anchor.diff:  */
   
   //Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
  -#define POWER_FACTOR 0.4
  +#define POWER_FACTOR 0.5
   #define DECAY_FACTOR 700			//Affects how fast the supermatter power decays
   #define CRITICAL_TEMPERATURE 800	//K
   #define CHARGING_FACTOR 0.05
  
positive.code: 			if(istype(mob, /mob/living/carbon/human))
  				//Hilariously enough, running into a closet should make you get hit the hardest.
  				var/mob/living/carbon/human/H = mob
  				H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
  			var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
  			mob.apply_effect(rads, IRRADIATE)
  	spawn(pull_time)
  
negative.code: 				playsound(src.loc, 'sound/misc/smboom1.ogg', 100, 0, 16)
  
  	sound_played = 1
  	if(pull_ticks != 0)
  		spawn((pull_time / pull_ticks) - 15)
  			for(var/atom/X in orange(pull_radius,src))
  				var/dist = get_dist(X, src)
  				var/obj/machinery/power/supermatter/S = src
  				
  				if(dist > 4) //consume_range
  					X.singularity_pull(S, STAGE_FIVE)
  				else if(dist <= 4) //consume_range
  					if(rand(1,8) == 2) //12.5%
  						var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
  						smoke.set_up(1, 0, X.loc, 1) // if more than one smoke, spread it around
  						smoke.start()
  					if(istype(src, /obj/machinery/power/supermatter)) continue // don't delete us yo
  					explosion(X.loc,1,2,3)
  					qdel(X)
  		pull_ticks = pull_ticks - 1
  	return
  
  /obj/machinery/power/supermatter/shard //Small subtype, less efficient and more sensitive, but less boom.
  