with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
Any of these new submods can be run without any other
components that were once part of the big "homedecor"
mod, other than homedecor_common and homedecor_i18n
Reduced dependencies where possible, but each submod still
has its various dependencies more or less the same as before,
i.e. some need basic_materials, others need unifieddyes,
some need building_blocks, and so on.
All of the stuff that used to be under homedecor/handlers
got moved to homedecor_common, as did any models and/or textures
that are used by more than one other homedecor component.
All the miscellaneous items that didn't warrant their own
mod ended up in homedecor_misc, which can also be thought
of as the remains of the original "homedecor" mod, renamed.