How to add an offset to the spawn location for the Pumpjack and Quarry?

When I spawn these in after crafting them it spawns me inside and I can't get out without noclip. Where can I hook that the pumpjack and quarry are the items being deployed and offset their spawn location?
I think it's here but if I try and add a PUTS(); to help debug, it won't compile.

            public void Spawn(BaseEntity other)
            {
                var entity = GameManager.server.CreateEntity(prefab, other.transform.position, other.transform.rotation);

                if (entity == null)
                {
                    return;
                }

                entity.skinID = item.skin;
                entity.OwnerID = other.OwnerID;                
                entity.Spawn();
                entity.gameObject.AddComponent<ExtendedController>();

                other.transform.position = new Vector3(0f, -500f, 0f);
                other.TransformChanged();
                other.Invoke(other.KillMessage, 0.1f);
            }
        }​

I got it to work. 1.5hours and I was using pumpjack settings in the code and placing a mining quarry for 90% of it wondering why the code wasn't doing anything different...

            public void Spawn(BaseEntity other)
            {
// Edited by CPanoplyd to set the Mining Quarry and Pumpjacks at foundation height when spawned.
                Vector3 PlacementPosition = other.transform.position;
                
                if  (prefab == "assets/bundled/prefabs/static/pumpjack-static.prefab" || prefab == "assets/bundled/prefabs/static/miningquarry_static.prefab")
                {
                    PlacementPosition = PlacementPosition - new Vector3(0f,2.9f,0f);
                }
                
//Original code commented new line added to use placement variable.
                //var entity = GameManager.server.CreateEntity(prefab, other.transform.position, other.transform.rotation);
                var entity = GameManager.server.CreateEntity(prefab, PlacementPosition, other.transform.rotation);

                if (entity == null)
                {
                    return;
                }

                entity.skinID = item.skin;
                entity.OwnerID = other.OwnerID;                
                entity.Spawn();
                entity.gameObject.AddComponent<ExtendedController>();

                other.transform.position = new Vector3(0f, -500f, 0f);
                other.TransformChanged();
                other.Invoke(other.KillMessage, 0.1f);
            }