anchor.diff:  const
     RESOURCES: array[0..4] of TBiomeType = (btIron,btGold,btStone,btCoal,btCoal);
     VORONOI_STEP = 3;
  -  DIST_FROM_BOTTOM = 3; // Iron, Gold and Stone mines will be placed in distance [DIST_FROM_BOTTOM] of Voronoi steps from bottom of the map
     RES_PROB: array[0..4] of Single = (0.000001,0.000001,0.15,0.08,0.08); // Probability penalization (only afect final shape: 0 = circle, 1 = multiple separated mountains)
     //SPEC_RES_RADIUS: array[0..4] of Byte = (5, 5, 5, 5, 5); // Iron, Gold, Stone, Coal, Coal
     RES_AMOUNT: array[0..4] of Integer = (50, 50, 200, 100, 50);
  
positive.code:   //{
    if RMGSettings.Locs.Resource.Active then
    begin
      // Avoid to build resources on bottom of the map (except coal = count is negative)
      for I := High(PointsArr)  downto Max(High(PointsArr)-DIST_FROM_BOTTOM,Low(PointsArr)) do
        for K := Low(PointsArr[I]) to High(PointsArr[I]) do
          CountArr[I,K] := -CountArr[I,K];
      SetLength(Locs,Length(aLocs));
      FillResource := TKMFloodWithQueue.Create(fRNG, PointsArr, CountArr, Voronoi, A);
      try
  
negative.code:       FillResource.Free;
      end;
  
      MarkEdges(CountArr);
    end;
    //}
  
  