anchor.diff:  				return damage * 10
   	return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob
   
  -/datum/reagent/blob/electromagnetic_web/death_reaction(obj/effect/blob/B, cause)
  +/datum/reagent/blob/electromagnetic_web/death_reaction(obj/effect/blob/B, cause = 1)
   	if(cause)
   		empulse(B.loc, 1, 3) //less than screen range, so you can stand out of range to avoid it
   
  
positive.code: /datum/reagent/blob/flammable_goo/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
  	reac_volume = ..()
  	M.adjust_fire_stacks(round(reac_volume/10)) //apply, but don't ignite
  	M.apply_damage(0.4*reac_volume, TOX)
  	if(M)
  		M.apply_damage(0.2*reac_volume, BURN)
  
  /datum/reagent/blob/flammable_goo/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
  	if(cause && damage_type == BURN)
  		for(var/turf/T in range(1, B))
  			if(!(locate(/obj/effect/blob) in T) && prob(80))
  				PoolOrNew(/obj/effect/hotspot, T)
  
negative.code: 	var/turf/simulated/T = get_turf(M)
  	if(istype(T, /turf/simulated) && prob(reac_volume))
  		T.MakeSlippery(1)
  	M.apply_damage(0.4*reac_volume, BRUTE)
  	if(M)
  		M.apply_damage(0.4*reac_volume, OXY)
  
  /datum/reagent/blob/pressurized_slime/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
  	for(var/turf/simulated/T in range(1, B))
  