diff --git a/src/endWeek/saWorkTheFarm.js b/src/endWeek/saWorkTheFarm.js
index d2a362218139ad1a8c38899ef300fffa0892095b..4ecc234901bac24934d239a82ef53d0c00725ec7 100644
--- a/src/endWeek/saWorkTheFarm.js
+++ b/src/endWeek/saWorkTheFarm.js
@@ -38,79 +38,81 @@ window.saWorkTheFarm = function saWorkTheFarm(slave) {
 
 	// Open Food Production
 
-	let food = Math.trunc(foodAmount(slave));
-	if (food < 1) {
-		food = 1;
-	}
-	V.food += food;
-	V.foodTotal += food;
-	incomeStats.food += food;
+	if (V.foodMarket) {
+		let food = Math.trunc(App.Facilities.Farmyard.foodAmount(slave));
+		if (food < 1) {
+			food = 1;
+		}
+		V.food += food;
+		V.foodTotal += food;
+		incomeStats.food += food;
 
-	if (V.Farmer) {
-		t += `${V.Farmer.slaveName} watches over ${him}, making sure that ${he} doesn't slack off and works as hard as ${he} should. `;
-	}
-	if (slave.devotion > 50) {
-		t += `${He}'s so devoted to you that ${he} works harder and produces more food. `;
-	} else if (slave.devotion < -50) {
-		t += `${He}'s so resistant that ${he} doesn't work as hard, and thus produces less food.`;
-	}
-	if (slave.health.condition > 50) {
-		t += `${His} shining health helps ${him} really work hard. `;
-	} else if (slave.health.condition < -50) {
-		t += `${His} poor health impedes ${his} ability to work efficiently. `;
-	}
-	if (slave.muscles > 50) {
-		t += `${His} muscular form helps ${him} work better, increasing ${his} productivity. `;
-	} else if (slave.muscles < -50) {
-		t += `${He} is so weak that ${he} is not able to work effectively. `;
-	}
-	if (slave.weight > 95) {
-		t += `${He} is so overweight that ${he} has to stop every few minutes to catch ${his} breath, and so ${his} productivity suffers. `;
-	}
-	if (!canSee(slave)) {
-		t += `${His} blindness makes it extremely difficult for ${him} to work, severely limiting ${his} production. `;
-	} else if (!canSeePerfectly(slave)) {
-		t += `${His} nearsightedness makes it harder for ${him} to work as hard as ${he} otherwise would. `;
-	}
-	if (slave.hears === -1) {
-		t += `${He} is hard-of-hearing, which gets in the way of ${his} work whenever ${he} misses directions`;
 		if (V.Farmer) {
-			t += ` from ${V.Farmer.slaveName}`;
+			t += `${V.Farmer.slaveName} watches over ${him}, making sure that ${he} doesn't slack off and works as hard as ${he} should. `;
 		}
-		t += `. `;
-	} else if (slave.hears < -1) {
-		t += `${He} is deaf, which gets in the way of ${his} work whenever ${he} misses directions`;
-		if (V.Farmer) {
-			t += ` from ${V.Farmer.slaveName}`;
+		if (slave.devotion > 50) {
+			t += `${He}'s so devoted to you that ${he} works harder and produces more food. `;
+		} else if (slave.devotion < -50) {
+			t += `${He}'s so resistant that ${he} doesn't work as hard, and thus produces less food.`;
+		}
+		if (slave.health.condition > 50) {
+			t += `${His} shining health helps ${him} really work hard. `;
+		} else if (slave.health.condition < -50) {
+			t += `${His} poor health impedes ${his} ability to work efficiently. `;
+		}
+		if (slave.muscles > 50) {
+			t += `${His} muscular form helps ${him} work better, increasing ${his} productivity. `;
+		} else if (slave.muscles < -50) {
+			t += `${He} is so weak that ${he} is not able to work effectively. `;
+		}
+		if (slave.weight > 95) {
+			t += `${He} is so overweight that ${he} has to stop every few minutes to catch ${his} breath, and so ${his} productivity suffers. `;
+		}
+		if (!canSee(slave)) {
+			t += `${His} blindness makes it extremely difficult for ${him} to work, severely limiting ${his} production. `;
+		} else if (!canSeePerfectly(slave)) {
+			t += `${His} nearsightedness makes it harder for ${him} to work as hard as ${he} otherwise would. `;
+		}
+		if (slave.hears === -1) {
+			t += `${He} is hard-of-hearing, which gets in the way of ${his} work whenever ${he} misses directions`;
+			if (V.Farmer) {
+				t += ` from ${V.Farmer.slaveName}`;
+			}
+			t += `. `;
+		} else if (slave.hears < -1) {
+			t += `${He} is deaf, which gets in the way of ${his} work whenever ${he} misses directions`;
+			if (V.Farmer) {
+				t += ` from ${V.Farmer.slaveName}`;
+			}
+			t += `. `;
 		}
-		t += `. `;
-	}
 
