anchor.diff:  			// if there's an analogous proc for this on tg lmk
   			// empty_region(block(get_turf(cornerA),get_turf(cornerB)))
   		else
  +			var/selection_size = abs(cornerA.x - cornerB.x) * abs(cornerA.y - cornerB.y)
  +
  +			if(selection_size > FILL_WARNING_MIN) // Confirm fill if the number of tiles in the selection is greater than FILL_WARNING_MIN
  +				var/choice = alert("Your selected area is [selection_size] tiles! Continue?", "Large Fill Confirmation", "Yes", "No")
  +				if(choice != "Yes")
  +					return
  +
   			for(var/turf/T in block(get_turf(cornerA),get_turf(cornerB)))
   				if(ispath(objholder,/turf))
   					T.PlaceOnTop(objholder)
  
positive.code: /datum/buildmode_mode/fill
  	key = "fill"
  	
  	use_corner_selection = TRUE
  	var/objholder = null
  
  
negative.code: 					var/obj/A = new objholder(T)
  					A.setDir(BM.build_dir)
  			log_admin("Build Mode: [key_name(c)] with path [objholder], filled the region from [AREACOORD(cornerA)] through [AREACOORD(cornerB)]")
  
  #undef FILL_WARNING_MIN
  