anchor.diff:  
   					//Sell tech
   					if(istype(A, /obj/item/weapon/disk/tech_disk))
  -
   						var/obj/item/weapon/disk/tech_disk/T = A
  -						if(T.stored)
  -							tech_count += T.stored.level
  +						var/unknown_tech = 1
  +						if(T.stored && T.stored.level!=1) //you only got money for high level and nonempty disks
  +							for(var/datum/tech/KT in known_tech)
  +								if(KT.id == T.stored.id)
  +									tech_count += max(0,T.stored.level-KT.level) //check if the tech is new
  +									KT.level = max(KT.level, T.stored.level) //updating old tech
  +									unknown_tech = 0
  +							if(unknown_tech)
  +								tech_count += T.stored.level-1 //new tech, minus the base level of 1
  +								known_tech += T.stored
   
   			del(MA)
   
  
positive.code: #define SUPPLY_DOCK_AREATYPE "/area/supply/dock"	//Type of the supply shuttle area for dock
  
  var/datum/controller/supply_shuttle/supply_shuttle = new()
  
  /area/supply/station //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
  	name = "supply shuttle"
  
negative.code: 	var/points_per_slip = 2
  	var/points_per_crate = 5
  	var/plasma_per_point = 5 // 2 plasma for 1 point
  	var/points_per_tech = 6 // placeholder for now
  	var/centcom_message = "" // Remarks from Centcom on how well you checked the last order.
  	//control
  	var/ordernum
  