anchor.diff:    end;
   
     FlattenTerrain(Loc);
  -  //If tile stonemason is standing on becomes unwalkable, flatten it too so he doesn't get stuck all the time
  -  if not CheckHeightPass(KMPointBelow(Loc),CanWalk) then
  -    FlattenTerrain(KMPointBelow(Loc));
   end;
   
   
  
positive.code: {Find closest harvestable deposit of Stone}
  {Return walkable tile below Stone deposit}
  function TTerrain.FindStone(aPosition:TKMPoint; aRadius:integer; aAvoidLoc:TKMPoint; out StonePoint: TKMPointDir):Boolean;
  const Ins=2; //2..Map-2
  var i,k:integer; List:TKMPointDirList;
  begin
    List := TKMPointDirList.Create;
  
negative.code: 
      //We UpdateTransition when the stone becomes grass, Bits can never = 15
      //The tile in center is fully mined and one below has Stoncutter on it,
      //hence there cant be any tile surrounded by stones from all sides
      Assert(Bits < 15);
      Land[Y,X].Terrain  := TileID[Bits];
      Land[Y,X].Rotation := RotID[Bits];
  