anchor.diff:  			//session.logger.info("time player sprite in session: " + this.session.session_id.toString());
   
   		}else if((this.player.dead == true || this.player.isDreamSelf == true || this.player.dreamSelf == false) && rand.nextDouble() > .1){ //if tier 2 is ever a thing, make this 50% instead and have spries very attracted to extra corpes later on as well if they aren't already players or...what would even HAPPEN if you prototyped yourself twice....???
  -			String ret = "Through outrageous shenanigans, one of the " + this.player.htmlTitle() + "'s superfluous corpses ends up prototyped into their kernel sprite. <br>";
  +			ret = "Through outrageous shenanigans, one of the " + this.player.htmlTitle() + "'s superfluous corpses ends up prototyped into their kernel sprite. <br>";
   			this.player.object_to_prototype =this.player.clone() ;//no, don't say 'corpsesprite';
         this.player.object_to_prototype.name = this.player.chatHandle;
   			//session.logger.info("player sprite in session: " + this.session.session_id.toString());
  
positive.code: 			Player timePlayer = rand.pickFrom(times); //ironically will probably allow more timeless sessions without crashes.
  			Drawing.drawTimeGears(canvas);
  			Drawing.drawSinglePlayer(canvas, timePlayer);
  			String ret = "A " + timePlayer.htmlTitleBasic() + " suddenly warps in from the future. ";
  			if(timePlayer.dead){
  				ret += "It's a little alarming how much they are bleeding. ";
  			}
  
negative.code: 		appendHtml(div, ret);
  		return "";
  	}
  
  	ImportantEvent addImportantEvent(){
  		var current_mvp = findStrongestPlayer(this.session.players);
  		////session.logger.info("Entering session, mvp is: " + current_mvp.getStat("power"));
  