anchor.diff:  /obj/singularity/energy_ball/process()
   	if(!is_orbiting)
   		handle_energy()
  -		var/amount_to_move = 2 + orbiting_balls.len * 2
  -		var/what_does_the_scouter_say_about_the_balls_power_level = (TESLA_DEFAULT_POWER + (TESLA_MINI_POWER * orbiting_balls.len))
  -		move_the_basket_ball(amount_to_move)
  -		pixel_x = 0
  -		pixel_y = 0
  +		move_the_basket_ball(2 + orbiting_balls.len * 2)
   		playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 15)
  -		tesla_zap(src, 7, what_does_the_scouter_say_about_the_balls_power_level)
  -		pixel_x = -32
  -		pixel_y = -32
  -		energy += rand(1,3) // ensure it generates energy without needing to be blasted by the PA too much due to its size, and that a tesla engine will always get bigger over time
  +		tesla_zap(src, 7, TESLA_DEFAULT_POWER)
   	else
  +		tesla_zap(src, rand(1,Clamp(orbiting_balls.len,3,7)), TESLA_MINI_POWER)
   		energy = 0 // ensure we dont have miniballs of miniballs
   	return
   
  
positive.code: #define TESLA_DEFAULT_POWER 3476520
  #define TESLA_MINI_POWER 1738260
  
  var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
  										/obj/machinery/power/emitter,
  
negative.code: 			loc = get_step(src,move_dir)
  
  /obj/singularity/energy_ball/proc/handle_energy()
  	if(energy >= energy_to_raise)
  		energy_to_lower = energy_to_raise - 10
  		energy_to_raise += energy_to_raise
  		
  		energy -= 300
  		playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 15)
  		spawn(100)
  