anchor.diff:    UpdatePassability(KMRectGrow(KMRect(Loc), 1));
   
     if aUpdateWalkConnects then
  -    UpdateWalkConnect([wcWalk, wcRoad, wcWolf, wcCrab, wcWork], fBoundsWC, False);
  +    UpdateWalkConnect([wcWalk, wcRoad, wcWork], fBoundsWC, False);
   end;
   
   
  
positive.code:   Land[Loc.Y,Loc.X].FieldAge := 0;
    UpdateBorders(Loc);
    UpdatePassability(KMRectGrow(KMRect(Loc), 1));
    UpdateWalkConnect([wcWalk, wcRoad, wcWolf, wcCrab, wcWork], KMRect(Loc), False);
  end;
  
  
  
negative.code: 
    //Recalculate Passability for tiles around the house so that they can't be built on too
    UpdatePassability(KMRect(Loc.X - 3, Loc.Y - 4, Loc.X + 2, Loc.Y + 1));
    UpdateWalkConnect([wcWalk, wcRoad, wcWork], KMRect(Loc.X - 3, Loc.Y - 4, Loc.X + 2, Loc.Y + 1), True); //Houses can remove objects that block diagonals
  end;
  
  
  