anchor.diff:  			icon_state = "asteroid_dug"
   	else
   		..(W,user)
  +	if ((istype(W,/obj/item/weapon/pickaxe/drill)))
  +		var/turf/T = user.loc
  +		if (!( istype(T, /turf) ))
  +			return
  +
  +		if (dug == 1)
  +			user << "\red This area has already been dug"
  +			return
  +
  +		user << "\red You start digging."
  +		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
  +
  +		sleep(30)
  +		if ((user.loc == T && user.equipped() == W))
  +			user << "\blue You dug a hole."
  +			gets_dug()
  +			dug = 1
  +			icon_plating = "asteroid_dug"
  +			icon_state = "asteroid_dug"
  +	else
  +		..(W,user)
  +
  +	if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
  +		var/turf/T = user.loc
  +		if (!( istype(T, /turf) ))
  +			return
  +
  +		if (dug == 1)
  +			user << "\red This area has already been dug"
  +			return
  +
  +		user << "\red You start digging."
  +		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
  +
  +		sleep(0)
  +		if ((user.loc == T && user.equipped() == W))
  +			user << "\blue You dug a hole."
  +			gets_dug()
  +			dug = 1
  +			icon_plating = "asteroid_dug"
  +			icon_state = "asteroid_dug"
  +	else
  +		..(W,user)
  +
   	return
   
   /turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
  +	new/obj/item/weapon/ore/glass(src)
   	new/obj/item/weapon/ore/glass(src)
   	new/obj/item/weapon/ore/glass(src)
   	new/obj/item/weapon/ore/glass(src)
  
positive.code: 		user << "\red You start digging."
  		playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
  
  		sleep(50)
  		if ((user.loc == T && user.equipped() == W))
  			user << "\blue You dug a hole."
  			gets_dug()
  
negative.code: 	if(!W || !user)
  		return 0
  
  	if ((istype(W, /obj/item/weapon/shovel)))
  		var/turf/T = user.loc
  		if (!( istype(T, /turf) ))
  			return
  