💡 Sensor Light - Motion Sensor - Door Sensor - Sun Elevation - LUX Value - Scenes - Time - Light Control - Device Tracker - Night Lights

Hi Blacky…
Read much about your great blueprints. First try today but I am getting an error - in Traces. I am using HA 2025.5.

  1. Added my motion sensor (hue)
  2. Added a hue device (lamp)
    → Then save. (changed nor added nothing else)

but the trace reports “Stopped because of unknown reason at May 11, 2025 at 14:14”

I then used a the HA default blueprint to turn on a light - same as above - and it works.

It must be me doing something really simple wrong with your blueprint…Much appriciated for your insights!
Floris

@nldirkz1

Welcome to the community.

You can’t use a device, you must use entities. See this FAQ click here

Blacky :grinning:

oo :stuck_out_tongue_winking_eye:…now it works…kudos…(lesson to learn: read FAQ)
thx for the quick reply!

1 Like

Thank you @Blacky but what do you mean by “with time option 11” in dynamic lighting ?
Because i only have theses options :
1 - Lux Controlled Brightness
2 - Lux Controlled Brightness Inverted
3 - Sun Elevation Lighting - Colour Temp
4 - Sun Elevation Lighting - Brightness
5 - Sun Elevation Lighting - Brightness Inverted
6 - Sun Elevation Lighting - Colour Temp + Brightness
7 - Sun Elevation Lighting - Colour Temp + Brightness Inverted
8 - Sun Elevation Lighting - Colour Temp + Lux Controlled Brightness
9 - Sun Elevation Lighting - Colour Temp + Lux Controlled Brightness Inverted

@sorcer1

Your on an old version of the blueprint. Just click on the import blueprint at the top post and it will update it for you. You will then see the option.

Blacky :grinning:

my bad :unamused: i will try if the new version ! thank you ! :pray:

Hey blacky!

Nice work - as Everything from you.

But i have a Problem now…
I had your Blutprint working for a while (in an older version) - and there i had a condition that the light won‘t turn on, if my 3d Printer is Printing…

I updated your blueprint to the latest Version and now the global condition section disappeared?
Did you Remove it?
Any idea how to realize the automation now? :slight_smile:

Thank You for your awesome work!
Much greetings

@Temnotchort

Thanks!

I haven’t removed any features, but the blueprint has evolved… so it depends on which version you were using previously.

You were likely using the bypass, but again, it depends how old your last version was. If you’re unsure and it’s been a while, I recommend creating a new automation and manually entering your existing inputs. You can also check the FAQ at the bottom, which explains what needs to be done when upgrading from an older version.

The easiest approach is to open the old and new blueprints side by side in two browser tabs and replicate your setup. That way, everything is clean and fully up to date. Once you’re happy with the new automation, you can delete the old one.

Blacky :grinning:

@Blacky

Hey Blacky!
Thanks for your fast response! :slight_smile:

Yeah i was pretty sure that i had a version where it was called “Global Conditions” or something like this.
I updated the blueprint via the “Re-Import Blueprint” function in my Blueprint list.
At that point the existing Automations were also updated (in my case to V8.1)

So in my existing Automation is no Global Condition anymore - but even if i create a new Automation with the Blueprint, there is also the Global Condition missing.

Do you mean i should delete the Blueprint and re-import everything again? :slight_smile:

Thanks for your help!
Much greetings
Wilhelm

@Temnotchort

In the Sensor Light blueprint has never had a Global Conditions section.

The last time there was something to do when you updated was way back in version 7.0 Jul 2024. If you updated from version 6.9 or below then you would need to do something. If not then your all good. You don’t need to delete the blueprint.

If you had a condition light won‘t turn on, if my 3d Printer is Printing, I bet you will find this in the bypass. If it not there then your mistaken with another blueprint of mine that has Global Conditions.

Blacky :grinning:

@Blacky

Am i so dumb and did i really had another blueprint?..
maybe you’re right… maybe i didn’t noticed it, because the last 3d print is a while ago? :smiley:

but then why is there an explanation of the global condition setting in your " FAQ - The Settings & Best Practice Guidelines"?

copy - paste from another blueprint? :slight_smile:

sorry if i’m really mixing something up there… i was pretty sure there was such a setting after seeing it in your FAQ :smiley:

Much greetings
Wilhelm

Edit:

I helped myself by creating a boolean input helper now, which will turn on when the printer is “running” and will turn off if the status is everything else.
I added this input as the bypass for “Lights - Turn OFF” and it’s working fine.

