anchor.diff:  				if (startingtick < world.time || start_time+1 < world.timeofday)
   					//we caused byond to miss a tick, sleep a bit extra
   					extrasleep += world.tick_lag*2
  -
  -				if(world.cpu >= 75)
  -					extrasleep += (extrasleep + processing_interval) * ((world.cpu-50)/10)
  -
  -				if(world.cpu >= 100)
  -					if(!old_fps)
  -						old_fps = world.fps
  -						//byond bug, if we go over 120 fps and world.fps is higher then 10, the bad things that happen are made worst.
  -						world.fps = 10
  -				else if(old_fps && world.cpu < 50)
  -					world.fps = old_fps
  -					old_fps = null
  -
  +				if (world.cpu > 80)
  +					extrasleep += extrasleep+processing_interval
   				sleep(processing_interval+extrasleep)
   			else
   				sleep(50)
  
positive.code: 				start_time = world.timeofday
  				var/SubSystemRan = 0
  				for(var/datum/subsystem/SS in subsystems)
  					if(world.cpu >= 100)
  						//if world.cpu gets above 120,
  						//byond will pause most client updates for (about) 1.6 seconds.
  						//(1.6 seconds worth of ticks)
  						//We just stop running subsystems to avoid that.
  						break
  					if(SS.can_fire > 0)
  						if(SS.next_fire <= world.time && SS.last_fire+(SS.wait*0.75) <= world.time)
  							SubSystemRan = 1
  							timer = world.timeofday
  							last_thing_processed = SS.type
  
negative.code: 	var/cost = 0
  	var/subsystem_cost = 0
  	var/last_thing_processed
  	var/list/subsystems = list()
  
  /datum/controller/master/New()
  