anchor.diff:        ObjectDensity, ForestDensity, Trees: Byte;
       end;
       Seed: Integer;
  -    BasicTiles, CA: Boolean;
  +    Decomposition, BasicTiles, CA: Boolean;
     end;
   
   
  
positive.code:   fRNG.Seed := RMGSettings.Seed;
    TileTemplateArr := TileTemplate(A);
  
    // Generate correct  tiles
    fRNG.Seed := RMGSettings.Seed;
    if RMGSettings.BasicTiles then
      GenerateBasicTiles(TilesPartsArr,A)
    else
      GenerateTiles(TilesPartsArr, A, TileTemplateArr);
  
negative.code:         Active := True;
          ConnectLocs := True;
          MineFix := True;
          Stone := 1200;
          Gold := 350;
          Iron := 300;
        end;
  