Flares

A flare is a light entity that sits over an automation. Flares are under Settings → Devices & Services → FLARE → Flares. For setting one up for a voice assistant, see Voice assistants and HomeKit.

On this page
  1. Settings
  2. The flare’s light
  3. Flares and the room’s automation

Settings

Setting Description
Automation The automation that turning the flare on runs. If the automation is deleted, the flare is unavailable.
Lights input For an automation built from a blueprint: the input that holds the lights. The flare reads it whenever it’s used, so a change to the automation changes the flare. For an automation from the FLARE blueprint this is Lights & Occupancy.
Zone input Optional. For an automation built from a blueprint: the input that holds its FLARE zone, where the flare marks its lights as changed by you. For an automation from the FLARE blueprint this is Zone. Without one, FLARE may take over lights it wasn’t already driving.
Lights For an automation not built from a blueprint: the lights, picked directly.
Area Only when adding: the area the flare’s device starts in, which defaults to the automation’s area. After that, the device’s area is set the usual way.

Set up area creates a flare for each area, named after it. Adding flares from Rooms from the FLARE blueprint creates one for each room picked, named after its automation. Either way, the flare starts in the automation’s area.

Reconfigure shows which automation the flare runs, and changes the flare’s name and its lights, or its lights and zone inputs. It can’t change the automation, so to use a different one, add a new flare.

The flare’s light

light.<name>_flare reports the combined state of its lights, as a Home Assistant light group does: on if any of them is on, with their average brightness and colour. Its entity_id attribute lists the lights.

Call What it does
light.turn_on with no brightness, colour or effect Runs the automation, as Run actions does. A transition on its own is ignored.
light.turn_on with a brightness, colour or effect Marks every light as overridden in the zone with flare.claims_override, then sends the values to them, as a light group does. FLARE leaves them alone until the room is empty and dark.
light.turn_off Marks every light as overridden in the same way, then turns them off. They stay off until the room’s automation next turns them on, such as when it detects motion.

The flare’s lights are the same as its automation’s, chosen as described under Room. A light that belongs to another flare isn’t one of them.

Flares and the room’s automation

A flare’s own light is never one of a room’s lights: the FLARE blueprint and FLARE’s services skip it, even when it sits in the room’s area.


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