anchor.diff:  		turf_type = pickweight(choose_turf_type)
   	if(turf_type == initial(turf_type)) // Don't spawn different turf types under flora or terrain
   		var/spawned_flora = FALSE
  -		var/spawned_terrain = FALSE
   		if(is_mining_level(z))
   			spawned_flora = SpawnFlora(T)
  -		spawned_terrain = SpawnTerrain(T)
  -		if(!spawned_flora && !spawned_terrain) // no rocks beneath mob spawners / mobs.
  +		if(!spawned_flora) // no rocks beneath mob spawners / mobs.
   			SpawnMonster(T)
   	T.ChangeTurf(turf_type, null, CHANGETURF_IGNORE_AIR)
   
  
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
  