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Read the related issue: #3467
Also, this was done on 0.4.5 because it might be needed for "The Longest Async", which is rolled on 0.4.5.
That's why it has conflicts.
I'm mostly opening this PR bc I already made the change anyway, so why not. You can look at the diff, and we can discuss it.
Basically, this makes the "grab one item per player" optimisation of Fill optional, and then makes priority fill not use it. This fixes "I want all my late game locations to be priority" failing at an extremely high rate.