anchor.diff:        SetLength(aPoints, Length(aPoints)+1); // Just a few interactions
         aPoints[ High(aPoints) ] := fPointsArr[Y,X];
         fFillResource.QuickFlood(fPointsArr[Y,X].X, fPointsArr[Y,X].Y, fSearchArr[ fPointsArr[Y,X].Y, fPointsArr[Y,X].X ], 0, aRESOURCE);
  -      // Do not start flood fill until we know that final shape is smaller than desired shape
  +      // Do not start counter until we know that final shape is smaller than desired shape
         if (POMCnt >= aCnt_FINAL) then
         begin
  +        // Now check how many tiles can be turned into resource (some of them will be border tiles)
           fTileCounter.QuickFlood(fPointsArr[Y,X].X, fPointsArr[Y,X].Y, aRESOURCE, fActualIdx);
           Cnt := aCnt_actual + fTileCounter.Count;
           fActualIdx := fActualIdx + 1;
           if (fActualIdx = High(Byte)) then
             ClearCountVisitedArr();
         end;
  -
  +      // Find avaiable shapes in surrounding tiles
         Prob_POM := Probability - aPROB_REDUCER;
  -      if Prob_POM > 0 then
  +      if (Prob_POM > 0) then
         begin
           if (aRESOURCE < Byte(btGold)) then
           begin
  
positive.code: 
  
  { TKMFillObject }
  constructor TKMFillObject.Create(aMinLimit, aMaxLimit: TKMPoint; var aSearchArr: TInteger2Array; var aObjectArr, aBiomeArr: TKMByte2Array; const aScanEightTiles: Boolean = False);
  begin
    inherited Create(aMinLimit, aMaxLimit, aSearchArr, aObjectArr, aScanEightTiles);
    fBiomeArr := aBiomeArr;
  
negative.code: // Search class with fill by specific number in fObjectArr
    TKMFillObject = class(TKMFillBiome)
    private
      fBiomeArr: TKMWord2Array;
    protected
      function CanBeVisited(const aX,aY: SmallInt): Boolean; override;
    public
      constructor Create(aMinLimit, aMaxLimit: TKMPoint; var aSearchArr: TInteger2Array; var aObjectArr: TKMByte2Array; var aBiomeArr: TKMWord2Array; const aScanEightTiles: Boolean = False); reintroduce;
      procedure QuickFlood(aX,aY,aSearch,aNewSearch,aObject: SmallInt); reintroduce;
    end;
  
  