anchor.diff:  
   	return 1
   
  -/obj/machinery/power/supermatter_crystal/bullet_act(obj/projectile/Proj)
  +/obj/machinery/power/supermatter_crystal/bullet_act(obj/item/projectile/Proj)
   	var/turf/L = loc
   	if(!istype(L))
   		return FALSE
  
positive.code: 			//((((some value between 0.5 and 1 * temp - ((273.15 + 40) * some values between 1 and 10)) * some number between 0.25 and knock your socks off / 150) * 0.25
  			//Heat and mols account for each other, a lot of hot mols are more damaging then a few
  			//Mols start to have a positive effect on damage after 350
  			damage = max(damage + (max(clamp(removed.total_moles() / 200, 0.5, 1) * removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0)
  			//Power only starts affecting damage when it is above 5000
  			damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0)
  			//Molar count only starts affecting damage when it is above 1800
  
negative.code: 	if(integrity < SUPERMATTER_DANGER_PERCENT)
  		return SUPERMATTER_DANGER
  
  	if((integrity < SUPERMATTER_WARNING_PERCENT) || (air.return_temperature() > CRITICAL_TEMPERATURE))
  		return SUPERMATTER_WARNING
  
  	if(air.return_temperature() > (CRITICAL_TEMPERATURE * 0.8))
  		return SUPERMATTER_NOTIFY
  
  	if(power > 5)
  