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: #define NITROGEN_RETARDATION_FACTOR 0.15	//Higher == N2 slows reaction more
  #define THERMAL_RELEASE_MODIFIER 1.25		//Higher == more heat released during reaction
  #define PLASMA_RELEASE_MODIFIER 250		//Higher == less plasma released by reaction
  #define OXYGEN_RELEASE_MODIFIER 500		//Higher == less oxygen released at high temperature/power
  #define REACTION_POWER_MODIFIER 1.1			//Higher == more overall power
  