anchor.diff:  
   /datum/reagent/blob/synchronous_mesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
   	reac_volume = ..()
  -	if(M)
  -		M.apply_damage(0.1*reac_volume, BRUTE)
  +	M.apply_damage(0.1*reac_volume, BRUTE)
   	if(M)
   		for(var/obj/effect/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.5*reac_volume
   			if(M)
  
positive.code: 	var/turf/simulated/T = get_turf(M)
  	if(istype(T, /turf/simulated) && prob(reac_volume))
  		T.MakeSlippery(TURF_WET_WATER)
  	if(M)
  		M.apply_damage(0.4*reac_volume, BRUTE)
  	if(M)
  		M.apply_damage(0.4*reac_volume, OXY)
  	if(M)
  
negative.code: /datum/reagent/blob/explosive_lattice/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
  	if(reac_volume >= 15) //if it's not a spore cloud, bad time incoming
  		reac_volume = ..()
  		var/obj/effect/overlay/temp/explosion/E = PoolOrNew(/obj/effect/overlay/temp/explosion, get_turf(M))
  		E.alpha = 150
  		for(var/mob/living/L in range(M, 1))
  			if("blob" in L.faction) //no friendly fire
  				continue
  			L.apply_damage(0.6*reac_volume, BRUTE)
  		if(M)
  			M.apply_damage(0.1*reac_volume, BRUTE)
  	else
  		reac_volume = ..()
  		M.apply_damage(0.8*reac_volume, BRUTE)
  
  /datum/reagent/blob/explosive_lattice/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
  	if(isnull(cause) && damage_type == BRUTE)
  