anchor.diff:  			H.nutrition = min(H.nutrition+30, NUTRITION_LEVEL_FULL)
   	return
   
  +/datum/species/plant/spec_life(mob/living/carbon/human/H)
  +	if(isturf(H.loc)) //else, there's considered to be no light
  +		var/turf/T = H.loc
  +		if (T.lighting_lumcount)
  +			switch (T.lighting_lumcount)
  +				if (0.1 to 3)
  +					//very low light
  +					H.nutrition -= T.lighting_lumcount/1.5
  +					if (prob(10))
  +						H << "<span class='warning'>There isn't enough light here, and you can feel your body protesting the fact violently.</span>"
  +					H.adjustOxyLoss(3)
  +				if (3.1 to 6)
  +					//low light
  +					H.nutrition -= T.lighting_lumcount/2
  +					if (prob(3))
  +						H << "<span class='warning'>The ambient light levels are too low. Your breath is coming more slowly as your insides struggle to keep up on their own.</span>"
  +						H.adjustOxyLoss(6)
  +				if (6.1 to 10)
  +					//medium, average, doing nothing for now
  +					H.nutrition += T.lighting_lumcount/10
  +				if (10.1 to 22)
  +					//high light, regen here
  +					H.nutrition += T.lighting_lumcount/6
  +					if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  +						H.adjustToxLoss(-0.5)
  +						H.adjustOxyLoss(-0.5)
  +						H.heal_overall_damage(1, 1)
  +				if (22.1 to INFINITY)
  +					//super high light
  +					H.nutrition += T.lighting_lumcount/4
  +					if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  +						H.adjustToxLoss(-1)
  +						H.adjustOxyLoss(-0.5)
  +						H.heal_overall_damage(1, 1)
  +
  +			if(H.nutrition > NUTRITION_LEVEL_FULL)
  +				H.nutrition = NUTRITION_LEVEL_FULL
  +		else
  +			//no light, this is baaaaaad
  +			H.nutrition -= 3
  +			if (prob(8))
  +				H << "<span class='userdanger'>Darkness! Your insides churn and your skin screams in pain!</span>"
  +			H.adjustOxyLoss(3)
  +			H.adjustToxLoss(1)
  +	else
  +		//inside a container or something else, inflict low-level light degen
  +		H.nutrition -= 1.5
  +		if (prob(3))
  +			H << "<span class='warning'>There's not enough light reaching you in here. You start to feel very claustrophobic as your energy begins to drain away.</span>"
  +			H.adjustOxyLoss(9)
  +
  +
  +	if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
  +		if (H.stat != UNCONSCIOUS && H.stat != DEAD)
  +			if (prob(5))
  +				H << "<span class='userdanger'>Your internal stores of light are depleted. Find a source to replenish your nourishment at once!</span>"
  +			H.take_overall_damage(2,0)
   /*
    PODPEOPLE
   */
  
positive.code: 
  /datum/species/plant
  	// Creatures made of leaves and plant matter.
  	name = "Plant"
  	id = "plant"
  	default_color = "59CE00"
  	specflags = list(MUTCOLORS,EYECOLOR)
  	attack_verb = "slash"
  	attack_sound = 'sound/weapons/slice.ogg'
  	miss_sound = 'sound/weapons/slashmiss.ogg'
  	burnmod = 1.25
  	heatmod = 1.5
  	meat = /obj/item/weapon/reagent_containers/food/snacks/meat/slab/human/mutant/plant
  
  /datum/species/plant/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
  	if(chem.id == "plantbgone")
  		H.adjustToxLoss(3)
  		H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
  		return 1
  
  /datum/species/plant/on_hit(proj_type, mob/living/carbon/human/H)
  
negative.code: 	// A mutation caused by a human being ressurected in a revival pod. These regain health in light, and begin to wither in darkness.
  	name = "Podperson"
  	id = "pod"
  	roundstart = 0
  	specflags = list(MUTCOLORS,EYECOLOR)
  
  /datum/species/plant/pod/spec_life(mob/living/carbon/human/H)
  