anchor.diff:  		user << "\red You start digging."
   		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
   
  -		sleep(50)
  +		sleep(40)
   		if ((user.loc == T && user.equipped() == W))
   			user << "\blue You dug a hole."
   			gets_dug()
  
positive.code: 	if(!W || !user)
  		return 0
  
  	if ((istype(W, /obj/item/weapon/shovel))||(istype(W,/obj/item/weapon/pickaxe/drill))||(istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
  		var/turf/T = user.loc
  		if (!( istype(T, /turf) ))
  			return
  
negative.code: 			icon_state = "asteroid_dug"
  	else
  		..(W,user)
  	if ((istype(W,/obj/item/weapon/pickaxe/drill)))
  		var/turf/T = user.loc
  		if (!( istype(T, /turf) ))
  			return
  
  		if (dug == 1)
  			user << "\red This area has already been dug"
  			return
  
  		user << "\red You start digging."
  		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
  
  		sleep(30)
  		if ((user.loc == T && user.equipped() == W))
  			user << "\blue You dug a hole."
  			gets_dug()
  			dug = 1
  			icon_plating = "asteroid_dug"
  			icon_state = "asteroid_dug"
  	else
  		..(W,user)
  
  	if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
  		var/turf/T = user.loc
  		if (!( istype(T, /turf) ))
  			return
  
  		if (dug == 1)
  			user << "\red This area has already been dug"
  			return
  
  		user << "\red You start digging."
  		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
  
  		sleep(0)
  		if ((user.loc == T && user.equipped() == W))
  			user << "\blue You dug a hole."
  			gets_dug()
  			dug = 1
  			icon_plating = "asteroid_dug"
  			icon_state = "asteroid_dug"
  	else
  		..(W,user)
  
  	return
  
  /turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
  	new/obj/item/weapon/ore/glass(src)
  	new/obj/item/weapon/ore/glass(src)
  	new/obj/item/weapon/ore/glass(src)
  	new/obj/item/weapon/ore/glass(src)
  