anchor.diff:    if RMGSettings.Seed = 0 then
       RMGSettings.Seed := Round(High(Integer)*Random);
   
  -  //RMGSettings.Seed := 8; // DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
  -
     fRNG.Seed := RMGSettings.Seed;
   
     SetLength(A, fMapY+1, fMapX+1);
  
positive.code:   Tr_Sand: array[0..2] of TBiomeType = (btGrassSand1,btGrassSand2,btGrassSand3);
    Tr_GroundSnow: array[0..2] of TBiomeType = (btGround,btGroundSnow,btSnow1);
  begin
    // Create Shapes (multiple layers)
    ShapeArr := LinearInterpolation((RMGSettings.Walkable.FirstLayerStep shl 4),1000);
    Shape2Arr := LinearInterpolation((RMGSettings.Walkable.FirstLayerStep shl 2),1000);
  
negative.code: ﻿{
  Random Map Generator
  @author: Martin Toupal
  @e-mail: poznamenany@gmail.com
  