anchor.diff:  	if(prob(30))
   		if(istype(loc, /area/mine/explored))
   			return
  -		for(var/atom/A in range(30,T))//Lowers chance of mob clumps
  +		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)
  
positive.code: 	icon_state = "rock"
  	..()
  
  /turf/simulated/mineral/random/clown
  	icon_state = "rock_highchance"
  	mineralChance = 25
  	mineralSpawnChanceList = list("Clown" = 50)
  
  /turf/simulated/mineral/random/clown/New()
  	icon_state = "rock"
  	..()
  
  /turf/simulated/mineral/random/low_chance
  	icon_state = "rock_lowchance"
  	mineralChance = 8
  	mineralSpawnChanceList = list("Uranium" = 8, "Diamond" = 2, "Gold" = 4, "Silver" = 8, "Plasma" = 20, "Iron" = 40, "Gibtonite" = 1)
  
  /turf/simulated/mineral/random/low_chance/New()
  	icon_state = "rock"
  
negative.code: /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
  
  /turf/simulated/mineral/random/New()
  	..()
  