anchor.diff:  	var/stored_alcohol = 250 //They start with 250 units, that ticks down and eventaully bad effects occur
   	var/max_alcohol = 500 //Max they can attain, easier than you think to OD on alcohol.
   	var/heal_rate = 0.5 //The rate they heal damages over 400 alcohol stored. Default is 0.5 so we times 3 since 3 seconds.
  -	var/alcohol_rate = 10 //Its times 0.025 making it tick down by .25 per loop per 10. EX: 20 = .50
  -	var/filth_counter = 0 //Holder for the filth check cycle, basically it compares against this.
  +	var/alcohol_rate = 0.25 //Its times 0.025 making it tick down by .25 per loop per 10. EX: 20 = .50
  +	var/filth_counter = 0 //Holder for the filth check cycle, basically contains how much filth dwarf sees numerically.
   	//These count in on_life ticks which should be 2 seconds per every increment of 1 in a perfect world.
   	var/dwarf_filth_ticker = 0 //Currently set =< 4, that means this will fire the proc around every 4-8 seconds.
   	var/dwarf_eth_ticker = 0 //Currently set =< 1, that means this will fire the proc around every 2 seconds
  
positive.code: 	for(var/fuck in view(owner,7)) //hello byond for view loop.
  		if(istype(fuck, /mob/living/carbon/human))
  			var/mob/living/carbon/human/H = fuck
  			if(H.stat == DEAD)
  				filth_counter += 10
  		if(istype(fuck, /obj/effect/decal/cleanable/blood))
  			if(istype(fuck, /obj/effect/decal/cleanable/blood/gibs))
  
negative.code: 	return S
  
  /obj/item/organ/dwarfgland/on_life() //Primary loop to hook into to start delayed loops for other loops..
  	. = ..()
  	dwarf_cycle_ticker()
  
  //Handles the delayed tick cycle by just adding on increments per each on_life() tick
  /obj/item/organ/dwarfgland/proc/dwarf_cycle_ticker()
  	if(owner.stat == DEAD)
  		return //We make sure they are not dead, so they don't increment any tickers.
  	dwarf_eth_ticker++
  	dwarf_filth_ticker++
  	
  	if(dwarf_filth_ticker >= 4) //Should be around 4-8 seconds since a tick is around 2 seconds. 
  		dwarf_filth_cycle()		//On_life will adjust regarding other factors, so we are along for the ride.
  		dwarf_filth_ticker = 0 //We set the ticker back to 0 to go again.
  	if(dwarf_eth_ticker >= 1) //Alcohol reagent check should be around 2 seconds, since a tick is around 2 seconds.
  		dwarf_eth_cycle()
  		dwarf_eth_ticker = 0
  
  //If this still friggin uses too much CPU, I'll make a for view subsystem If I have to.
  /obj/item/organ/dwarfgland/proc/dwarf_filth_cycle()
  