anchor.diff:  
   /mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
   	..()
  -	if(target && isliving(target))
  +	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()
  
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: 						and shells to place those soulstones into.</b>"
  
  /mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
  	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
  