anchor.diff:  		if(ruins && ruins.len)
   			ruin = ruins[pick(ruins)]
   		else
  -			world.log << "Ruin loader had no ruins to pick from with [budget] left to spend."
  +			log_world("Ruin loader had no ruins to pick from with [budget] left to spend.")
   			break
   		// Can we afford it
   		if(ruin.cost > budget)
  
positive.code: 			break
  
  	if(!overall_sanity)
  		world.log << "Ruin loader gave up with [budget] left to spend."
  
  
  /obj/effect/ruin_loader
  
negative.code: 			if(!valid)
  				continue
  
  			log_world("Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])")
  
  			var/obj/effect/ruin_loader/R = new /obj/effect/ruin_loader(T)
  			R.Load(ruins,ruin)
  