anchor.diff:  		for(var/datum/map_template/ruin/R in ruins_availible)
   			if(R.cost > budget)
   				ruins_availible -= R
  -	
  +
   	log_world("Ruin loader finished with [budget] left to spend.")
  
positive.code: 
  		for(var/i in get_affected_turfs(central_turf, 1))
  			var/turf/T = i
  			for(var/mob/living/simple_animal/monster in T)
  				qdel(monster)
  			for(var/obj/structure/flora/ash/plant in T)
  				qdel(plant)
  		
  		load(central_turf,centered = TRUE)
  		loaded++
  
  
negative.code: 			//TODO : handle forced ruins with multiple variants
  			forced_ruins -= current_pick
  			forced = FALSE
  
  		if(failed_to_place)
  			for(var/datum/map_template/ruin/R in ruins_availible)
  				if(R.id == current_pick.id)
  