Closed TheArcturian closed 3 years ago
In those areas, can you take a look at the area's binary sensor and see the if state the attribute automatic_lights says enabled?
Can you post the whole attribute list for the offending areas binary_sensors?
Here is a room that works fine, for comparison:
That's weird, looks alright. Does Jupiter
turns them off
when the area is clear?
Also, can you set the component debug logging?
logger:
default: warning
logs:
custom_components.magic_areas.binary_sensor: debug
It seems like Automatic lights is "disabled" on the troubled areas, but only when not in night mode. How can I set Automatic lights to Enabled?
Automatic lights is disabled at day (when not night mode). It will be enabled if it's night. Another status can be sleep
if sleep_entity
is at sleep_state
. This will triger sleep_lights
instead of main_lights
(all if not defined).
Thanks for the clarification. However, I still have the same problem with 3 of my 6 areas I'm using currently. The area is detected, but no lights is turned on. The only change in HA is upgrading to Magic Areas 2.0.x.
This is from the log:
2021-02-01 10:49:05 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'motion' with 2 entities (jupiter) 2021-02-01 10:49:05 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'plug' with 2 entities (jupiter) 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.jupiter_monitor_current does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.jupiter_badekar_voltage does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.master_iphone_storage does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.aeon_network_0_speed does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.master_iphone_battery_state does not have unit_of_measurement defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.master_ipad_connection_type does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.aeon_storage_d_label does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.jupiter_vegglamper_power does not have device_class defined 2021-02-01 10:49:05 WARNING (MainThread) [custom_components.magic_areas.sensor] Entity sensor.master_iphone_ssid does not have device_class defined
And this list goes on for a loooong while. Here is a few ERROR or DEBUG log entries:
2021-02-01 10:49:06 ERROR (SyncWorker_3) [homeassistant.components.homekit.util] media_player.area_aware_media_player does not support any media_player features 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'motion' with 5 entities (global) 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'safety' with 6 entities (global) 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'door' with 3 entities (global) 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'plug' with 3 entities (global) 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating aggregate sensor for device_class 'moisture' with 2 entities (global) 2021-02-01 10:49:06 DEBUG (MainThread) [custom_components.magic_areas.binary_sensor] Creating helth sensor for area (global)
In one of the functional areas, I added a light from a problem area. The light turned on when activating the ok area. None of my functional areas have a night or sleep mode binary sensor set.
Because of a bug in the GUI i can't remove the Night binary sensor from "Entity used to track area night state". I select the first choise in the list, which is blank. Clicking Submit and gets a successful feedback. Going back into the setting, the binary sensor is still there. I presume the same problem goes for the "sleep state" setting.
Automatic lights is disabled at day (when not night mode). It will be enabled if it's night. Another status can be
sleep
ifsleep_entity
is atsleep_state
. This will trigersleep_lights
instead ofmain_lights
(all if not defined).
Is "Automatic lights" only referring to the "Sleep lights" still? This will definitively confuse new users.
Logically what is the difference of the words "Night" and "Sleep"? Would a better and less confusing naming be "Disable" and "Sleep" like in 1.x?
If I set my binary_sensor.night_mode to Off (which automatically is set between 08:00 and 24:00), I would expect the lights for that area to go on as normal during that window. Logically it doesn't make sense that I need to set Night to true to get lights working during daytime. Is it really meant to be like this or is it a logically bug?
Is "Automatic lights" only referring to the "Sleep lights" still? This will definitively confuse new users.
Automatic lights will only turn on when the area is in night
mode. The move from disable
was to support other features to benefit from the night
and sleep
state.
Logically what is the difference of the words "Night" and "Sleep"?
Night defines if lights should turn on at all, sleep allows you to define ANOTHER (sleep_lights) set of lights to turn on when both at night and sleep.
to get lights working during daytime.
To get lights working at any time of day, you shall leave night_entity
blank. There's a bug currently where you cannot clear the dropdown after you set. I'm working on this. Current workaround is to delete the specific area from the integrations UI and restart (it will be recreated with default options)
Hope this diagram helps for now:
A example scenario: I have an area called Jupiter that should not turn on lights during nighttime. I have another area called Mars that have a sleep light.
For the area Mars; Is the only way to reach "Is area in sleep state" to have a separate "night_entity" that is always On so "Is area in night state" turns out to be Yes?
Because if I use just one night_entity (binary sensor) and that one turns off at 23:00 it will function fine for the area Jupiter, but it will never reach "Is area in sleep state" for area Mars.
So do we need 3 binary sensors for this scenario?
What is the behavior you want from those rooms? e.g.:
$AT_NIGHT = 18h-23h $AT_SLEEP = 24h-6h
I need to let you know my pattern for my house first. In my house, the windows dont let enough light in and the illuminance outside is not so bright during wintertime (in my rooms, the lux is only 5 - 50 at 11 am these days). That means I need lights in all rooms from early morning throughout the day until we go to bed. So typically from 08:00 until 24:00. In that periode the lights should always turn on for all rooms.
So: $AT_NIGHT = 08h-24h $AT_SLEEP = 24h-8h
So logically, for me, using Night = true from 08 - 24 is not so logically, but I can live with that. What is a bit excessive is that it seems like I need 3 binary sensors for rooms that I want sleep lights. If you read my previous post, does my question about 3 binary sensors make more sense now?
I did not get what the 2nd sensor would do.
From your scenario, I'd use binary_sensor.night_mode
for all rooms and set binary_sensor.sleep_mode
and the sleep_lights you want for Mars (and other rooms that you want to use sleep lights) and that should be it, if I understood you correctly.
This will have all rooms turn no lights from 00:01 till 7:59 (pitch black), then you'll have lights come in during your night time and have your sleep lights.
When Night = false, it doesn't seem like Sleep = True will work. According to your diagram, if Night = false (as it is after midnight) it will not go to check "Is area in sleep state".
That means I can't use the same night_mode entity on rooms using sleep lights as rooms that should have no light after midnight.
Ahhh gotcha. So for case 2, you'd set your night_entity
to be on
forever and have your sleep_entity
only be on from 1:00AM-7:59AM.
In that case during 8-24 it would turn on all lights but only sleep lights in other times.
This might be a user error. 3 of my areas does not turn the lights on when the Area goes active (detected). They get active mainly by motion sensor or media player. The lights are defined automatically in the areas and are a mix of switches defined as light entities and a few light devices (Nanoleaf, Aeotec Dimmer). I have also added the lights manually through the "Include entities to this area", but it still doesn't help.
3 other rooms that just have a door sensor with a Ikea lightbulb in the ceiling works fine. I have configured all rooms pretty much the same.