diff --git a/code/modules/admin/verbs/pray.dm b/code/modules/admin/verbs/pray.dm
index 2427b2441d4..9fa878ad721 100644
--- a/code/modules/admin/verbs/pray.dm
+++ b/code/modules/admin/verbs/pray.dm
@@ -16,7 +16,7 @@
to_chat(usr, " You cannot pray (muted).")
return
- var/image/cross = image('icons/obj/storage.dmi',"bible")
+ var/icon/cross = icon('icons/obj/storage.dmi',"bible")
msg = "\icon[cross][bicon(cross)] PRAY: [key_name(src, 1)] (?) (PP) (VV) (SM) ([admin_jump_link(src, src)]) (CA) (SC) (SMITE): [msg]"
for(var/client/C in GLOB.admins)
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index f81cb6f2227..806666abe85 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -338,6 +338,7 @@ var/global/list/light_type_cache = list()
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
+ installed_light = new light_type(src)
if(start_with_cell && !no_emergency)
cell = new/obj/item/weapon/cell/emergency_light(src)
var/obj/item/weapon/light/L = get_light_type_instance(light_type) //This is fine, but old code.
@@ -851,6 +852,7 @@ var/global/list/light_type_cache = list()
s.start()
status = LIGHT_BROKEN //This occasionally runtimes when it occurs midround after build mode spawns a broken light. No idea why.
installed_light.status = status
+ installed_light.update_icon()
update()
/obj/machinery/light/proc/fix()
diff --git a/code/modules/power/lighting_vr.dm b/code/modules/power/lighting_vr.dm
index 0c3eac4d1d0..6b023141fcc 100644
--- a/code/modules/power/lighting_vr.dm
+++ b/code/modules/power/lighting_vr.dm
@@ -14,9 +14,6 @@
// create a new lighting fixture
/obj/machinery/light/New()
..()
- installed_light = new light_type
- installed_light.status = status //This is just in case RNG decides to break the light at round start!
- installed_light.update_icon() //Give it the proper sprite!
//Vorestation addition, so large mobs stop looking stupid in front of lights.
if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall)
layer = ABOVE_MOB_LAYER