anchor.diff:  				if(startingtick < world.time || start_time + 1 < world.timeofday)
   					extrasleep += world.tick_lag * 2
   				// If we are loading the server too much, sleep a bit extra...
  -				if(world.cpu > 80)
  -					extrasleep += extrasleep + processing_interval
  +				if(world.cpu >= 75)
  +					extrasleep += (1 + extrasleep + processing_interval) * ((world.cpu-50)/10)
  +				if(world.cpu >= 100)
  +					extrasleep += extrasleep //double it, we are close to triggering a byond bug.
  +					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 < 75)
  +					world.fps = old_fps
  +					old_fps = null
  +
   				sleep(processing_interval + extrasleep)
  +
   			else
   				sleep(50)
   #undef MC_AVERAGE
  
positive.code: 
  				var/ran_subsystems = 0
  				for(var/datum/subsystem/SS in subsystems)
  					if(SS.can_fire > 0)
  						if(SS.next_fire <= world.time && SS.last_fire + (SS.wait * 0.5) <= world.time) // Check if it's time.
  							ran_subsystems = 1
  
negative.code: 	var/iteration = 0
  	// The cost (in deciseconds) of the MC loop.
  	var/cost = 0
  	// The old fps when we slow it down to prevent lag.
  	var/old_fps
  	// A list of subsystems to process().
  	var/list/subsystems = list()
  	// The cost of running the subsystems (in deciseconds).
  