--	local minPosition = offsetPosition - object.Base.Size/2
--	local maxPosition = offsetPosition + object.Base.Size/2	

	local minPosition = offsetPosition - worldBaseSize/2
	local maxPosition = offsetPosition + worldBaseSize/2	
	
	local stepsX = self.BuildZone.Plot.Size.X / tileSize.X
	local stepsZ = self.BuildZone.Plot.Size.Z / tileSize.Z
	
	local minX = math.floor(stepsX * minPosition.X / plot.Size.X + 0.5)
	local minZ = math.floor(stepsZ * minPosition.Z / plot.Size.Z + 0.5)
	
	local maxX = math.floor(stepsX * maxPosition.X / plot.Size.X + 0.5)
	local maxZ = math.floor(stepsZ * maxPosition.Z / plot.Size.Z + 0.5)
	
	local x, z
	for x = minX, maxX-1 do
		for z = minZ, maxZ-1 do
			self.PlotGrid[x+1][z+1] = true
			