Some ER generation improvements
Attempt at Attic Hint Tile Stonewall detection improved by not excluding drops
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@@ -238,7 +238,7 @@ thieves_regions = [
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'Thieves Big Chest Nook', 'Thieves Hallway', 'Thieves Boss', 'Thieves Pot Alcove Mid', 'Thieves Pot Alcove Bottom',
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'Thieves Pot Alcove Top', 'Thieves Conveyor Maze', 'Thieves Spike Track', 'Thieves Hellway',
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'Thieves Hellway N Crystal', 'Thieves Hellway S Crystal', 'Thieves Triple Bypass', 'Thieves Spike Switch',
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'Thieves Attic', 'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window',
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'Thieves Attic', 'Thieves Attic Hint', 'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window',
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'Thieves Basement Block', 'Thieves Blocked Entry', 'Thieves Lonely Zazak', 'Thieves Blind\'s Cell',
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'Thieves Conveyor Bridge', 'Thieves Conveyor Block', 'Thieves Big Chest Room', 'Thieves Trap'
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]
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@@ -347,10 +347,6 @@ flexible_starts = {
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'Skull Woods': ['Skull Left Drop', 'Skull Pinball']
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}
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drop_entrances = [
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'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Sanctuary' # Pot circle, Back drop have unique access
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]
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dungeon_keys = {
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'Hyrule Castle': 'Small Key (Escape)',
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'Eastern Palace': 'Small Key (Eastern Palace)',
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