anchor.diff:  	quality = NEGATIVE
   	severity = 10
   
  -
   /datum/spacevine_mutation/flowering/on_grow(obj/effect/spacevine/holder)
   	if(holder.energy == 2 && prob(severity) && !locate(/obj/structure/alien/resin/flower_bud_enemy) in range(5,holder))
   		new/obj/structure/alien/resin/flower_bud_enemy(get_turf(holder))
   
  -
   /datum/spacevine_mutation/flowering/on_cross(obj/effect/spacevine/holder, mob/living/crosser)
   	holder.entangle(crosser)
  -
   
   
   // SPACE VINES (Note that this code is very similar to Biomass code)
  
positive.code: 		return
  	user.changeNext_move(CLICK_CD_MELEE)
  
  	var/override = 0
  
  	for(var/datum/spacevine_mutation/SM in mutations)
  		override += SM.on_hit(src, user)
  
  	if(override)
  		..()
  		return
  
  	if(istype(W, /obj/item/weapon/scythe))
  		for(var/obj/effect/spacevine/B in orange(1,src))
  			if(prob(80))
  				qdel(B)
  		qdel(src)
  
  	else if(W.is_sharp())
  		qdel(src)
  
  	else if(istype(W, /obj/item/weapon/weldingtool))
  		var/obj/item/weapon/weldingtool/WT = W
  		if(WT.remove_fuel(0, user))
  			qdel(src)
  		else
  			user_unbuckle_mob(user,user)
  			return
  		//Plant-b-gone damage is handled in its entry in chemistry-reagents.dm
  	..()
  
  /obj/effect/spacevine/Crossed(mob/crosser)
  
negative.code: /datum/spacevine_mutation/proc/on_death(obj/effect/spacevine/holder)
  	return
  
  /datum/spacevine_mutation/proc/on_hit(obj/effect/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
  	. = expected_damage
  
  /datum/spacevine_mutation/proc/on_cross(obj/effect/spacevine/holder, mob/crosser)
  	return
  