anchor.diff:  			if(!valid)
   				continue
   
  -			world.log << "Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])"
  +			log_world("Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])")
   
   			var/obj/effect/ruin_loader/R = new /obj/effect/ruin_loader(T)
   			R.Load(ruins,ruin)
  
positive.code: 			break
  
  	if(!overall_sanity)
  		world.log << "Ruin loader gave up with [budget] left to spend."
  
  
  /obj/effect/ruin_loader
  
negative.code: 		if(ruins && ruins.len)
  			ruin = ruins[pick(ruins)]
  		else
  			log_world("Ruin loader had no ruins to pick from with [budget] left to spend.")
  			break
  		// Can we afford it
  		if(ruin.cost > budget)
  