anchor.diff:  	var/clown_amount = 0.0
   	var/adamantine_amount = 0.0
   	var/efficiency_coeff
  -	
  +
   	reagents = new()
   
   
  
positive.code: 	efficiency_coeff = max(T, 1)
  
  /obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M)	// now returns how many times the item can be built with the material
  	switch(M)
  		if("$metal")
  			return (m_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$glass")
  			return (g_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$gold")
  			return (gold_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$silver")
  			return (silver_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$plasma")
  			return (plasma_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$uranium")
  			return (uranium_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$diamond")
  			return (diamond_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		if("$clown")
  			return (clown_amount / max(1, (being_built.materials[M]/efficiency_coeff)))
  		else
  			return (reagents.has_reagent(M, (being_built.materials[M]/efficiency_coeff)))
  
  /obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
  	if (shocked)
  
negative.code: 	component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
  	component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
  	RefreshParts()
  
  	reagents.my_atom = src
  
  /obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
  