anchor.diff:  //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"
  -	var/sap_icon_state = "ashtree_maple" //Are icon when we are full of honey or other sap
  -	var/tabbed_icon_state = "ashtree_maple" //What we look like when tapping
  -	name = "ashed tree"
  -	desc = "A once large tree now burnt like the lands around it."
  -	density = TRUE
  -	pixel_x = -16
  -	layer = FLY_LAYER
  -	var/coal_amount = 5 //amout of coal in are tree, simular to logs
  -	var/sap = FALSE //Do we have sap?
  -	var/are_sap = /datum/reagent/consumable/honey //What reagent we have
  -	//var/tapping_items = list(/obj/item/reagent_containers/glass) - current dosnt work commiting it out
  -	var/harvest_sap_time = 60 //This is in seconds, and now long we wait till are tree is tapped
  +	//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/New()
  +/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."
  -		sap_amount = rand(5,15) //good amout of honey
  -	coal_amount = rand(5,15) //We give a random amout
  -	SSblackbox.record_feedback("tally", "Honey Tree", 1, "Trees Spawned") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
  +		//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 ..()
   
  -/obj/structure/flora/ashtree/proc/dump_contents(override = TRUE) //Override is for not revealing the locker electronics when you open the locker, for example
  +//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)
  
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: 	desc = "A once large tree now burnt like the lands around it."
  	icon_state = "ashtree"
  	var/obj/item/reagent_containers/RG = container_used
  	//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
  