anchor.diff:  		if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
   			l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1, get_dist(l, src)) ) ) )
   
  -	for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
  -		var/rads = (power / 10) * sqrt( 1 / min(get_dist(l, src),1) )
  +	for(var/mob/living/l in range(src, round((power / 100) ** 0.5)))
  +		var/rads = (power / 5) * sqrt( 1 / min(get_dist(l, src),1) )
   		l.apply_effect(rads, IRRADIATE)
   
   	power -= (power/500)**3
  
positive.code: 				playsound(src.loc, 'sound/misc/smboom1.ogg', 100, 0, 16)
  
  	sound_played = 1
  	for(var/atom/X in orange(pull_radius,src))
  		var/dist = get_dist(X, src)
  		var/obj/machinery/power/supermatter/S = src
  		
  		if(dist > 4) //consume_range
  			X.singularity_pull(S, STAGE_FIVE)
  		else if(dist <= 4) //consume_range
  			if(rand(1,8) == 2) //12.5%
  				var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
  				smoke.set_up(1, 0, X.loc, 1) // if more than one smoke, spread it around
  				smoke.start()
  			if(istype(src, /obj/machinery/power/supermatter)) continue
  			explosion(X.loc,1,2,3)
  			qdel(X)
  	return
  
  /obj/machinery/power/supermatter/shard //Small subtype, less efficient and more sensitive, but less boom.
  
negative.code: 			if(istype(mob, /mob/living/carbon/human))
  				//Hilariously enough, running into a closet should make you get hit the hardest.
  				var/mob/living/carbon/human/H = mob
  				H.hallucination += max(0, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
  			var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
  			mob.apply_effect(rads, IRRADIATE)
  	spawn(pull_time)
  