anchor.diff:  	density = TRUE
   	anchored = TRUE
   	flags_1 = PREVENT_CONTENTS_EXPLOSION_1
  +	critical_machine = TRUE
  +	light_range = 4
  +	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
  +
  +	//NTNet Related Variables
   	var/uid = 1
   	var/static/gl_uid = 1
  -	light_range = 4
  -	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
  -
  -	critical_machine = TRUE
  -
  +
  +	/// Amount of gas that goes 'into' the SM
   	var/gasefficency = 0.15
   
  -	var/base_icon_state = "darkmatter"
  -
  +	/// This is set to true when the SM is about to explode and has the blue shields up
   	var/final_countdown = FALSE
   
  +	/// Health of the SM
   	var/damage = 0
   	var/damage_archived = 0
  -	var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
  +
  +	// Variables for calculating SM Health
   	var/warning_point = 50
  -	var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
   	var/damage_penalty_point = 550
   	var/emergency_point = 700
  +	var/explosion_point = 900
  +
  +	// Strings for radio
  +	var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
  +	var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
   	var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
  -	var/explosion_point = 900
  -
  -	var/emergency_issued = FALSE
  -
  +
  +	/// How much force the SM expldoes with
   	var/explosion_power = 35
  +	
  +	/// Factor for power generation. AirTemp*(temp_factor/(0C))
   	var/temp_factor = 30
  -
  -	var/lastwarning = 0				// Time in 1/10th of seconds since the last sent warning
   	var/power = 0
   
  -	var/n2comp = 0					// raw composition of each gas in the chamber, ranges from 0 to 1
  -	var/plasmacomp = 0
  -	var/o2comp = 0
  -	var/co2comp = 0
  -	var/n2ocomp = 0
  -	var/pluoxiumcomp = 0
  -	var/tritiumcomp = 0
  -	var/bzcomp = 0
  -
  -	var/rps = 0 // control how many radballs to emit
  -	var/bzmol = 0
  -
  -	var/combined_gas = 0
  -	var/gasmix_power_ratio = 0
  -	var/dynamic_heat_modifier = 1
  -	var/dynamic_heat_resistance = 1
  -	var/powerloss_inhibitor = 1
  -	var/powerloss_dynamic_scaling= 0
  -	var/power_transmission_bonus = 0
  -	var/mole_heat_penalty = 0
  -
  +	/// Time in deciseconds since the last sent warning
  +	var/lastwarning = 0
  +
  +	/// Additonal power to add over time comes from sliver extraction(800) or consuming(200)
   	var/matter_power = 0
   
  -	//Temporary values so that we can optimize this
  -	//How much the bullets damage should be multiplied by when it is added to the internal variables
  +	///How much the bullets damage should be multiplied by when it is added to the internal variables
   	var/config_bullet_energy = 2
  -	//How much of the power is left after processing is finished?
  -//	var/config_power_reduction_per_tick = 0.5
  -	//How much hallucination should it produce per unit of power?
  +
  +	///How much hallucination should it produce per unit of power?
   	var/config_hallucination_power = 0.1
   
  -	var/support_integrity = 100 //integrity of the support base, used when antinoblium is attached
  -	var/antinoblium_attached = FALSE
  -	var/corruptor_attached = FALSE
  -
  +	// Antinobilium related variables
  +	var/support_integrity = 100			// Current support integrity. Provides *fun* effects
  +	var/antinoblium_attached = FALSE	// The thing that makes it explode more
  +	var/corruptor_attached = FALSE		// The thing that reduces support integrity
  +
  +	// Radio related variables
   	var/obj/item/radio/radio
   	var/radio_key = /obj/item/encryptionkey/headset_eng
  -	var/engineering_channel = "Engineering"
  +	var/engineering_channel = RADIO_CHANNEL_ENGINEERING
   	var/common_channel = null
   
  -	//for logging
  +	// Logging
   	var/has_been_powered = FALSE
   	var/has_reached_emergency = FALSE
   
  -	// For making hugbox supermatter
  -	var/takes_damage = TRUE
  -	var/produces_gas = TRUE
  +	// Hugbox Supermatter Variables
  +	var/takes_damage = TRUE		// Does the SM take integrity damage
  +	var/produces_gas = TRUE		// Does it make gas
  +
  +	// Holder variables
   	var/obj/effect/countdown/supermatter/countdown
  -
  +	var/datum/looping_sound/supermatter/soundloop
  +
  +	/// For antag sliver objective or for engineering goal
   	var/is_main_engine = FALSE
   
  -	var/datum/looping_sound/supermatter/soundloop
  -
  +	/// Is it moveable. Used for SM shards
   	var/moveable = FALSE
   
  -	var/last_accent_sound = 0	/// cooldown tracker for accent sounds,
  -
  -	var/messages_admins = TRUE //varedit in case of Colton
  +	/// Cooldown for sounds
  +	var/last_accent_sound = 0
  +
  +	/// Incase of clown(Colton) turn to false
  +	var/messages_admins = TRUE
  +
  +	/// Makes the SM loose more power the higher it is
  +	var/powerloss_dynamic_scaling = 0
  +
  +	/// Ratio of power reduction to power addition. Range is 0-1
  +	var/gasmix_power_ratio = 0
  +
  +	/// Used for normalizing/making a ratio of gasses
  +	var/combined_gas = 0
  +
  +	/// How much heat the SM produces
  +	var/dynamic_heat_modifier = 0
  +
  +	/// How hot the SM can get before delaminating
  +	var/dynamic_heat_resistance = 0
  +
  +	/// How much more heat damage to take based on moles
  +	var/mole_heat_penalty = 0
  +
  +	/// How much powerloss to reduce. Scale of 1-0
  +	var/powerloss_inhibitor = 0
   
   
   /obj/machinery/power/supermatter_crystal/Initialize()
  
positive.code: 			power = max(power + removed_matter, 0)
  			matter_power = max(matter_power - removed_matter, 0)
  
  		var/temp_factor = 50
  
  		if(gasmix_power_ratio > 0.8)
  			// with a perfect gas mix, make the power less based on heat
  			icon_state = "[base_icon_state]_glow"
  		else
  			// in normal mode, base the produced energy around the heat
  			temp_factor = 30
  			icon_state = base_icon_state
  
  		power = clamp( (removed.return_temperature() * temp_factor / T0C) * gasmix_power_ratio + power, 0, SUPERMATTER_MAXIMUM_ENERGY) //Total laser power plus an overload
  
  		if(prob(50))
  			//1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))
  			radiation_pulse(src, power * max(0, (1 + (power_transmission_bonus/(10-(bzcomp * BZ_RADIOACTIVITY_MODIFIER))))))// RadModBZ(500%)
  		if(bzcomp >= 0.4 && prob(50 * bzcomp))
  			src.fire_nuclear_particle()	// Start to emit radballs at a maximum of 50% chance per tick
  			rps = round((bzmol/150), 1) // Cause more radballs to be spawned
  			for(var/i = 1 to rps)
  				if(prob(80))
  					src.fire_nuclear_particle()		// Spawn more radballs at 90% chance each
  
  		var/device_energy = power * REACTION_POWER_MODIFIER
  
  
negative.code: 		removed = new()
  
  	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
  