anchor.diff:  
     // Generate layers of shapes
     fRNG.Seed := RMGSettings.Seed;
  -  Resources := CreateResources(Locs, A);
  +  CreateResources(Locs, A);
   
     fRNG.Seed := RMGSettings.Seed;
     if RMGSettings.Walkable.Active then
  
positive.code:   end;
  
  // Generate balanced resources
    TileFloodSearch := TKMTileFloodSearch.Create(KMPoint(1,1), KMPoint(gTerrain.MapX-1,gTerrain.MapY-1), S, S2);
    try
      // Detect all shapes (merge / split existing shapes if they are / are not connected because could CA changed it)
      for I := Low(Resources) to High(Resources) do
      begin
        Resources[I].TileCounter := TIntegerArray.Create(0,0,0,0);
        K := Low(Resources[I].Points);
  
negative.code:     RMGSettings: TKMRMGSettings;
      constructor Create();
      destructor Destroy(); override;
      procedure SaveSettings();
      procedure LoadSettings();
  
      property Resources: TKMBalancedResources read fRes;
    // Random number generators
      procedure GenerateMap(var aTiles: TKMTerrainTileBriefArray);
    end;
  