anchor.diff:  
   /turf/simulated/mineral/random/New()
   	..()
  +
  +	if (mineralType && mineralAmt && spread && spreadChance)
  +		for(var/dir in cardinal)
  +			if(prob(spreadChance))
  +				var/turf/T = get_step(src, dir)
  +				if(istype(T, /turf/simulated/mineral/random))
  +					Spread(T)
  +
   	if (prob(mineralChance))
   		var/path = pickweight(mineralSpawnChanceList)
   		var/turf/T = new path(src)
  
positive.code: 	scan_state = "rock_Clown"
  
  /turf/simulated/mineral/bscrystal
  	name = "bluespace crystal deposit"
  	icon_state = "rock_BScrystal"
  	mineralType = /obj/item/weapon/ore/bluespace_crystal
  	mineralAmt = 1
  
negative.code: /turf/simulated/mineral/gibtonite/proc/defuse()
  	if(stage == 1)
  		overlays -= activated_image
  		var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_inactive", layer = 4.06)
  		overlays += I
  		desc = "An inactive gibtonite reserve. The ore can be extracted."
  		stage = 2
  