-	if (slave.health.illness > 0 || slave.health.tired > 60) {
-		t += ` ${He} performed worse this week due to<span class="red">`;
-		if (slave.health.illness === 1) {
-			t += ` feeling under the weather`;
-		} else if (slave.health.illness === 2) {
-			t += ` a minor illness`;
-		} else if (slave.health.illness === 3) {
-			t += ` being sick`;
-		} else if (slave.health.illness === 4) {
-			t += ` being very sick`;
-		} else if (slave.health.illness === 5) {
-			t += ` a terrible illness`;
-		}
-		if (slave.health.illness > 0 && slave.health.tired > 60) {
-			t += ` and`;
-		}
-		if (slave.health.tired > 90) {
-			t += ` exhaustion`;
-		} else if (slave.health.tired > 60) {
-			t += ` being tired`;
-		}
-		t += `.</span> `;
-	}
+		if (slave.health.illness > 0 || slave.health.tired > 60) {
+			t += ` ${He} performed worse this week due to<span class="red">`;
+			if (slave.health.illness === 1) {
+				t += ` feeling under the weather`;
+			} else if (slave.health.illness === 2) {
+				t += ` a minor illness`;
+			} else if (slave.health.illness === 3) {
+				t += ` being sick`;
+			} else if (slave.health.illness === 4) {
+				t += ` being very sick`;
+			} else if (slave.health.illness === 5) {
+				t += ` a terrible illness`;
+			}
+			if (slave.health.illness > 0 && slave.health.tired > 60) {
+				t += ` and`;
+			}
+			if (slave.health.tired > 90) {
+				t += ` exhaustion`;
+			} else if (slave.health.tired > 60) {
+				t += ` being tired`;
+			}
+			t += `.</span> `;
+		}
 
-	t += `As a result, ${he} produces <span class="chocolate">${massFormat(food)}</span> of food over the week. `;
+		t += `As a result, ${he} produces <span class="chocolate">${massFormat(food)}</span> of food over the week. `;
+	}
 
 	// Close Food Production
 
diff --git a/src/facilities/farmyard/farmyard.tw b/src/facilities/farmyard/farmyard.tw
index 44ced838304acbf9d5ad93a73c8068e41c1eab06..2451e41569cbe282cfb3ac4097a66b065efd5e45 100644
--- a/src/facilities/farmyard/farmyard.tw
+++ b/src/facilities/farmyard/farmyard.tw
@@ -2,6 +2,7 @@
 
 /* TODO: add "plots" of "crops" */
 /* TODO: allow slaves that can't walk to put on shows */
+/* TODO: write placeholders */
 
 <<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Farmyard", $showEncyclopedia = 1, $encyclopedia = "Farmyard">>
 
