anchor.diff:  						and shells to place those soulstones into.</b>"
   
   /mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
  -	if(isliving(A))
  -		var/mob/living/L = A
  -		if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health < L.maxHealth) //is this a hurt construct? let's go heal it if it is
  +	if(istype(A, /mob/living/simple_animal/hostile/construct)) //is it a construct?
  +		var/mob/living/simple_animal/hostile/construct/C = A
  +		if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
   			return 1
   		else
   			return 0
  
positive.code: 
  /mob/living/simple_animal/hostile/construct/builder/Aggro()
  	..()
  	if(target && istype(target, /mob/living/simple_animal/hostile/construct)) //oh the target is a construct no need to flee
  		retreat_distance = null
  		minimum_distance = 1
  
  
negative.code: 
  /mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
  	..()
  	if(isliving(target))
  		var/mob/living/L = target
  		if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
  			LoseTarget()
  