anchor.diff:  	else
   		soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1)
   
  +	//We play delam/neutral sounds at a rate determined by power and damage
   	if(last_accent_sound < world.time && prob(20))
   		var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
   		if(damage >= 300)
  
positive.code: 	//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?
  	var/config_hallucination_power = 0.1
  
  
negative.code: 
  			if(combined_gas > MOLE_PENALTY_THRESHOLD)
  				radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
  		//Boom (Mind blown)
  		if(damage > explosion_point)
  			countdown()
  
  