@@ -14,25 +15,25 @@
 $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and concrete that is $arcologies[0].name. Animals are kept in pens, tended to by your slaves, while <<if $farmyardUpgrade.hydroponics == 1>>rows of hydroponics equipment<<else>>makeshift fields<</if>> grow crops.
 <<switch $farmyardDecoration>>
 <<case "Roman Revivalist">>
-	Its red tiles and white stone walls are the very picture of a Roman farm villa's construction, as are the marble statues and reliefs. Saturn and Ceres look over the prosperity of the fields<<if $seeBestiality == 1>>, Mercury watches over the health of the animals, and Feronia ensures strong litters in your slaves.<<else>> and Mercury watches over the health of the animals.<</if>>. The slaves here are all looked after well, as they have one of the most important jobs in $arcologies[0].name.
+	Its red tiles and white stone walls are the very picture of a Roman farm villa's construction, as are the marble statues and reliefs. Saturn and Ceres look over the prosperity of the fields<<if $seeBestiality && $seePreg && $farmyardBreeding>>, Mercury watches over the health of the animals, and Feronia ensures strong litters in your slaves.<<else>> and Mercury watches over the health of the animals.<</if>>. The slaves here are all looked after well, as they have one of the most important jobs in $arcologies[0].name.
 <<case "Aztec Revivalist">>
 	It can't completely recreate the floating farms in the ancient Aztec fashion, but it comes as close as it can, shallow pseudo-canals dividing each field into multiple sections. Smooth stone and colorful murals cover the walls, depicting bloody stories of gods and mortals alike.
 <<case "Egyptian Revivalist">>
-	It does its best to capture the wide open nature of ancient Egyptian farms, including mimicking the irrigation systems fed by the Nile. The stone walls are decorated with murals detailing its construction and your prowess in general, <<if $seeBestiality == 1>>with animal-bloated slaves featured prominently.<<else>>hieroglyphs spelling out a volumes of praise.<</if>>
+	It does its best to capture the wide open nature of ancient Egyptian farms, including mimicking the irrigation systems fed by the Nile. The stone walls are decorated with murals detailing its construction and your prowess in general, <<if $seeBestiality>>with animal-bloated slaves featured prominently.<<else>>hieroglyphs spelling out a volumes of praise.<</if>>
 <<case "Edo Revivalist">>
 	It does its best to mimic the rice patties and thatch roofed buildings of the Edo period despite the wide variety of crops tended by various slaves. Not every crop can thrive in flooded fields, but the ones that can take advantage of your attention to detail.
 <<case "Arabian Revivalist">>
 	//This is a placeholder//
 <<case "Chinese Revivalist">>
-	It does its best to capture the terraces that covered the ancient Chinese hills and mountains, turning every floor into ribbons of fields following a slight incline. Slaves wade through crops that can handle flooding and splash through the irrigation of the others when they aren't tending <<if $seeBestiality == 1>>or breeding with<</if>> your animals.
+	It does its best to capture the terraces that covered the ancient Chinese hills and mountains, turning every floor into ribbons of fields following a slight incline. Slaves wade through crops that can handle flooding and splash through the irrigation of the others when they aren't tending <<if $seeBestiality && $seePreg && $farmyardBreeding>>or breeding with<</if>> your animals.
 <<case "Chattel Religionist">>
-	It runs like a well oiled machine, slaves bent in humble service as they tend crops grown on the Prophet's command, or see to the animals' needs. Their clothing is tucked up and out of the way as they see to their tasks, keeping them clean as they work <<if $seeBestiality == 1>>around animal bloated bellies<</if>> as divine will dictates.
+	It runs like a well oiled machine, slaves bent in humble service as they tend crops grown on the Prophet's command, or see to the animals' needs. Their clothing is tucked up and out of the way as they see to their tasks, keeping them clean as they work <<if $seeBestiality>>around bloated animal bellies<</if>> as divine will dictates.	/* TODO: not sure about this sentence */
 <<case "Degradationist">>
-	It is constructed less as a converted warehouse and more as something to visit, allowing guests to enjoy the spectacle of slaves <<if $seeBestiality == 1>>being pounded by eager animals<<else>>elbow deep in scrubbing animal waste<</if>> to their satisfaction.
+	It is constructed less as a converted warehouse and more as something to visit, allowing guests to enjoy the spectacle of slaves <<if $seeBestiality>>being pounded by eager animals<<else>>elbow deep in scrubbing animal waste<</if>> to their satisfaction.
 <<case "Repopulation Focus">>
-	It teems with life, both in the belly of every animal and the belly of every slave, though the latter makes tending the fields difficult. They're ordered to take care, as they carry the future <<if $seeBestiality == 1>>of this farm<<else>>of the arcology<</if>> in their bellies.
