anchor.diff:  	mutant_organs = list(/obj/item/organ/dwarfgland) //Dwarven alcohol gland, literal gland warrior
   	mutantliver = /obj/item/organ/liver/dwarf //Dwarven super liver (Otherwise they r doomed)
   	
  -	//Pixel X, and Pixel Y offsets on mob drawing. It handles the offset in update_icons.dm
  -	//X is Horizontal, Y is Vertical. These are general offsets, directional offsets do not exist.
  -	offset_features = list(
  -		OFFSET_UNIFORM = list(0,0), 
  -		OFFSET_ID = list(0,0), 
  -		OFFSET_GLOVES = list(0,0), 
  -		OFFSET_GLASSES = list(0,0), 
  -		OFFSET_EARS = list(0,0), 
  -		OFFSET_SHOES = list(0,0), 
  -		OFFSET_S_STORE = list(0,0), 
  -		OFFSET_FACEMASK = list(0,0), 
  -		OFFSET_HEAD = list(0,0), 
  -		OFFSET_HAIR = list(0,0), 
  -		OFFSET_FHAIR = list(0,0), 
  -		OFFSET_EYES = list(0,0),
  -		OFFSET_LIPS = list(0,0),
  -		OFFSET_BELT = list(0,0), 
  -		OFFSET_BACK = list(0,0), 
  -		OFFSET_SUIT = list(0,0), 
  -		OFFSET_NECK = list(0,0),
  -		OFFSET_MUTPARTS = list(0,0)
  -		)
  -
   /mob/living/carbon/human/species/dwarf //species admin spawn path
   	race = /datum/species/dwarf //and the race the path is set to.
   
  
positive.code: 			if(stored_alcohol > max_alcohol) //Dwarves technically start at 250 alcohol stored.
  				stored_alcohol = max_alcohol
  	var/heal_amt = heal_rate
  	stored_alcohol -= alcohol_rate * 0.025 //The rate it decreases from the gland
  	if(stored_alcohol > 400) //If they are over 400 they start regenerating
  		owner.adjustBruteLoss(-heal_amt) //But its alcohol, there will be other issues here.
  		owner.adjustFireLoss(-heal_amt) //Unless they drink casually all the time.
  
negative.code: 	var/stored_alcohol = 250 //They start with 250 units, that ticks down and eventaully bad effects occur
  	var/max_alcohol = 500 //Max they can attain, easier than you think to OD on alcohol.
  	var/heal_rate = 0.5 //The rate they heal damages over 400 alcohol stored. Default is 0.5 so we times 3 since 3 seconds.
  	var/alcohol_rate = 0.25 //Its times 0.025 making it tick down by .25 per loop per 10. EX: 20 = .50
  	var/filth_counter = 0 //Holder for the filth check cycle, basically contains how much filth dwarf sees numerically.
  	//These count in on_life ticks which should be 2 seconds per every increment of 1 in a perfect world.
  	var/dwarf_filth_ticker = 0 //Currently set =< 4, that means this will fire the proc around every 4-8 seconds.
  	var/dwarf_eth_ticker = 0 //Currently set =< 1, that means this will fire the proc around every 2 seconds
  