anchor.diff:  					worldData.majorChaos = guilds[1]
   					worldData.majorPeace = guilds[guilds.len]
   
  -				// rep/fame decay
  -				for(var/ckey in worldData.playersData)
  -					var/PlayerData/p = worldData.playersData[ckey]
  -
  -					if(abs(p.fame) <= 100) continue
  -					if(world.realtime - p.time < 2592000) continue
  -
  -					p.fame -= round(p.fame * 0.05)
  +				// rep/fame decay + clean player data
  +				cleanPlayerData(1)
   
   	RandomEvents
   		fire()
  
positive.code: 								"half cloudy" = 15,
  								"sunny"       = 100)
  
  
  proc
  	init_events()
  
negative.code: 			//Called when the timer in an AttachedEvent runs out
  			if(AttachedAtom)//If they're still logged in
  				src.AttachedAtom.RemoveStatusEffect(src)
  			del(src)
  
  proc
  	lagstopsleep()
  		var/tickstosleep = 1
  		do
  			sleep(world.tick_lag*tickstosleep)
  			tickstosleep *= 2
  		while(world.tick_usage > 75 && (tickstosleep*world.tick_lag) < 32)