anchor.diff:  	if(!lockable)
   		active = TRUE
   		locked = FALSE
  +	saved_player_population = GLOB.joined_player_list.len
   
   /datum/component/uplink/InheritComponent(datum/component/uplink/U)
   	lockable |= U.lockable
  
positive.code: 	var/datum/ui_state/checkstate
  	var/compact_mode = FALSE
  	var/debug = FALSE
  
  /datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
  	if(!isitem(parent))
  
negative.code: 
  			if(item in buyable_items)
  				var/datum/uplink_item/I = buyable_items[item]
  				//check to make sure people cannot buy items when the player pop is below the requirement
  				if(saved_player_population >= I.player_minimum)
  					MakePurchase(usr, I)
  				. = TRUE
  		if("lock")
  			active = FALSE
  