anchor.diff:  
   #define BAD_ZLEVEL	1
   #define BAD_AREA	2
  -#define ZONE_SET	3
  +#define BAD_COORDS	3
  +#define ZONE_SET	4
   
   /area/shuttle/auxillary_base
   	name = "Auxillary Base"
  
positive.code: 	if(!do_after(user, 50, target = user)) //You get a few seconds to cancel if you do not want to drop there.
  		setting = FALSE
  		return
  
  	var/turf/T = get_turf(user)
  	var/obj/machinery/computer/auxillary_base/AB
  
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
  