anchor.diff:     1: begin
           Thought := th_None;
           gTerrain.SetTileLock(fLoc, tlFieldWork);
  +        TileLockSet := True;
  +
  +        CancelThePlan;
  +
           gTerrain.ResetDigState(fLoc); //Remove any dig over that might have been there (e.g. destroyed house)
  -        CancelThePlan;
  -        TileLockSet := True;
  +
  +        gHands[Owner].Deliveries.Queue.AddDemand(nil,fUnit,wt_Wood, 1, dt_Once, diHigh4);
  +        DemandSet := true;
  +
           SetActionLockedStay(12*4,ua_Work1,false);
         end;
      2: begin
  
positive.code:          Thought := th_None;
           gTerrain.SetTileLock(fLoc, tlRoadWork);
           TileLockSet := True;
           CancelThePlan;
           SetActionLockedStay(11,ua_Work1,false);
         end;
      2: begin
  
negative.code:    3: begin
          gTerrain.IncDigState(fLoc);
          SetActionLockedStay(24,ua_Work1,false);
        end;
     4: begin
          gTerrain.ResetDigState(fLoc);
  