anchor.diff:  	var/list/idle_threads // Idle programs on background. They still receive process calls but can't be interacted with.
   	var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
   	var/has_light = FALSE //If the computer has a flashlight/LED light/what-have-you installed
  -	var/comp_light_luminosity = 3 //The brightness of that light
  -	var/comp_light_color //The color of that light
  +
  +	/// How far the computer's light can reach, is not editable by players.
  +	var/comp_light_luminosity = 3
  +	/// The built-in light's color, editable by players.
  +	var/comp_light_color = "#FFFFFF"
  +
   	var/invisible = FALSE // whether or not the tablet is invisible in messenger and other apps
   
   	var/datum/picture/saved_image // the saved image used for messaging purpose like come on dude
  
positive.code: 	// Insert items into the components
  	for(var/h in all_components)
  		var/obj/item/computer_hardware/H = all_components[h]
  		if(H.try_insert(W, user))
  			return
  
  	// Insert new hardware
  	if(istype(W, /obj/item/computer_hardware) && upgradable)
  		if(install_component(W, user))
  			playsound(src, 'sound/machines/card_slide.ogg', 50)
  			return
  
  	if(W.tool_behaviour == TOOL_WRENCH)
  		if(length(all_components))
  			balloon_alert(user, "remove the other components!")
  			return
  		W.play_tool_sound(src, user, 20, volume=20)
  		new /obj/item/stack/sheet/iron( get_turf(src.loc), steel_sheet_cost )
  		user.balloon_alert(user,"disassembled")
  		relay_qdel()
  		qdel(src)
  		return
  
  	if(W.tool_behaviour == TOOL_WELDER)
  		if(atom_integrity == max_integrity)
  			to_chat(user, span_warning("\The [src] does not require repairs."))
  			return
  
  		if(!W.tool_start_check(user, amount=1))
  			return
  
  		to_chat(user, span_notice("You begin repairing damage to \the [src]..."))
  		if(W.use_tool(src, user, 20, volume=50, amount=1))
  			atom_integrity = max_integrity
  			to_chat(user, span_notice("You repair \the [src]."))
  			update_appearance()
  
negative.code: 	integrity_failure = 0.5
  	max_integrity = 100
  	armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
  	light_system = MOVABLE_LIGHT_DIRECTIONAL
  
  	var/bypass_state = FALSE // bypassing the set icon state
  
  