anchor.diff:    fRNG.Seed := RMGSettings.Seed;
     if RMGSettings.Objects.Active then
       GenerateObjects(TilesPartsArr, A);
  +
  +  if RMGSettings.Locs.Resource.MineFix then
  +    MineFinalFixer(TilesPartsArr, A);
     //}
     diff := GetTimeSince(diff);
   
  
positive.code:     SetLength(aPointArr, elements);
    end;
  
  
  var
    X,Y,Loc,I,K,overflow, ALL_RES_RADIUS, cnt_FINAL, cnt_ACTUAL, cnt_PREVIOUS, cnt_REQUESTED, RESOURCE, size_Mountain, new_Size: Integer;
  
negative.code: const
    RESOURCES: array[0..4] of TBiomeType = (btIron,btGold,btStone,btCoal,btCoal);
    VORONOI_STEP = 3;
    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);
  