anchor.diff:  				//PIPENETS
   				if(!pipe_processing_killed)
   					timer = world.timeofday
  -					last_thing_processed = /datum/pipe_network
  -					i = 1
  -					while(i<=pipe_networks.len)
  -						var/datum/pipe_network/Network = pipe_networks[i]
  -						if(Network)
  -							Network.process()
  -							i++
  -							continue
  -						pipe_networks.Cut(i,i+1)
  +					process_pipenets()
   					networks_cost = (world.timeofday - timer) / 10
   
   				sleep(breather_ticks)
   
   				//POWERNETS
   				timer = world.timeofday
  -				last_thing_processed = /datum/powernet
  -				i = 1
  -				while(i<=powernets.len)
  -					var/datum/powernet/Powernet = powernets[i]
  -					if(Powernet)
  -						Powernet.reset()
  -						i++
  -						continue
  -					powernets.Cut(i,i+1)
  +				process_powernets()
   				powernets_cost = (world.timeofday - timer) / 10
   
   				sleep(breather_ticks)
   
   				//EVENTS
   				timer = world.timeofday
  -				last_thing_processed = /datum/event
  -				i = 1
  -				while(i<=events.len)
  -					var/datum/event/Event = events[i]
  -					if(Event)
  -						Event.process()
  -						i++
  -						continue
  -					events.Cut(i,i+1)
  -				checkEvent()
  +				process_events()
   				events_cost = (world.timeofday - timer) / 10
   
   				//TICKER
  
positive.code: 				sleep( round(minimum_ticks - (end_time - start_time),1) )
  			else
  				sleep(10)
  
  datum/controller/game_controller/proc/Recover()		//Mostly a placeholder for now.
  	var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
  
negative.code: 
  				//MOBS
  				timer = world.timeofday
  				process_mobs()
  				mobs_cost = (world.timeofday - timer) / 10
  
  				sleep(breather_ticks)
  
  				//DISEASES
  				timer = world.timeofday
  				process_diseases()
  				diseases_cost = (world.timeofday - timer) / 10
  
  				sleep(breather_ticks)
  
  				//MACHINES
  				timer = world.timeofday
  				process_machines()
  				machines_cost = (world.timeofday - timer) / 10
  
  				sleep(breather_ticks)
  
  				//OBJECTS
  				timer = world.timeofday
  				process_objects()
  				objects_cost = (world.timeofday - timer) / 10
  
  				sleep(breather_ticks)
  