anchor.diff:        IgnoreTrees := False;
         IgnoreAvoidBuilding := True;
         MaxCnt := 30;
  -      MaxDist := 11;
  +      MaxDist := 13;
       end;
   
       StoneLocs := gAIFields.Eye.GetStoneLocs(); // Find stone locs
  
positive.code:   for I := 0 to BuildFF.Locs.Count - 1 do
    begin
      Loc := BuildFF.Locs.Items[I];
      Gain := - GA_PLANNER_PlaceWoodcutter_DistFromForest * BuildFF.Distance[Loc]
             + DistCrit(htWoodcutters, Loc)
             + SnapCrit(htWoodcutters, Loc);
      if (Gain > BestGain) then // No need to check for coal tiles everything
  
negative.code:           // Try to find stone locs -> array will be automatically filtered by walkable areas inside of BuildFF
            BuildFF.FindPlaceForHouse(HouseReq, InitPointsArr, True);
            // Evaluate new locs
            BestGain := -10000000;
            for I := 0 to BuildFF.Locs.Count - 1 do
            begin
              Loc := BuildFF.Locs.Items[I];
              Gain := - ObstaclesInHousePlan(htQuary,Loc) * 10
                      - BuildFF.Distance[Loc] * 20 // Snap crit is aggressive
                      - BuildFF.DistanceInitPoint[Loc] * 5
                      + SnapCrit(aHT, Loc);
              if (Gain > BestGain) then
              begin
                BestGain := Gain;
  