anchor.diff:  		"Uranium" = 5, "Diamond" = 1, "Gold" = 10,
   		"Silver" = 12, "Plasma" = 20, "Iron" = 40,
   		"Gibtonite" = 4, "Cave" = 2, "BScrystal" = 1,
  +		"Bananium" = 1,
   		/*, "Adamantine" =5*/)
   		//Currently, Adamantine won't spawn as it has no uses. -Durandan
   	var/mineralChance = 13
  
positive.code: 
  /turf/simulated/floor/plating/asteroid/airless/cave
  	var/length = 100
  	var/mob_spawn_list = list("Goldgrub" = 1, "Goliath" = 5, "Basilisk" = 4, "Hivelord" = 3)
  	var/sanity = 1
  
  /turf/simulated/floor/plating/asteroid/airless/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1)
  
negative.code: 	if(prob(30))
  		if(istype(loc, /area/mine/explored))
  			return
  		for(var/atom/A in ultra_range(12,T))//Lowers chance of mob clumps
  			if(istype(A, /mob/living/simple_animal/hostile/asteroid))
  				return
  		var/randumb = pickweight(mob_spawn_list)
  