anchor.diff:  
   					target_turf = locate(tx+j, ty+i, asteroid_z)
   
  -					if(target_turf.has_resources)
  -
  -						var/printcolor
  -						if(map[MAP_CELL] > (range*0.60))
  -							printcolor = "#FF0000"
  -						else if(map[MAP_CELL] > (range*0.40))
  -							printcolor = "#00FF00"
  -						else
  -							printcolor = "#0000FF"
  -						target_turf.color = "#[printcolor]"
  +					if(target_turf && target_turf.has_resources)
  +
   						target_turf.resources = list()
  -
   						target_turf.resources["silicates"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
   						target_turf.resources["carbonaceous rock"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
   
  
positive.code: //Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
  /datum/ore_distribution/proc/populate_distribution_map()
  
  	//Seed beginning values.
  
  	var/x = 1
  	var/y = 1
  	var/size = real_size-1
  
  	map[MAP_TOP_LEFT] =     (range/3)+rand(range/5)
  	map[MAP_TOP_RIGHT] =    (range/3)+rand(range/5)
  	map[MAP_BOTTOM_LEFT] =  (range/3)+rand(range/5)
  
negative.code: 
  /datum/ore_distribution/proc/apply_to_asteroid()
  
  	// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
  	// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
  	// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
  	// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
  
  	var/origin_x = 13  //We start here...
  	var/origin_y = 32  //...and here...
  	var/limit_x = 217  //...and iterate until here...
  	var/limit_y = 223  //...and here...
  	var/asteroid_z = 5 //...on this Z-level.
  
  	var/tx = origin_x
  	var/ty = origin_y
  