anchor.diff:  	//How much the bullets damage should be multiplied by when it is added to the internal variables
   	var/config_bullet_energy = 2
   	//How much of the power is left after processing is finished?
  -//	var/config_power_reduction_per_tick = 0.5
  +	//    var/config_power_reduction_per_tick = 0.5
   	//How much hallucination should it produce per unit of power?
   	var/config_hallucination_power = 0.1
   
  
positive.code: 
  			if(combined_gas > MOLE_PENALTY_THRESHOLD)
  				radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
  
  		if(damage > explosion_point)
  			countdown()
  
  
negative.code: #define POWERLOSS_INHIBITION_MOLE_THRESHOLD 20        //Higher == More moles of the gas are needed before the charge inertia chain reaction effect starts.        //Scales powerloss inhibition down until this amount of moles is reached
  #define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500  //bonus powerloss inhibition boost if this amount of moles is reached
  
  #define MOLE_PENALTY_THRESHOLD 1800           //Above this value we can get lord singulo and independent mol damage, below it we can heal damage
  #define MOLE_HEAT_PENALTY 350                 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled
  //Along with damage_penalty_point, makes flux anomalies.
  #define POWER_PENALTY_THRESHOLD 5000          //The cuttoff on power being capable of doing damage, pulling shit around, and delamming into a tesla. Low chance of pyro anomalies, +2 bolts of electricity
  #define SEVERE_POWER_PENALTY_THRESHOLD 7000   //+1 bolt of electricity, allows for gravitational anomalies, and higher chances of pyro anomalies
  #define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //+1 bolt of electricity.
  #define HEAT_PENALTY_THRESHOLD 40             //Higher == Crystal safe operational temperature is higher.
  #define DAMAGE_HARDCAP 0.002
  #define DAMAGE_INCREASE_MULTIPLIER 0.25
  