anchor.diff:  	icon = 'icons/obj/doors/mineral_doors.dmi'
   	icon_state = "metal"
   
  -	var/mineralType = "metal"
  +	var/initial_state
   	var/state = 0 //closed, 1 == open
   	var/isSwitchingStates = 0
   	var/close_delay = -1 //-1 if does not auto close.
   	var/hardness = 1
  -	var/oreAmount = 7
  +	var/sheetType = /obj/item/stack/sheet/metal
  +	var/sheetAmount = 7
   	var/openSound = 'sound/effects/stonedoor_openclose.ogg'
   	var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
   
   /obj/structure/mineral_door/New(location)
   	..()
  -	icon_state = mineralType
  -	name = "[mineralType] door"
  -	air_update_turf(1)
  -	return
  +	initial_state = icon_state
  +	air_update_turf(1)
   
   /obj/structure/mineral_door/Destroy()
   	density = 0
  
positive.code: 
  /obj/structure/mineral_door/update_icon()
  	if(state)
  		icon_state = "[mineralType]open"
  	else
  		icon_state = mineralType
  
  /obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
  	if(istype(W,/obj/item/weapon/pickaxe))
  
negative.code: 	..()
  	if(!state)
  		return TryToSwitchState(user)
  
  /obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
  	if(isAI(user)) //so the AI can't open it
  