anchor.diff:  	icon_state = "hydrotray3"
   	density = 1
   	anchored = 1
  -	var/waterlevel = 100 // The amount of water in the tray (max 100)
  -	var/nutrilevel = 10 // The amount of nutrient in the tray (max 10)
  -	var/pestlevel = 0 // The amount of pests in the tray (max 10)
  -	var/weedlevel = 0 // The amount of weeds in the tray (max 10)
  -	var/yieldmod = 1 //Modifier to yield
  -	var/mutmod = 1 //Modifier to mutation chance
  -	var/toxic = 0 // Toxicity in the tray?
  -	var/age = 0 // Current age
  -	var/dead = 0 // Is it dead?
  -	var/health = 0 // Its health.
  -	var/lastproduce = 0 // Last time it was harvested
  -	var/lastcycle = 0 //Used for timing of cycles.
  -	var/cycledelay = 200 // About 10 seconds / cycle
  -	var/planted = 0 // Is it occupied?
  -	var/harvest = 0 //Ready to harvest?
  -	var/obj/item/seeds/myseed = null // The currently planted seed
  +	var/waterlevel = 100	//The amount of water in the tray (max 100)
  +	var/nutrilevel = 10		//The amount of nutrient in the tray (max 10)
  +	var/pestlevel = 0		//The amount of pests in the tray (max 10)
  +	var/weedlevel = 0		//The amount of weeds in the tray (max 10)
  +	var/yieldmod = 1		//Modifier to yield
  +	var/mutmod = 1			//Modifier to mutation chance
  +	var/toxic = 0			//Toxicity in the tray?
  +	var/age = 0				//Current age
  +	var/dead = 0			//Is it dead?
  +	var/health = 0			//Its health.
  +	var/lastproduce = 0		//Last time it was harvested
  +	var/lastcycle = 0		//Used for timing of cycles.
  +	var/cycledelay = 200	//About 10 seconds / cycle
  +	var/planted = 0			//Is it occupied?
  +	var/harvest = 0			//Ready to harvest?
  +	var/obj/item/seeds/myseed = null	//The currently planted seed
   
   /obj/machinery/hydroponics/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
   	if(istype(Proj ,/obj/item/projectile/energy/floramut))
  
positive.code: 				user << "You can't get any extract out of this plant."
  		else
  			user << "There's nothing to apply the solution into."
  		updateicon()
  
  	else if ( istype(O, /obj/item/seeds/) )
  		if(!planted)
  			user.u_equip(O)
  			user << "You plant the [O.name]"
  			dead = 0
  			myseed = O
  			planted = 1
  
negative.code: 		user << "You apply the weedkiller solution into the [src]."
  		playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
  		del(O)
  		update_icon()
  
  	else if(istype(O, /obj/item/weapon/storage/bag/plants))
  		attack_hand(user)
  		var/obj/item/weapon/storage/bag/plants/S = O
  		for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in locate(user.x,user.y,user.z))
  			if(!S.can_be_inserted(G))
  				return
  			S.handle_item_insertion(G, 1)
  
  	else if( istype(O, /obj/item/weapon/pestspray) )
  		var/obj/item/pestkiller/myPKiller = O
  		user.u_equip(O)
  		adjustToxic(myPKiller.toxicity)
  