Thank you very much for your help! <3
Keep on this amazing work!.. i’m still overwhelmed how good your automations work!

Much greetings
Wilhelm

Good morning all!

I’m relatively new to this HA thing and brand new to using blueprints. I had been using the visual editor to this point but one I’ve been working with was getting entirely too frustrating for how easy it appeared to be. I decided to give a blueprint a try for the first time and this was the first one! Yea!

I used it for a basic motion sensing automation but to only trigger when a nearby light sensor reports lumens below a certain number (the default which I believe is 20?). Everything is working fine from an automation standpoint but the next step is to plan for human interaction. By that, I mean that myself or my wife hits a switch that’s on the wall. A good example is that the light comes on and we want it off or the light is on and want it to stay that way until we manually turn it off… just like the good old days. :wink: (I’ll probably add at least a 60min notification in case it gets forgotten completely)

This brings me to the bypass section of the blueprint but I’m a little bit confused by what can and can’t be used. In my case, the single light being turned on/off is technically seen as a Z-Wave wall switch by HA. When I added it, it was added as a switch. I did the option where I told HA it was a light and it basically adds the same thing as a light but then also keeps the switch in the background as to not break automations. This is what I’m talking about:

If I’m reading the notes about bypass correctly, I wouldn’t want to use the same switch that’s already in the blueprint to avoid loops and issues. I believe what I want to do would be fine, but wanted to verify here that my logic checks out.

When I’m in the “lights” section of the blueprint, and I choose an entity to control, you can see here that both of those entities (the light and the switch, even though they’re technically the same) exist as separate entities I can select to control:

From that drop-down pictured, I’ve chosen the light to control. I was hoping I could use the switch pictured in the drop-down image as well as the image above for the bypass. This would make for a press “on” keeping the light on and ending the automation or a press off would turn the light off, also ending the automation. I see this as the same as adding a helper that does the same thing but wanted to confirm here before I proceed with this switch entity as the bypass in this automation that controls the light. Technically speaking, HA just added the “light” helper automagically when I told it that the type of device was a light rather than a switch so I believe that’s what these details are describing but wanted to verify.

Do I have that right?

@Temnotchort

Nice one glad you got it working now. Thanks for your kind words and for getting back to us :+1:

Blacky :grinning:

@Ostrichsak

Your using the same entity for lights and bypass. I try an explain more.

When the automation turns ON the lights if you use the same entity then it will also turn ON the bypass. Can you see the conflict? Automation turns the light ON but then the bypass never lets the light turn OFF until the light is OFF. Because your light is the same as the switch it is really the same entity (When you turn the light ON the switch turns ON. When you turn the light OFF the switch turns OFF and vice versa) same, same.

In order to eliminate the conflict we need to use a different entity. So when we turn it ON it has no effect on the light. BUUUUUTTTTT we can monitor what turned ON the light, that being an automation or the light switch manually turn ON (not by an automation).

To do this I have created a :stop_button: Manual Control Status Tracker blueprint. It will track if an automation turned ON the light or you manually turned ON the light (so you can use the existing switch). If you manually turned ON the light it will turn ON a toggle helper. We then can use that toggle helper (in a bypass option) to turn ON the bypass. The one limitation it has is if the light is ON (triggered by the automation) and you would like to turn ON the bypass you have to turn the light OFF and back ON manually so it can recognize that is what you would like to do.

You then have options to automatically turn OFF the toggle helper (bypass) in both blueprints, chose one only… but I recommend to use the sensor light blueprint for the auto OFF, IF! you only have one bypass entity and you would like to use the auto OFF feature for that option only.

Blacky :grinning:

Yeah, this all makes perfect sense. Thanks for all of your ongoing efforts on this project.

I actually went ahead and tested out using the switch as the bypass like I described yesterday and the result was a seizure-inducing dance-club-like strobe effect. As I feared. So your post here just confirms what I discovered first hand yesterday. I just didn’t have a chance to post back until this morning.

It seems as though all of my options aren’t going to provide the WAF that I need this to have. I project that she may not have the need to override this on or off for a time period measured at least in months, likely years. I can’t expect her to remember something special that isn’t just clicking the switch she’s used to clicking instinctually for years now.

