-color lights. Traditional GIs are single white. Similar, single-color red lights are possible (i.e. red inserts). RGBW lights are possible as well. They maintain an additional white channel for better color reproduction. To support all those different kinds of lights with a single interface for various hardware generations MPF abstracts two concepts: Light numbers and channel numbers. ### Light Numbers Configuring the `number` of a light is often the simplest way. Internally, your hardware platform will turn this into one or multiple channels (see below) depending on the `subtype` configured. For instance, if lights are usually RGB the platform will parse the number into three channels. This is an example: ``` yaml lights: my_led: number: 7 # might also be 8-7 or 8-1-0 depending on your platform ``` This is often the easiest way to start and will work in most cases. ### Channel Numbers Channel numbers can be configured in `channels` and describe the number for a single light channel each. This channel number is then used when the talking to the hardware. For single-color or white light this can be the same as `number`. However, for some serial LED platforms this might be also `number * 3` or a more complex conversion. This is an example: ``` yaml lights: rainbow_star: type: rgb channels: red: number: 9-29 green: number: 9-30 blue: number: 9-40 # this light is not sequential to the previous ``` This syntax allows the greatest flexibility but is also the most verbose one. You can either use `channels` to arbitrarily map channels to colors or you can use `start_channel` + `type` (color order) to define the first channel and then map colors sequentially to the following channels as defined in the color order. Instead of `start_channel` you can also chain lights by configuring the `previous` light and let MPF (with help by the hardware platform) figure out the channel number. This is an example: ``` yaml lights: rainbow_star: # this will use red: 9-29, green: 9-30 and blue: 9-31 type: rgb start_channel: 9-29 rainbow_star2: # this will use red: 9-33, green: 9-32 and blue: 9-34 type: grb # notice the changed order here previous: rainbow_star ``` This syntax covers almost all practical cases and is beneficial with serial LEDs as the above channels syntax is very verbose. It allows the service mode to disable broken LEDs if they were removed from a serial chain. Numbers will then be recalculated omitting disabled LEDs. The syntax also works for parallel LEDs and other types of lights. See the [documentation page of your hardware platform](../hardware/index.md) for more details about numbers and channels. ## Optional settings The following sections are optional in the `lights:` section of your config. (If you don't include them, the default will be used). ### channels: Single value, type: `dict`. Defaults to empty. Instead of a single `number` address for a light, you can enter channels corresponding to the multi-color channels of an RGB or RGBW LED. Each channel entry can contain any of the `lights` parameters listed on this page, but at least `number` is required. ``` yaml lights: rainbow_star: type: rgb channels: red: number: 9-29 green: number: 9-30 blue: number: 9-31 ``` Note that a light must have either `channels` or `number` defined, but cannot have both. See [LEDs](../mechs/lights/leds.md) for more details about how to configure channels for different types of LEDs. ### color_correction_profile: Single value, type: `string`. Defaults to empty. If provided, a color correction profile will be applied to all color settings this light receives. By order of operations, the light will be set to the requested color first and then the color correction profile will be applied on top. ### default_on_color: Single value, type: `color` (*color name*, *hex*, or list of values *0*-*255*). Default: `ffffff` For multi-color LEDs, the color defined here will be used when the light is enabled via "on" (as opposed to being enabled with a specific color). Not intended for single-color lights. Color values may be a hex string (e.g. `22FFCC`), a list of RGB values (e.g. `\[50, 128, 206\]`), or a color name (e.g. `turquoise`). MPF knows 140+ standard web color names, and you can define your own custom colors in the [named_colors:](named_colors.md) section of your config. ### fade_ms: Single value, type: `time string (ms)` ([Instructions for entering time strings](instructions/time_strings.md)). Defaults to empty. When this light receives instructions to change color, it can interpolate from its current value to the new value over a fade time. If no value is provided, the machine default will be used. If this light is part of a show that defines a fade time, the show's value will supercede this light's setting. ### number: Single value, type: `string`. Defaults to empty. This is the number