anchor.diff:          interface Simulant with
               member this.GetPublishingPriority _ _ = GamePublishingPriority
               member this.SimulantAddress = Address.changeType<GameState, SimulantState> this.GameAddress
  -        end
  +            end
           static member proxy address = { GameAddress = address }
   
       /// The screen type that allows transitioning to and from other screens, and also hosts the
  
positive.code:         interface Simulant with
              member this.GetPublishingPriority _ _ = ScreenPublishingPriority
              member this.SimulantAddress = Address.changeType<ScreenState, SimulantState> this.ScreenAddress
          end
          static member proxy address = { ScreenAddress = address }
  
      /// Forms a logical group of entities.
  
negative.code:         interface Simulant with
              member this.GetPublishingPriority getEntityPublishingPriority world = getEntityPublishingPriority this world
              member this.SimulantAddress = Address.changeType<EntityState, SimulantState> this.EntityAddress
              end
          static member proxy address = { EntityAddress = address }
  
      /// The world, in a functional programming sense. Hosts the game object, the dependencies
  