anchor.diff:    LoadStream.Read(MapY);
   
     LoadStream.Read(TileSize);
  -  if TileSize <> SizeOf(Land[i,k]) then Assert(false, 'Wrong SizeOf Tile in TTerrain');
  +  if TileSize <> SizeOf(Land[i,k]) then Assert(false, 'Wrong SizeOf Tile in TTerrain '+inttostr(SizeOf(Land[i,k]))+' instead of '+inttostr(TileSize));
   
     for i:=1 to MapY do for k:=1 to MapX do
       LoadStream.Read(Land[i,k].Terrain, TileSize);
  
positive.code:   SaveStream.Write(TileSize);
  
    for i:=1 to MapY do for k:=1 to MapX do
      SaveStream.Write(Land[i,k].Terrain, TileSize);
  
    FallingTrees.Save(SaveStream);
  
  
negative.code: //       if you run it in speed up for a while you will end up with a lot more trees planted because they aren't
  //       growing faster and the woodcutter is planting faster. (so you should see more trees or more stumps)
  
  //@Lewin: I checked - the timing is the same - it takes approx. 15min in Planter mission for woodcutter
  //        to start chopping grown up trees. Irregardless of speedup. I guess we need to take a closer
  //        look at KaM, it has different approach to "trunk-mining". E.g. woodcutter should try to keep
  //        flow of trunks stable, unlike existing pattern where he plants-chops-plants-chops all the
  //        trees at once. As well in KaM I don't remember him working so hard, he's always resting in
  //        his house and having maybe 10 trees at all. Maybe thats a sort of limit he has in KaM?
  
  type
  {Class to store all terrain data, aswell terrain routines}
  TTerrain = class
  