anchor.diff:  	..()
   
   /turf/simulated/mineral/iron
  -	name = "iron deposit"
   	mineralType = /obj/item/weapon/ore/iron
   	spreadChance = 20
   	spread = 1
   	scan_state = "rock_Iron"
   
   /turf/simulated/mineral/uranium
  -	name = "uranium deposit"
   	mineralType = /obj/item/weapon/ore/uranium
   	spreadChance = 5
   	spread = 1
   	scan_state = "rock_Uranium"
   
   /turf/simulated/mineral/diamond
  -	name = "diamond deposit"
   	mineralType = /obj/item/weapon/ore/diamond
   	spreadChance = 0
   	spread = 1
   	scan_state = "rock_Diamond"
   
   /turf/simulated/mineral/gold
  -	name = "gold deposit"
   	mineralType = /obj/item/weapon/ore/gold
   	spreadChance = 5
   	spread = 1
   	scan_state = "rock_Gold"
   
   /turf/simulated/mineral/silver
  -	name = "silver deposit"
   	mineralType = /obj/item/weapon/ore/silver
   	spreadChance = 5
   	spread = 1
   	scan_state = "rock_Silver"
   
   /turf/simulated/mineral/plasma
  -	name = "plasma deposit"
   	icon_state = "rock_Plasma"
   	mineralType = /obj/item/weapon/ore/plasma
   	spreadChance = 8
  
positive.code: 
  /turf/simulated/mineral/gibtonite/proc/explosive_reaction(mob/user = null, triggered_by_explosion = 0)
  	if(stage == 0)
  		var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_active", layer = 18)
  		overlays += I
  		activated_image = I
  		name = "gibtonite deposit"
  
negative.code: 	scan_state = "rock_Plasma"
  
  /turf/simulated/mineral/clown
  	mineralType = /obj/item/weapon/ore/bananium
  	mineralAmt = 3
  	spreadChance = 0
  