anchor.diff:  /turf/simulated/mineral/random
   	name = "Mineral deposit"
   	icon_state = "rock"
  -	var/mineralSpawnChanceList = list("Uranium" = 18, "Diamond" = 3, "Gold" = 12, "Silver" = 16, "Plasma" = 25, "Iron" = 40, "Gibtonite" = 2/*, "Adamantine" =5*/, "Cave" = 2)//Currently, Adamantine won't spawn as it has no uses. -Durandan
  -	var/mineralChance = 16
  +	var/mineralSpawnChanceList = list("Uranium" = 5, "Diamond" = 1, "Gold" = 10, "Silver" = 15, "Plasma" = 25, "Iron" = 40, "Gibtonite" = 4/*, "Adamantine" =5*/, "Cave" = 2)//Currently, Adamantine won't spawn as it has no uses. -Durandan
  +	var/mineralChance = 15
   
   /turf/simulated/mineral/random/New()
   	..()
  
positive.code: 	if(prob(30))
  		if(istype(loc, /area/mine/explored))
  			return
  		for(var/atom/A in range(20,T))//Lowers chance of mob clumps
  			if(istype(A, /mob/living/simple_animal/hostile/asteroid))
  				return
  		var/randumb = pickweight(mob_spawn_list)
  
negative.code: /turf/simulated/mineral/random/high_chance
  	icon_state = "rock_highchance"
  	mineralChance = 25
  	mineralSpawnChanceList = list("Uranium" = 35, "Diamond" = 30, "Gold" = 45, "Silver" = 50, "Plasma" = 50)
  
  /turf/simulated/mineral/random/high_chance/New()
  	icon_state = "rock"
  