What to remove in the code to disable random explosion?

What do I have to delete in this code to disable the random explosion of the printer at times. I already tried removing multiple parts, but couldn’t figure it out. This is the original init.lua so please if you know, let me know what to delete.


AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")

ENT.SeizeReward = 950

local PrintMore
function ENT:Initialize()
	self:SetModel("models/props_lab/reciever01a.mdl")
	self:PhysicsInit(SOLID_VPHYSICS)
	self:SetMoveType(MOVETYPE_VPHYSICS)
	self:SetSolid(SOLID_VPHYSICS)
	self:SetColor(Color(255, 0, 0, 0))
	local phys = self:GetPhysicsObject()
	if phys:IsValid() then phys:Wake() end
	self.damage = 100
	self.IsMoneyPrinter = true
	timer.Simple(1.0, function() PrintMore(self) end)
	self:SetNWInt("PrintA",0)
	
	self.sound = CreateSound(self, Sound(""))
	self.sound:SetSoundLevel(52)
	self.sound:PlayEx(1, 100)
end

function ENT:OnTakeDamage(dmg)
	if self.burningup then return end

	self.damage = (self.damage or 100) - dmg:GetDamage()
	if self.damage <= 0 then
		local rnd = math.random(1, 10)
		if rnd < 6 then
			self:BurstIntoFlames()
		else
			self:Destruct()
			self:Remove()
		end
	end
end

function ENT:Destruct()
	local vPoint = self:GetPos()
	local effectdata = EffectData()
	effectdata:SetStart(vPoint)
	effectdata:SetOrigin(vPoint)
	effectdata:SetScale(1)
	util.Effect("Explosion", effectdata)
	DarkRP.notify(self:Getowning_ent(), 1, 4, DarkRP.getPhrase("money_printer_exploded"))
end

function ENT:BurstIntoFlames()
	DarkRP.notify(self:Getowning_ent(), 0, 4, DarkRP.getPhrase("money_printer_overheating"))
	self.burningup = true
	local burntime = math.random(8, 18)
	self:Ignite(burntime, 0)
	timer.Simple(burntime, function() self:Fireball() end)
end

function ENT:Fireball()
	if not self:IsOnFire() then self.burningup = false return end
	local dist = math.random(5, 50) -- Explosion radius
	self:Destruct()
	for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do
		if not v:IsPlayer() and not v.IsMoneyPrinter then v:Ignite(math.random(5, 22), 0) end
	end
	self:Remove()
end

PrintMore = function(ent)
	if IsValid(ent) then
		ent.sparking = true
		timer.Simple(1.0, function() ent:CreateMoneybag() end)
	end
end

function ENT:CreateMoneybag()
	if not IsValid(self) or self:IsOnFire() then return end

	local MoneyPos = self:GetPos()
	
	local Y = GAMEMODE.Config.tier5amount
	if amount == 0 then
		amount = 10
	end
	if math.random(1, 1000) == 3 then self:BurstIntoFlames() end
	local amount = self:GetNWInt("PrintA") + Y
	self:SetNWInt("PrintA",amount)
	self.sparking = false
	timer.Simple(math.random(10, 15), function() PrintMore(self) end)
end

function ENT:Use(activator)
	if(activator:IsPlayer()) and self:GetNWInt("PrintA") >= 1 then
	activator:addMoney(self:GetNWInt("PrintA"));
	DarkRP.notify(activator, 1, 4, "You have collected $"..self:GetNWInt("PrintA").." from a Nuclear Printer.")
	self:SetNWInt("PrintA",0)
	end
end

function ENT:OnRemove()
	if self.sound then
		self.sound:Stop()
	end
end



if math.random(1, 1000) == 3 then self:BurstIntoFlames() end