anchor.diff:  	else
   		// Pass all the gas related code an empty gas container
   		removed = new()
  -	damage_archived = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
  -	matter_power += damage - damage_archived
  -	damage = damage_archived
  +	damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
  +	damage_archived = damage
   	if(!removed || !removed.total_moles() || isspaceturf(T)) //we're in space or there is no gas to process
   		if(takes_damage)
   			damage += max((power / 1000) * DAMAGE_INCREASE_MULTIPLIER, 0.1) // always does at least some damage
  
positive.code: 	if(power)
  		soundloop.volume = min(40, (round(power/100)/50)+1) // 5 +1 volume per 20 power. 2500 power is max
  
  	if(isclosedturf(T))
  		var/turf/did_it_melt = T.Melt()
  		if(!isclosedturf(did_it_melt)) //In case some joker finds way to place these on indestructible walls
  			visible_message("<span class='warning'>[src] melts through [T]!</span>")
  		return
  
  	//Ok, get the air from the turf
  	var/datum/gas_mixture/env = T.return_air()
  
  
negative.code: 			message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
  			has_been_powered = TRUE
  	else if(takes_damage)
  		matter_power += Proj.damage * config_bullet_energy
  	return BULLET_ACT_HIT
  
  /obj/machinery/power/supermatter_crystal/singularity_act()
  