Revision 19656 of KoLmafia will put a 't' in the _beachLayout for "rough sand with a twinkle".
Revision 213 of (my scripts) makes BeachComber.ash recognize - and prioritize - 't' squares.
It is configurable:
... the only differences being that I added the "t" to the list of square types and added it near the front of the default square priority.
// How to prioritize beach squares to comb
// W a beached whale
// ? an unclassifiable square
// C a sand castle
// r rough sand
// t rough sand with a twinkle
// c combed sand
// H a beach head
// We think there are fixed set of 11 beach heads, and if you want to
// visit, you can do that manually, so they are not prioritized by
// default. If you want a random buff rather than items, add them.
// We do not expect any unidentifiable square. If KoLmafia finds a
// square it cannot classify, it will log it in the gCLI and session log
// and return a "?". This script assumes such squares are worth visiting.
string_list priorities = define_property( "VBC.Priorities", "string", "W,?,t,r,c", "list" ).to_list_of_string( "," );
Fortunately, my multi with a Beach Comb had rescued Grandpa and was able to test this.
My main hasn't even rescued Little Brother yet in this run.
I guess she'll rescue Grandpa tomorrow before doing Crimbo stuff so she can unlock this feature.