anchor.diff:  	debris = list(/obj/item/clockwork/alloy_shards/large = 1, \
   	/obj/item/clockwork/alloy_shards/small = 3, \
   	/obj/item/clockwork/component/geis_capacitor/antennae = 1)
  -	var/mania_cost = 200
  -	var/convert_attempt_cost = 500
  -	var/convert_cost = 500
  +	var/mania_cost = 150
  +	var/convert_cost = 150
   	var/static/list/mania_messages = list("Go nuts.", "Take a crack at crazy.", "Make a bid for insanity.", "Get kooky.", "Move towards mania.", "Become bewildered.", "Wax wild.", \
   	"Go round the bend.", "Land in lunacy.", "Try dementia.", "Strive to get a screw loose.")
   	var/static/list/compel_messages = list("Come closer.", "Approach the transmitter.", "Touch the antennae.", "I always have to deal with idiots. Move towards the mania motor.", \
  
positive.code: 	"Amazing. You somehow managed to wedge yourself somewhere you can't actually reach the motor from.", "Such a show of idiocy is unparalleled. Perhaps I should put you on display?", \
  	"Did you do this on purpose? I can't imagine you doing so accidentally. Oh, wait, I can.", "How is it that such smart creatures can still do something AS STUPID AS THIS!")
  
  
  /obj/structure/destructible/clockwork/powered/mania_motor/examine(mob/user)
  	..()
  	if(is_servant_of_ratvar(user) || isobserver(user))
  		user << "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run, and <b>[convert_attempt_cost + convert_cost]W</b> to convert humans adjecent to it.</span>"
  
  /obj/structure/destructible/clockwork/powered/mania_motor/forced_disable(bad_effects)
  	if(active)
  
negative.code: 		SetLuminosity(0)
  
  /obj/structure/destructible/clockwork/powered/mania_motor/process()
  	if(!try_use_power(mania_cost))
  		forced_disable(FALSE)
  		return
  	var/turf/T = get_turf(src)
  	var/hum = get_sfx('sound/effects/screech.ogg') //like playsound, same sound for everyone affected
  	var/efficiency = get_efficiency_mod()
  	for(var/mob/living/carbon/human/H in view(1, src))
  		if(is_servant_of_ratvar(H) || H.null_rod_check() || H.stat == DEAD)
  			continue
  		if(!H.Adjacent(src))
  			 H << "<span class='sevtug'>\"[text2ratvar(pick(close_messages))]\"</span>"
  			 continue
  		if(try_use_power(convert_cost))
  			H.playsound_local(T, hum, 80, 1)
  			if(!H.stat)
  				if(H.getBrainLoss() < 100)
  					H.adjustBrainLoss(15 * efficiency)
  					H.visible_message("<span class='warning'>[H] reaches out and touches [src].</span>", "<span class='sevtug'>You touch [src] involuntarily.</span>")
  				else
  					H.Paralyse(3)
  			else if(is_eligible_servant(H))
  				H << "<span class='sevtug'>\"[text2ratvar("You are mine and his, now.")]\"</span>"
  				add_servant_of_ratvar(H)
  				H.Paralyse(5)
  			else
  				H << "<span class='sevtug'>\"[text2ratvar(pick(convert_messages))]\"</span>"
  		else
  			visible_message("<span class='warning'>[src]'s antennae fizzle quietly.</span>")
  			playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
  	for(var/mob/living/carbon/human/H in range(10, src))
  		if(is_servant_of_ratvar(H)) //heals servants of braindamage, hallucination, druggy, dizziness, and confusion
  			var/brainloss = H.getBrainLoss()
  			if(brainloss)
  				H.adjustBrainLoss(-brainloss)
  			if(H.hallucination)
  				H.hallucination = 0
  			if(H.druggy)
  				H.adjust_drugginess(-H.druggy)
  			if(H.dizziness)
  				H.dizziness = 0
  			if(H.confused)
  				H.confused = 0
  		else if(!H.null_rod_check() && H.stat == CONSCIOUS)
  			var/distance = 0 + get_dist(T, get_turf(H))
  			var/falloff_distance = min((110) - distance * 10, 80)
  			var/sound_distance = falloff_distance * 0.5
  			var/targetbrainloss = H.getBrainLoss()
  			if(distance >= 4 && prob(falloff_distance * 0.5))
  				H << "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>"
  			H.playsound_local(T, hum, sound_distance, 1)
  			switch(distance)
  				if(0 to 3)
  					if(prob(falloff_distance * 0.5))
  						if(prob(falloff_distance))
  							H << "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>"
  						else
  							H << "<span class='sevtug'>\"[text2ratvar(pick(compel_messages))]\"</span>"
  					if(targetbrainloss <= 50)
  						H.adjustBrainLoss((50 * efficiency) - targetbrainloss) //got too close had brain eaten
  					H.adjust_drugginess(Clamp(7 * efficiency, 0, 100 - H.druggy))
  					H.hallucination = min(H.hallucination + (7 * efficiency), 100)
  					H.dizziness = min(H.dizziness + (3 * efficiency), 45)
  					H.confused = min(H.confused + (3 * efficiency), 45)
  				if(4 to 5)
  					if(targetbrainloss <= 50)
  						H.adjustBrainLoss(1 * efficiency)
  					H.adjust_drugginess(Clamp(5 * efficiency, 0, 80 - H.druggy))
  					H.hallucination = min(H.hallucination + (5 * efficiency), 80)
  					H.dizziness = min(H.dizziness + (2 * efficiency), 30)
  					H.confused = min(H.confused + (2 * efficiency), 30)
  				if(6 to 7)
  					if(targetbrainloss <= 30)
  						H.adjustBrainLoss(1 * efficiency)
  					H.adjust_drugginess(Clamp(2 * efficiency, 0, 60 - H.druggy))
  					H.hallucination = min(H.hallucination + (2 * efficiency), 60)
  					H.dizziness = min(H.dizziness + (2 * efficiency), 15)
  					H.confused = min(H.confused + (2 * efficiency), 15)
  				if(8 to 9)
  					if(targetbrainloss <= 10)
  						H.adjustBrainLoss(1 * efficiency)
  					H.adjust_drugginess(Clamp(2 * efficiency, 0, 40 - H.druggy))
  					H.hallucination = min(H.hallucination + (2 * efficiency), 40)
  				if(10 to INFINITY)
  					H.adjust_drugginess(Clamp(2 * efficiency, 0, 20 - H.druggy))
  					H.hallucination = min(H.hallucination + (2 * efficiency), 20)
  