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I tried to make handling that generic, so it typically does manage to locate and patch custom glowers, but there must be something about this one that makes it harder to detect.
Patching the KeepOnComp onto something will unfortunately never work, as my mod removes it from any building it can’t find a supported glower on to avoid cases where the comp shows even when the mod doesn’t work. That also helps troubleshoot things like this, where I can be certain that it’s not being detected as a light.
I don’t know when I will have time to look into this :(
You're correct in that Gloomy has it's own custom glower and Gloomylynx.dll handles it. W/r/t KeepOnComp, that makes sense; I respect your codes elegance.
This isn't a game-breaking problem and I understand we all have real lives. If you ever get around to adding GL_Wall_Lamp's to your script then one day I'll load up my colony and get a pleasant surprise. Cheers.