anchor.diff:          Loc := gAIFields.NavMesh.Polygon2Point[K];
           if (gTerrain.TileIsCoal(Loc.X, Loc.Y) > 1) then
           begin
  -          if (tpBuild in gTerrain.Land[ Loc.Y, Loc.X ].Passability) then
  +          if CanAddHousePlan(Loc, htCoalMine, True, False, False) then
               Output.Add(Loc, Own);
             Cnt := Cnt + 1;
           end;
  
positive.code: 
      function GetMineLocs(aHT: TKMHouseType): TKMPointTagList;
      function GetStoneLocs(aOnlyMainOwnership: Boolean = False): TKMPointTagList;
      function GetCoalLocs(aOnlyMainOwnership: Boolean = False): TKMPointTagList;
      procedure GetForests(var aForests: TKMPointTagList; aInitialization: Boolean = False);
      function GetCityCenterPoints(aMultiplePoints: Boolean = False): TKMPointArray;
  
  
negative.code:     TagList.Free;
    end;
    // Scan Resources - coal
    TagList := GetCoalMineLocs(True);
    try
      X := 0;
      Increment := Ceil(TagList.Count / 10.0); // Max 10 paths
  