anchor.diff:  
   	//The code below here isn't exactly optimal, but because of the individual decals that each area uses it's still applicable.
   
  -				//high dirt - 1/3
  -	if(istype(A, /area/science/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/ruin/space))
  +				//high dirt - 1/3 chance.
  +	var/static/list/high_dirt_areas = typecacheof(list(/area/science/test_area,
  +														/area/mine/production,
  +														/area/mine/living_quarters,
  +														/area/mine/north_outpost,
  +														/area/mine/west_outpost,
  +														/area/ruin/space))
  +	if(is_type_in_typecache(A, high_dirt_areas))
   		new /obj/effect/decal/cleanable/dirt(src)	//vanilla, but it works
   		return
  +
   
   	if(prob(80))	//mid dirt  - 1/15
   		return
   
  -	if(istype(A, /area/engine)  || istype(A, /area/crew_quarters/heads/chief) || istype(A, /area/ruin/space/derelict/assembly_line) || istype(A, /area/science/robotics) || istype(A, /area/maintenance) || istype(A, /area/construction))
  -	 	//Blood, sweat, and oil.  Oh, and dirt.
  +		//Construction zones. Blood, sweat, and oil.  Oh, and dirt.
  +	var/static/list/engine_dirt_areas = typecacheof(list(/area/engine,			
  +														/area/crew_quarters/heads/chief,
  +														/area/ruin/space/derelict/assembly_line,
  +														/area/science/robotics,
  +														/area/maintenance,
  +														/area/construction,
  +														/area/survivalpod))
  +	if(is_type_in_typecache(A, engine_dirt_areas))
   		if(prob(3))
   			new /obj/effect/decal/cleanable/blood/old(src)
   		else
  
positive.code: 				new /obj/effect/decal/cleanable/flour(src)
  		return
  
  	if(istype(A, /area/medical) || istype(A, /area/crew_quarters/heads/cmo))	//Kept clean, but chance of blood
  		if(prob(66))
  			if(prob(5))
  				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  
negative.code: 				new /obj/effect/decal/cleanable/blood/old(src)
  		return
  
  		//Hangars and pods covered in oil.
  	var/static/list/oily_areas = typecacheof(list(/area/quartermaster))
  	if(is_type_in_typecache(A, oily_areas))
  		if(prob(25))
  			new /obj/effect/decal/cleanable/oil(src)
  		return
  
  
  	if(prob(75))	//low dirt  - 1/60
  		return
  
  		//Areas where gibs will be present. Robusting probably happened some time ago.
  	var/static/list/gib_covered_areas = typecacheof(list(/area/ai_monitored/turret_protected,
  														/area/prison,
  														/area/security,
  														/area/crew_quarters/heads/hos))
  	if(is_type_in_typecache(A, gib_covered_areas))
  		if(prob(20))
  			if(prob(5))
  				new /obj/effect/decal/cleanable/blood/gibs/old(src)
  