anchor.diff:  			hardmutate()
   		else if(S.has_reagent("radium", 2) || S.has_reagent("uranium", 2))
   			mutate()
  -		
  +
   		// After handling the mutating, we now handle the damage from adding crude radioactives...
   		if(S.has_reagent("uranium", 1))
   			adjustHealth(-round(S.get_reagent_amount("uranium")*1))
  
positive.code: 		playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
  		del(O)
  		update_icon()
  	else if(istype(O, /obj/item/weapon/wrench))
  		if(!anchored && !isinspace())
  			playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
  			anchored = 1
  
negative.code: 	icon_state = "soil"
  	density = 0
  	use_power = 0
  	unwrenchable = 0
  
  	update_icon() // Same as normal but with the overlays removed - Cheridan.
  		overlays.Cut()
  