anchor.diff:  		new randumb(T)
   		return TRUE
   
  -/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnTerrain(turf/T)
  -	if(prob(1))
  -		if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
  -			return
  -		var/randumb = pickweight(terrain_spawn_list)
  -		new randumb(T)
  -
   /turf/open/floor/plating/asteroid/snow
   	gender = PLURAL
   	name = "snow"
  
positive.code: 						  /mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
  
  	flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/grass/both = 12)
  	terrain_spawn_list = list()
  	data_having_type = /turf/open/floor/plating/asteroid/airless/cave/snow/has_data
  	turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
  	choose_turf_type = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
  
negative.code: 	var/list/megafauna_spawn_list
  	/// Flora that can spawn in the tunnel, weighted list
  	var/list/flora_spawn_list
  	/// Turf type to choose when spawning in tunnel at 1% chance, weighted list
  	var/list/choose_turf_type
  	/// if the tunnel should keep being created
  