
you guys...
The whole reason I gave you blendigo SW to play with is so you can try the emissive materials/layer stuff.
You have had this capability for 3 weeks..(this is a part of the script that worked from the beginning

)
The 'meshlights' you are familiar with, along with the 'sun', are confined to layer 0 by Indigo, however meshlights are headed for redundancy now anyhow.
In the transition period ono converts the old 'meshlights', if you use them, to emissive materials, inside Indigo.
Because of the above reasons, no facility was added to blendigo SW for 'meshlights' to have a layer assignment. There is no code to do that anyway.
You can still use meshlights but they will be on layer 0 by default.
To make the new equivalent of a 'meshlight' now, you need to use the item at the bottom of the blendigo material UI I called 'Glowing material'.
That is to make a light, give your mesh a material with glow (emission) enabled.
Look in the 'Glowing material' options and you will see you can specify the layer for that material/mesh/light and also specify the output.
You can make any type of material emit, it could be a simple diffuse , an oren nayer with a displacement map, or even a .NKdata file.
As @kram says you can adjust the emission of a layer if you wish while Indigo is in progress via the Indigo UI layer tab. Layer 0 with the sun or a 'meshlight' is fully adjustable as well.
Just now, with 1.1.11, ono gives you IES lights as a material emission.(this is not in the blendigo SW you have)
This is the discussion I try to have with him about the UI workflow, and the logic of having emission only described inside a material, and the loss of specifying the light (emission) by blackbody parameters for example.
Probably I am going to retain 'meshlights' in my exporter as a menu option (it will actually reference emissive materials under the hood) because it presents stuff in a more sensible way for artistes to just 'make a light'.
The materials themselves will still be able to be enabled as 'glowing' as I have it now.
Because ono migrates Indigo methods all the time the scripts are becoming harder to adapt each time and preserve the old UI integrity.
It is simply too expensive of volunteers time to expect overhauls and rewrites to suit each whim or the adoption of every capability. A bit like the new mesh format- probably v. efficient, but not necessary, and not at this stage of the game.
Still its up to smartden to decide what he's going to do for you next

HTH
BF