anchor.diff:  
   	// Instantly lie down, also go unconscious from the pain, before you die.
   	L.Unconscious(100)
  -
  -	// For admin fun, var edit emagged to 2.
  -	if(gib)
  -		L.gib()
  -	else if(obj_flags & EMAGGED)
  -		L.adjustBruteLoss(crush_damage)
  +	L.adjustBruteLoss(crush_damage)
  +	if(L.stat == DEAD && (L.butcher_results || L.guaranteed_butcher_results))
  +		GET_COMPONENT(butchering, /datum/component/butchering)
  +		butchering.Butcher(src,L)
   
   /obj/machinery/recycler/deathtrap
   	name = "dangerous old crusher"
  
positive.code: 		if(brain_holder)
  			emergency_stop(AM)
  		else if(isliving(AM))
  			if(obj_flags & EMAGGED)
  				crush_living(AM)
  			else
  				emergency_stop(AM)
  
negative.code: 	GET_COMPONENT(materials, /datum/component/material_container)
  	materials.max_amount = mat_mod
  	amount_produced = min(50, amt_made) + 50
  	GET_COMPONENT(butchering, /datum/component/butchering)
  	butchering.effectiveness = amount_produced
  	butchering.bonus_modifier = amount_produced/5
  
  /obj/machinery/recycler/examine(mob/user)
  	..()
  