I think the best way to achieve the highest WAF possible on this particular automation is to have there be no bypass at all. I trust our Unifi Protect camera to properly report presence but the only issue is that our garage is a giant “L” and it can’t see the back half. This is also where things like work benches, tools and whatnot reside which is where she would go to work on a project. I’d hate for her to be back there at night and then the light just shuts off on her.

This is where being able to just tap the light switch on to keep it on would be instinctual and have the highest WAF which is always a priority for me in home automation. The more natural and less fussy (read: remembering special things like clicking an unrelated button or something) things are, the better.

I may need to invest in another camera to put in the opposite corner of the garage looking back towards the back to report presence along with the one we already have. I actually just upgraded all of my cameras to G6’s so I could just repurpose one of the older ones. The real issue is that I have no other nearby network runs for PoE. Getting another network run up to that front corner of the house from the opposite basement corner. Not fun. That’s why I was really hoping to make the light switch input work for this purpose as virtual stuff is always easier than pulling another physical cable.

Might be time to just build another house. lol

ETA: If the automation itself is turned on by the lights also coming on, is there a way to have the bypass put the automation on some sort of a cool-down as to not trigger it again and get in a loop maybe?

Hi Blacky. Love this automation. I’ve been using it for most of my sensor lights.

I have an issue though. When I use the blueprint with #2 Lux Controlled Brightness Inverted, the lowest % my lights will come on at is 10% brightness. Anything below 10%, the automation won’t trigger. However, when I use #4 Sun Elevation Lighting - Brightness, I can get the lights to come on at 1% brightness. I’d rather use option #2, as it takes into account if we have a cloudy day and I need the lights on earlier, which option #4 doesn’t.

Below is my YAML. Have I got something set up wrong here?

Thanks.

alias: "Bathroom Lights Dynamic "
description: ""
use_blueprint:
  path: Blackshome/sensor-light.yaml
  input:
    motion_trigger:
      - binary_sensor.bathroom_sensor_group
    light_switch:
      entity_id: light.bathroom_lights
    time_delay: 3
    include_light_control:
      - use_brightness
      - use_transition
    light_brightness: 70
    include_dynamic_lighting: enable_lux_controled_brightness_inv
    dynamic_lighting_min_brightness: 10
    dynamic_lighting_max_brightness: 50
    sun_elevation: 5
    include_sun: sun_disabled
    dynamic_lighting_sun_elevation_start_falling: 5
    dynamic_lighting_sun_elevation_end_falling: -10
    light_transition_on: 0
    light_transition_off: 3
    motion_bypass_lights_off:
      - script.lounge_chilled_scene_toggle
    weekday_options:
      - mon
      - tue
      - wed
      - thu
      - sun
      - fri
      - sat
    include_time: time_enabled
    include_bypass:
      - bypass_enabled_turn_off
    include_light_colour_control: use_colour_temperature
    dynamic_lighting_lux_sensor: sensor.skynet_weather_solar_lux
    include_ambient: ambient_enabled
    dynamic_lighting_min_colour_temp: 2000
    ambient_light_sensor: sensor.skynet_weather_solar_lux
    ambient_light_value: 2000
    ambient_light_high_value: 2000
    light_colour_temperature: 3000
    dynamic_lighting_max_lux: 900
    dynamic_lighting_min_lux: 320

@Ostrichsak

So if you would like this then you need to get another smart switch that controls nothing then you use this switch in the automation (Software) that will turn the light ON and OFF by using the bypass. Have a look at the Shelly PM2… one controls the light and the other one is the switch.

Blacky :grinning:

1 Like

@stalker79

Thanks for your kind words.

Thanks for your YAML. I tested it here and I can see the bug (Thanks for letting me know). Now I can see it I will have to fix this, easy done… stay tuned for an update.

Blacky :grinning:

1 Like

New update 8.2

Your lighting experience, your way – take control and customize it to perfection! :bulb::sparkles:

:bug: Bug Fixes - Dynamic Lighting

  • Lux Controlled Options – When using option 1, 2, 8, or 9 (Lux Controlled Brightness or Lux Controlled Brightness Inverted), setting a minimum brightness below the Dead Zone caused the light not to turn ON at the set brightness until the lux value exceeded the dead zone threshold.

If you like this blueprint? Consider hitting the :heart: button in the top post :+1:

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Enjoy

Blacky :grinning:

That was quick! Thanks mate.