anchor.diff:  #define NITROGEN_RETARDATION_FACTOR 0.15	//Higher == N2 slows reaction more
  -#define THERMAL_RELEASE_MODIFIER 1		//Higher == more heat released during reaction
  +#define THERMAL_RELEASE_MODIFIER 1.25		//Higher == more heat released during reaction
   #define PLASMA_RELEASE_MODIFIER 250		//Higher == less plasma released by reaction
   #define OXYGEN_RELEASE_MODIFIER 500		//Higher == less oxygen released at high temperature/power
   #define REACTION_POWER_MODIFIER 1.1			//Higher == more overall power
  
positive.code: 				playsound(src.loc, 'sound/misc/smboom1.ogg', 100, 0, 16)
  
  	sound_played = 1
  	for(var/atom/X in orange(pull_radius,src))
  		var/dist = get_dist(X, src)
  		var/obj/machinery/power/supermatter/S = src
  		
  		if(dist > 4) //consume_range
  			X.singularity_pull(S, STAGE_FIVE)
  		else if(dist <= 4) //consume_range
  			if(rand(1,8) == 2) //12.5%
  				var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
  				smoke.set_up(1, 0, X.loc, 1) // if more than one smoke, spread it around
  				smoke.start()
  			if(istype(src, /obj/machinery/power/supermatter)) continue
  			explosion(X.loc,1,2,3)
  			qdel(X)
  	return
  
  /obj/machinery/power/supermatter/shard //Small subtype, less efficient and more sensitive, but less boom.
  
negative.code: */
  
  //Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
  #define POWER_FACTOR 0.5
  #define DECAY_FACTOR 700			//Affects how fast the supermatter power decays
  #define CRITICAL_TEMPERATURE 800	//K
  #define CHARGING_FACTOR 0.05
  