anchor.diff:  	if(stage == 1 && mineralAmt >= 1) //Gibtonite deposit goes kaboom
   		var/turf/bombturf = get_turf(src)
   		mineralAmt = 0
  +		stage = 3
   		explosion(bombturf,1,2,5, adminlog = 0)
   	if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
   		var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src)
  
positive.code: 		if(det_time >= 1 && det_time <= 2)
  			G.quality = 2
  			G.icon_state = "Gibtonite ore 2"
  	ChangeTurf(turf_type, defer_change)
  	AfterChange()
  
  
negative.code: 	if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
  		var/turf/bombturf = get_turf(src)
  		mineralAmt = 0
  		stage = 3
  		explosion(bombturf,1,3,5, adminlog = notify_admins)
  
  /turf/closed/mineral/gibtonite/proc/defuse()
  