anchor.diff:  			if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, H) <= 70)
   				// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [H], [get_dist(RT, H)] tiles distance, [RT.x] [RT.y] [RT.z]")
   				active_spawns.Add(MS_tospawn)
  -				return //let's try not to dump megas too close to each other?	
  +				continue //let's try not to dump megas too close to each other?	
   			if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, H) <= 40)
   				// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [H], [get_dist(RT, H)] tiles distance, [RT.x] [RT.y] [RT.z]")
   				active_spawns.Add(MS_tospawn)
  -				return //let's at least /try/ to space these out?
  +				continue //let's at least /try/ to space these out?
   		for(var/obj/structure/spawner/LT in urange(70,RT)) //prevents tendril/mega clumps
   			if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, LT) <= 70)
  +				// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [LT], [get_dist(RT, LT)] tiles distance, [RT.x] [RT.y] [RT.z]")
   				active_spawns.Add(MS_tospawn)
  +				continue //let's try not to dump megas too close to each other?	
  +			if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, LT) <= 40)
   				// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [LT], [get_dist(RT, LT)] tiles distance, [RT.x] [RT.y] [RT.z]")
  -				return //let's try not to dump megas too close to each other?	
  -			if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, LT) <= 40)
   				active_spawns.Add(MS_tospawn)
  -				// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [LT], [get_dist(RT, LT)] tiles distance, [RT.x] [RT.y] [RT.z]")
  -				return //let's at least /try/ to space these out?
  +				continue //let's at least /try/ to space these out?
   			// man the overhead on this is gonna SUCK
   		// INIT_ANNOUNCE("MSTS succeeded! - [MS_tospawn] spawning at [RT.x] [RT.y] [RT.z]")
   		new MS_tospawn(RT)
  
positive.code: // step 5: snaxi support - done?
  
  /datum/controller/subsystem/min_spawns/Initialize(start_timeofday)
  	if(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS)) //todo: recognizing maps that aren't lavaland mining but are also not snaxi
  		active_spawns = GLOB.minimum_lavaland_spawns
  	else if(SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
  		active_spawns = GLOB.minimum_snow_surface_spawns
  		active_spawns_2 = GLOB.minimum_snow_under_spawns
  		snaxi_snowflake_check = TRUE
  	if(!active_spawns && !active_spawns_2)
  		return ..() // call it a day i guess
  	// borrowing this from auxbase code - see code\modules\mining\aux_base.dm
  
negative.code: 		if(where_we_droppin_boys_iterations >= 1250)
  			INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on active list 2 - too many iterations!")
  			break
  		var/turf/RT2 = pick_n_take(valid_mining_turfs_2) //Pick a random mining Z-level turf
  		var/MS2_tospawn = pick_n_take(active_spawns_2)
  		for(var/mob/living/simple_animal/hostile/H in urange(70,RT2)) //prevents mob clumps
  			if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(RT2, H) <= 70)
  				// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [H], [get_dist(RT2, H)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
  				active_spawns_2.Add(MS2_tospawn)
  				continue //let's try not to dump megas too close to each other?	
  			if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, H) <= 40)
  				// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [H], [get_dist(RT2, H)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
  				active_spawns_2.Add(MS2_tospawn)
  				continue //let's at least /try/ to space these out?
  		for(var/obj/structure/spawner/LT in urange(70,RT2)) //prevents tendril/mega clumps
  			if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT2, LT) <= 70)
  				// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [LT], [get_dist(RT2, LT)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
  				active_spawns_2.Add(MS2_tospawn)
  				continue //let's try not to dump megas too close to each other?
  			if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, LT) <= 40)
  				// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [LT], [get_dist(RT2, LT)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
  				active_spawns_2.Add(MS2_tospawn)
  				continue //let's at least /try/ to space these out?
  			// man the overhead on this is gonna SUCK
  		// INIT_ANNOUNCE("MS2TS succeeded! - [MS2_tospawn] spawning at [RT2.x] [RT2.y] [RT2.z]")
  		new MS2_tospawn(RT2)
  	if(!active_spawns.len && !active_spawns_2.len)
  		// INIT_ANNOUNCE("Wrapping up! AS [active_spawns] AS2 [active_spawns_2]")
  		return // we're done here
  