of the light which specifies which output the hardware bulb or LED is physically connected to. The exact format used here will depend on which control system you're using and how the light is connected. See the [How to configure "number:" settings](../hardware/numbers.md) guide for details. Note that a light must have either `channels` or `number` defined, but cannot have both. ### platform: Single value, type: `string`. Defaults to empty. Name of the platform this LED is connected to. The default value of `None` means the default hardware platform will be used. You only need to change this if you have multiple different hardware platforms in use and this coil is not connected to the default platform. See the [Mixing-and-Matching hardware platforms](../hardware/platform.md) guide for details. There is a special platform `drivers` which will reference a driver which has to be configured in the `number` setting. It can be used if you got a light which is connected to a driver in your platform. That might be the case for [GIs](../mechs/lights/gis.md) for example. This is an example for a driver as light: ``` yaml coils: light_connected_to_a_driver: number: 42 # number depends on your platform allow_enable: true # this will allow 100% enable without pwm lights: light_on_a_driver: number: light_connected_to_a_driver # map this light to a driver platform: drivers ``` ### platform_settings: Single value, type: `dict`. Defaults to empty. Platform-specific light settings. Consult your platform documentation for details. ### previous: Single value, type: `string` name of a [lights:](lights.md) device. Defaults to empty. Instead of specifying the number for each light in a chain you can also use the previous setting. To do this only specify the number of the first light in the chain and then link all consequent light using the previous setting: ``` yaml lights: led_0: number: 0 subtype: led type: rgb led_1: previous: led_0 subtype: led type: rgbw led_2: previous: led_1 subtype: led type: rgbw ``` MPF will then calculate the number based on the light of the previous light. Make sure MPF knows how many channel each light has (i.e. by specifying the type parameter). This is not supported in all platforms but in most of them. ### start_channel: Single value, type: `string`. Defaults to empty. In most platforms MPF will calculate the internal address of a light and how many channels it has using the number parameter. If you got unusual types of lights (such as RGBW LEDs) you can instead provide this internal address and the number of channels (i.e. using type). This is an example: ``` yaml lights: led_0: start_channel: 0-0 subtype: led type: rgbw ``` Consult the manual of your platform for details. ### subtype: Single value, type: `string`. Defaults to empty. If you hardware platform supports multiple types of lights you need to set a `subtype` to tell your platform how to address this light (to prevent `number` collisions). Typical values are `led`, `matrix` or `gi`. Consult your platform documentation for details. ### type: Single value, type: `string`. Defaults to empty. Default value is `rgb`. This describes the channel order of an LED. Can be 1 to many channels (if supported by hardware). Valid channels: r (red), g (green), b (blue), w (white=minimum of red, green and blue), + (always on), - (always off). When using serial LEDs (e.g. with FAST or Fadecandy), use `rgb` for WS2812 and `grb` for WS2811 LEDs. ### x: Single value, type: `number` (will be converted to floating point). Defaults to empty. This is used for display_light_player to determine the position of this light on the playfield and use it as a huge display. ### y: Single value, type: `number` (will be converted to floating point). Defaults to empty. This is used for display_light_player to determine the position of this light on the playfield and use it as a huge display. ### z: Single value, type: `number` (will be converted to floating point). Defaults to empty. Currently not used anywhere. ### console_log: Single value, type: one of the following options: none, basic, full. Default: `basic` Log level for the console log for this device. ### debug: Single value, type: `boolean` (`true`/`false`). Default: `false` If `True`, this light will log its configuration and color changes to the debug log. ### file_log: Single value, type: one of the following options: none, basic, full. Default: `basic` Log level for the file log for this device. ### label: Single value, type: `string`. Default: `%` Name of the light in service mode. ### tags: List of one (or more) values, each is a type: `string`. Defaults to empty. Lights can be referenced by their tags in light_players. Typical tags are `gi` for all GIs or `playfield_inserts` for all inserts on the playfield. ## Related How To guides * [Lights](../mechs/lights/index.md)