anchor.diff:  	desc = "A once large tree now burnt like the lands around it."
   	icon_state = "ashtree"
   	var/obj/item/reagent_containers/RG = container_used
  -	if(RG.is_refillable()) //Incase someone was a dumb and used a lidded container
  -		if(!RG.reagents.holder_full()) //Make sure that its not filling something thats full
  -			RG.reagents.add_reagent(are_sap, min(RG.volume - RG.reagents.total_volume, sap_amount))
  -	RG.forceMove(drop_location()) //We drop are used beaker and try to fill it with sap
  +	//Incase someone was a dumb and used a lidded container
  +	if(RG.is_refillable())
  +		//Make sure that its not filling something thats full
  +		if(!RG.reagents.holder_full())
  +			RG.reagents.add_reagent(sap_type, min(RG.volume - RG.reagents.total_volume, sap_amount))
  +	//We drop are used beaker and try to fill it with sap
  +	RG.forceMove(drop_location())
   	SSblackbox.record_feedback("tally", "Honey Tree", 1, "Harvested Honey") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
   
   //Proc stolen from Trees
  
positive.code: 			icon_state = tabbed_icon_state
  			sap = FALSE
  			container_used = W
  			W.forceMove(src) //So we dont lose are bowl when cutting it down + needed for the harvest sap proc
  			addtimer(CALLBACK(src, .proc/harvest_sap), harvest_sap_time SECONDS)
  		else
  			to_chat(user, "<span class='notice'>There is no sap to collect.</span>")
  
  	if(coal_amount && (!(flags_1 & NODECONSTRUCT_1)))
  		if(W.sharpness && W.force > 0)
  			if(W.hitsound)
  				playsound(get_turf(src), W.hitsound, 100, 0, 0)
  			user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of brittle sawing.")
  			if(do_after(user, 500/W.force, target = src)) //2.5 seconds with 20 force, 4 seconds with a hatchet, 10 seconds with a shard.
  				user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a crumbling tree.")
  				playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
  				for(var/i=1 to coal_amount)
  					new /obj/item/stack/sheet/mineral/coal(get_turf(src))
  				qdel(src)
  				SSblackbox.record_feedback("tally", "Honey Tree", 1, "Cutted Tree") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
  
  	else
  		return ..()
  
  
negative.code: //Houses the ash tree, a lava land tree that has been burning for quite some time making a maple like sweetener.
  
  /obj/structure/flora/ashtree
  	name = "ashed tree"
  	desc = "A once large tree now burnt like the lands around it."
  	layer = FLY_LAYER
  	gender = PLURAL //same as other tree
  	density = TRUE
  	pixel_x = -16
  	icon = 'icons/obj/lavaland/ash_tree.dmi'
  	icon_state = "ashtree"
  	//Are icon when we are full of honey or other sap
  	var/sap_icon_state = "ashtree_maple"
  	//What we look like when tapping
  	var/tabbed_icon_state = "ashtree_maple"
  	//amout of coal in are tree, simular to logs
  	var/coal_amount = 5
  	//Do we have sap?
  	var/sap = FALSE
  	//What reagent we have
  	var/sap_type = /datum/reagent/consumable/honey
  	//This is in seconds, and now long we wait till are tree is tapped
  	var/harvest_sap_time = 60
  	var/container_used
  	var/sap_amount
  
  /obj/structure/flora/ashtree/Initialize(mapload)
  	..()
  	if(prob(50))
  		sap = TRUE
  		icon_state = sap_icon_state
  		desc = "A once large tree now burnt like the lands around it. This one seems to have a sap still inside."
  		//If we have sap, we can generate a bit of it
  		sap_amount = rand(5,15)
  	//Random coal or wood amount, so its not bog standered.
  	coal_amount = rand(5,15)
  	//If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
  	SSblackbox.record_feedback("tally", "Honey Tree", 1, "Trees Spawned")
  
  //So we dont lose are bowls, stolen form closet code
  /obj/structure/flora/ashtree/Destroy()
  	dump_contents(override = FALSE)
  	return ..()
  
  //Override is for not revealing the locker electronics when you open the locker, for example
  /obj/structure/flora/ashtree/proc/dump_contents(override = TRUE)
  	var/atom/L = drop_location()
  	for(var/atom/movable/AM in src)
  		AM.forceMove(L)
  