anchor.diff:  
   /obj/item/smithing/shovelhead/startfinish()
   	finalitem = new /obj/item/shovel/smithed(src)
  -	finalitem.force += quality/2
  +	finalitem.force *= 1+(quality/20)
   	if(quality)
   		finalitem.toolspeed /= quality
   	..()
  
positive.code: 
  /obj/item/smithing/pikehead/startfinish()
  	var/obj/item/melee/smith/twohand/pike/finalforreal = new /obj/item/melee/smith/twohand/pike(src)
  	finalforreal.force += quality
  	finalforreal.wield_force = finalforreal.force*finalforreal.wielded_mult
  	finalforreal.AddComponent(/datum/component/two_handed, force_unwielded=finalforreal.force, force_wielded=finalforreal.wield_force, icon_wielded="[icon_state]")
  	finalforreal.throwforce = finalforreal.force/10 //its a pike not a javelin
  
negative.code: 
  /obj/item/smithing/scytheblade/startfinish()
  	finalitem = new /obj/item/scythe/smithed(src)
  	finalitem.force *= 1+(quality/10)
  	..()
  
  /obj/item/smithing/shovelhead
  