anchor.diff:  			destination_y = TRANSITIONEDGE + 1
   
   /datum/controller/game_controller/proc/setup_map_transistions() //listamania
  +
   	var/list/unplaced_z_levels = 			accessable_z_levels
   	var/list/free_zones = 					list("A", "B", "C", "D", "E", "F")
   	var/list/zone_connections = 			list("D ","C ","B ","E ","A ","C ","F ","E ","A ","D ","F ","B ","A ","E ","F ","C ","A ","B ","F ","D ","D ","C ","B ","E") //This describes the borders of a cube based on free zones, really!
  
positive.code: 			if(S.transition && prob(50)) //In z = 6 (deep space) it's a bit of a crapshoot in terms of navigation
  				continue
  			if(S.z == z_level)
  				S.transition = z_level
  				if(!(S in turfs_needing_destinations))
  					turfs_needing_destinations += S
  				if(S.z != 6) //deep space turfs need to hang around in case they get reassigned a zone
  					turfs_needing_transition -= S
  
  		z_level_order += z_level
  		unplaced_z_levels -= z_level
  		free_zones -= placement
  
  
negative.code: 	final_zone_connections.len = z_level_order.len
  
  	var/list/temp = list()
  
  	for(var/j=1, j<= 24, j++)
  		temp += zone_connections[j]
  		if(temp.len == 4) //Chunks of cardinal directions
  