anchor.diff:          interface Simulant with
               member this.GetPublishingPriority getEntityPublishingPriority world = getEntityPublishingPriority this world
               member this.SimulantAddress = Address.changeType<EntityState, SimulantState> this.EntityAddress
  -        end
  +            end
           static member proxy address = { EntityAddress = address }
   
       /// The world, in a functional programming sense. Hosts the game object, the dependencies
  
positive.code:         interface Simulant with
              member this.GetPublishingPriority _ _ = GroupPublishingPriority
              member this.SimulantAddress = Address.changeType<GroupState, SimulantState> this.GroupAddress
          end
          static member proxy address = { GroupAddress = address }
  
      /// The type around which the whole game engine is based! Used in combination with dispatchers
  
negative.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.
  