anchor.diff:  	var/list/megafauna_spawn_list
   	/// Flora that can spawn in the tunnel, weighted list
   	var/list/flora_spawn_list
  -	/// Terrain that can spawn in the tunnel, weighted list.
  -	var/list/terrain_spawn_list
   	/// Turf type to choose when spawning in tunnel at 1% chance, weighted list
   	var/list/choose_turf_type
   	/// if the tunnel should keep being created
  
positive.code: 		new randumb(T)
  		return TRUE
  
  /turf/open/floor/plating/asteroid/airless/cave/proc/SpawnTerrain(turf/T)
  	if(prob(1))
  		if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
  			return
  		var/randumb = pickweight(terrain_spawn_list)
  		new randumb(T)
  
  /turf/open/floor/plating/asteroid/snow
  	gender = PLURAL
  	name = "snow"
  
negative.code: 						  /mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
  
  	flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/grass/both = 12)
  	data_having_type = /turf/open/floor/plating/asteroid/airless/cave/snow/has_data
  	turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
  	choose_turf_type = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
  