anchor.diff:  	for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
   		if(damage < explosion_point) // Cutting it a bit close there engineers
   			radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel, get_spans(), get_default_language())
  -			log_game("[safe_alert] Failsafe has been disengaged.") // yogs - Logs SM chatter
  +			log_game("(The supermatter crystal) ":[safe_alert] Failsafe has been disengaged."") // yogs - Logs SM chatter
   			cut_overlay(causality_field, TRUE)
   			final_countdown = FALSE
   			return
  
positive.code: 
  			if(damage > emergency_point)
  				radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel, get_spans(), get_default_language())
  				log_game("[emergency_alert] Integrity: [get_integrity()]%") // yogs - Logs SM chatter
  				lastwarning = REALTIMEOFDAY
  				if(!has_reached_emergency)
  					investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
  
negative.code: 			continue
  		else if(i > 50)
  			speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
  			log_game("(The supermatter crystal) "[DisplayTimeText(i, TRUE)] remain before causality stabilization."") // yogs - Logs SM chatter
  		else
  			speaking = "[i*0.1]..."
  			log_game("(The supermatter crystal) "[i*0.1]..."") // yogs - Logs SM chatter
  		radio.talk_into(src, speaking, common_channel, get_spans(), get_default_language())
  		sleep(10)
  
  