+	It teems with life, both in the belly of every animal and the belly of every slave, though the latter makes tending the fields difficult. They're ordered to take care, as they carry the future <<if $seeBestiality && $seePreg && $farmyardBreeding>>of this farm<<else>>of the arcology<</if>> in their bellies.
 <<case "Eugenics">>
-	It holds a wide variety of crops and animals, but the best of the best is easy to find. They're set apart from the others, given only the best care and supplies<<if $seeBestiality == 1>>and bred with only the highest quality slaves<</if>>, while the sub-par stock is neglected off to the side.
+	It holds a wide variety of crops and animals, but the best of the best is easy to find. They're set apart from the others, given only the best care and supplies<<if $seeBestiality && $seePreg && $farmyardBreeding>>and bred with only the highest quality slaves<</if>>, while the sub-par stock is neglected off to the side.
 <<case "Asset Expansionist">>
 	It is not easy to look after animals and till fields with such enormous body parts, but your slaves are diligent regardless, working hard to provide food and livestock for the arcology.
 <<case "Transformation Fetishist">>
@@ -42,13 +43,13 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and
 <<case "Gender Fundamentalist">>
 	//This is a placeholder//
 <<case "Physical Idealist">>
-	Its animals are in exceptional shape, their coats unable to hide how muscular they are, requiring your slaves to be equally toned to control them. There's plenty of space for their exercise as well<<if $seeBestiality == 1>> and an abundance of curatives for the slaves full of their fierce kicking offspring<</if>>.
+	Its animals are in exceptional shape, their coats unable to hide how muscular they are, requiring your slaves to be equally toned to control them. There's plenty of space for their exercise as well<<if $seeBestiality && $seePreg && $farmyardBreeding>> and an abundance of curatives for the slaves full of their fierce kicking offspring<</if>>.
 <<case "Supremacist">>
 	It is a clean and orderly operation, stables and cages mucked by a multitude of inferior slaves, along with grooming your animals and harvesting your crops.
 <<case "Subjugationist">>
 	It is a clean and orderly operation, stables and cages mucked by a multitude of $arcologies[0].FSSubjugationistRace slaves, while the others are tasked with grooming your animals and harvesting your crops.
 <<case "Paternalist">>
-	It's full of healthy animals, crops, and slaves, the former's every need diligently looked after by the latter. The fields flourish to capacity under such care, and the animals give the distinct impression of happiness. <<if $seeBestiality == 1>>Some more than others if the growing bellies of your slaves are anything to go by, the only indication that such rutting takes place.<</if>>	/* TODO: this sentence seems weird */
+	It's full of healthy animals, crops, and slaves, the former's every need diligently looked after by the latter. The fields flourish to capacity under such care, and the animals give the distinct impression of happiness<<if $seeBestiality && $seePreg && $farmyardBreeding>> -  some more than others if the growing bellies of your slaves are anything to go by, the only indication that such rutting takes place<</if>>.
 <<case "Pastoralist">>
 	//This is a placeholder//
 <<case "Maturity Preferentialist">>
@@ -60,7 +61,7 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and
 <<case "Slimness Enthusiast">>
 	It features trim animals and slaves alike, not a pound of excess among them. The feed for both livestock and crops are carefully maintained to ensure optimal growth without waste, letting them flourish without being weighed down.
 <<case "Hedonistic">>
-	It features wider gates and stalls, for both the humans visiting or tending the occupants, and the animals starting to mimic their handlers <<if $seeBestiality == 1>>and company<</if>>, with plenty of seats along the way.
+	It features wider gates and stalls, for both the humans visiting or tending the occupants, and the animals starting to mimic their handlers <<if $seeBestiality>>and company<</if>>, with plenty of seats along the way.
 <<default>>
 	It is very much a converted warehouse still, sectioned off in various 'departments'<<if $farmyardUpgrade.machinery == 1>> with machinery placed where it can be<<if $farmyardUpgrade.hydroponics > 0>> and plumbing for the hydroponics system running every which way<</if>><</if>>.
 <</switch>>
@@ -183,7 +184,7 @@ $farmyardNameCaps is an oasis of growth in the midst of the jungle of steel and
 	<<if $farmyardShows == 1 && (_CL > 0 || _HL > 0 || _FL > 0)>>
 		Slaves ''are'' putting on shows with animals.
 		[[End shows|Farmyard][$farmyardShows = 0, $farmyardBreeding = 0, $farmyardRestraints = 0]]
-		<<if $seeBestiality == 1>>
+		<<if $seeBestiality>>
 			<br>
 			<<if $farmyardBreeding == 1>>
 				Slaves ''are'' being bred with animals.
diff --git a/src/facilities/farmyard/farmyardReport.tw b/src/facilities/farmyard/farmyardReport.tw
index 9d5431cfd2248c7e7de55a2066ea67633f804533..219345146365aa58317c8506918cd4912ee38aff 100644
--- a/src/facilities/farmyard/farmyardReport.tw
+++ b/src/facilities/farmyard/farmyardReport.tw
@@ -1,12 +1,15 @@
 :: Farmyard Report [nobr]
 
