anchor.diff:  
   #undef BAD_ZLEVEL
   #undef BAD_AREA
  +#undef BAD_COORDS
   #undef ZONE_SET
positive.code: 
  #define BAD_ZLEVEL	1
  #define BAD_AREA	2
  #define ZONE_SET	3
  
  /area/shuttle/auxillary_base
  	name = "Auxillary Base"
  
negative.code: 		if(T.z != ZLEVEL_MINING)
  			return BAD_ZLEVEL
  		var/colony_radius = max(base_dock.width, base_dock.height)*0.5
  		if(T.x - colony_radius < 1 || T.x + colony_radius >= world.maxx || T.y - colony_radius < 1 || T.y + colony_radius >= world.maxx)
  			return BAD_COORDS //Avoid dropping the base too close to map boundaries, as it results in parts of it being left in space
  
  		var/list/area_counter = get_areas_in_range(colony_radius, T)
  		if(area_counter.len > 1) //Avoid smashing ruins unless you are inside a really big one
  			return BAD_AREA
  