anchor.diff:  	anchored = 1
   	density = 1
   	opacity = 0
  +	layer = BELOW_OBJ_LAYER
   	var/max_health = 100 //All clockwork structures have health that can be removed via attacks
   	var/health = 100
   	var/takes_damage = TRUE //If the structure can be damaged
  
positive.code: 	health = 25
  	max_health = 25
  	construction_value = 15
  	break_message = "<span class='warning'>The warden's eye gives a glare of utter hate before falling dark!</span>"
  	debris = list(/obj/item/clockwork/component/belligerent_eye/blind_eye)
  	var/damage_per_tick = 3
  
negative.code: 	clockwork_desc = "A sigil that will serve as a battery for clockwork structures. Use Volt Void while standing on it to charge it."
  	icon_state = "sigiltransmission"
  	color = "#EC8A2D"
  	alpha = 50
  	var/power_charge = 4000 //starts with 4000W by default
  
  /obj/effect/clockwork/sigil/transmission/examine(mob/user)
  