anchor.diff:  
               // HACK: make sure xtension is consistent with imperativeness of entity state
               let world = World.setEntityImperative entityState.Imperative entity world
  -
  -            // set created in editor flag
  -            let world = World.setEntityStandAlone (World.getStandAlone world) entity world
  -
  -            // fin
               (entity, world)
   
           /// Create an entity from an simulant descriptor.
  
positive.code:                 | Some name -> { entityState with Name = name }
                  | None -> entityState
  
              // try to add entity state to the world
              let entity = Entity (layer.LayerAddress <-- ntoa<Entity> entityState.Name)
              let world =
  
negative.code:         Setters.Add ("PublishUpdates", fun _ _ world -> (false, world))
          Setters.Add ("PublishPostUpdates", fun _ _ world -> (false, world))
          Setters.Add ("Persistent", fun property entity world -> (true, World.setEntityPersistent (property.PropertyValue :?> bool) entity world))
          Setters.Add ("OverlayNameOpt", fun _ _ world -> (false, world))
          Setters.Add ("FacetNames", fun _ _ world -> (false, world))
          Setters.Add ("CreationTimeStamp", fun _ _ world -> (false, world))
  