void InitSpace()
    {
        if (hasCivilisation == false)
        {
            return;
        }



        if (asteroidC.GetNumAstroids() > 80)
        {
            salvageDrones = new List <GameObject>();

            int numDrones = (int)((float)(asteroidC.GetNumAstroids() / 60) * GetComponent <SphereCollider>().radius);

            Debug.Log("Number of Drones: " + numDrones + " Number of Astroids: " + asteroidC.GetNumAstroids());

            droneTypeIndex = Random.Range(0, salvagingDronePref.Length);
            Debug.Log("Drone Type: " + droneTypeIndex);

            switch (droneTypeIndex)
            {
            case 0:
                material = droneOneMaterialOptions[Random.Range(0, droneOneMaterialOptions.Length)];
                break;
            }


            for (int i = 0; i < numDrones; i++)
            {
                Vector3 dronePos = transform.TransformPoint(Random.onUnitSphere * (GetComponent <SphereCollider>().radius + 1.56f));

                GameObject tmp = Instantiate(salvagingDronePref[droneTypeIndex], dronePos, Quaternion.identity);

                if (material != null)
                {
                    tmp.GetComponent <MeshRenderer>().material = material;
                }

                salvageDrones.Add(tmp);
            }

            moveDrone = new bool[salvageDrones.Count];

            for (int i = 0; i < moveDrone.Length; i++)
            {
                moveDrone[i] = true;
            }
        }
    }