+<<print App.Facilities.Farmyard.farmyardReport()>>
+
+/*
 <span id="farmyardstats">
 </span>
 
 <<SlaveIDSort $FarmyardiIDs>>
 <<set _DL = $FarmyardiIDs.length, _SL = $slaves.length, $FarmerCashBonus = 0, _FLsFetish = 0, _profits = 0, _foodWeek = 0>>
 <<set $FarmerDevotionBonus = 1, $FarmerDevotionThreshold = 45, $FarmerTrustBonus = 1, $FarmerTrustThreshold = 35, $FarmerHealthBonus = 0>>
-/*<<set $legendaryWombID = 0>> TODO: will the Farmyard have a legendary womb system? */
+/*<<set $legendaryWombID = 0>> TODO: will the Farmyard have a legendary womb system? *//*
 
 <!-- Statistics gathering -->
 <<set $facility = $facility || {}, $facility.farmyard = initFacilityStatistics($facility.farmyard)>>
@@ -106,7 +109,7 @@
 		<<setLocalPronouns $slaves[$i]>>
 		<<setLocalPronouns $Farmer 2>>
 		<<if $Farmer.rivalryTarget == $slaves[$i].ID>>
-			_He2 forces _his2 <<print rivalryTerm($Farmer)>> to service all the slaves in $farmyardName.	/* TODO: not sure about this */
+			_He2 forces _his2 <<print rivalryTerm($Farmer)>> to service all the slaves in $farmyardName.	/* TODO: not sure about this *//*
 			<<set $slaves[$i].devotion -= 2, $slaves[$i].trust -= 2>>
 			<<if canDoVaginal($slaves[$i])>>
 				<<run seX($slaves[$i], "vaginal", "public", "penetrative", 10)>>
@@ -122,10 +125,10 @@
 			_He2 dotes over _his2 <<print relationshipTerm($Farmer)>>, $slaves[$i].slaveName, making sure $he isn't worked too hard, but unfortunately manages to get in the way of $his work.
 			<<set $slaves[$i].devotion++, $FarmerCashBonus -= 0.05>>
 		<<elseif $familyTesting == 1 && areRelated($Farmer, $slaves[$i]) > 0>>
-			_He2 pays special attention to _his2 <<print relativeTerm($Farmer.ID,$slaves[$i].ID)>>, $slaves[$i].slaveName, making sure $he is treated well and showing off $his skills. /* TODO: does this need rewriting? */
+			_He2 pays special attention to _his2 <<print relativeTerm($Farmer.ID,$slaves[$i].ID)>>, $slaves[$i].slaveName, making sure $he is treated well and showing off $his skills. /* TODO: does this need rewriting? *//*
 			<<set $slaves[$i].trust++, $FarmerCashBonus += 0.05>>
 		<<elseif $Farmer.relationTarget == $slaves[$i].ID && $familyTesting == 0>>
-			_He2 pays special attention to _his2 $slaves[$i].relation, $slaves[$i].slaveName, making sure $he is treated well and showing off $his skills. /* TODO: does this need rewriting? */
+			_He2 pays special attention to _his2 $slaves[$i].relation, $slaves[$i].slaveName, making sure $he is treated well and showing off $his skills. /* TODO: does this need rewriting? *//*
 			<<set $slaves[$i].trust++, $FarmerCashBonus += 0.05>>
 		<</if>>
 	<</for>>
@@ -141,16 +144,16 @@
 				<</if>>
 			<</for>>
 		<</if>>
-		*/
+		*//*
 		<<if (_DL+$slavesGettingHelp < 5)>>
-			<<set $i = _FLs>> /* apply following SA passages to facility leader */
+			<<set $i = _FLs>> /* apply following SA passages to facility leader *//*
 			<<if $showEWD != 0>>
 				<br>&nbsp;&nbsp;&nbsp;&nbsp;$He <<include "SA work the farm">>
 			<<else>>
 				<<silently>><<include "SA work the farm">><</silently>>
 			<</if>>
 			<<set _seed = $cash-_oldCash, cashX(Math.trunc(0.5*_seed), "farmyard"), _seed = Math.trunc(1.5*_seed), _profits += _seed, _beauty = Beauty($activeSlave)>>
-			/* TODO: what will the Farmer do when $he isn't busy? */
+			/* TODO: what will the Farmer do when $he isn't busy? *//*
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;Since $he doesn't have enough farmhands to manage to keep $him busy, $he sees _beauty customers $himself (<<= Math.trunc(_beauty/7)>> a day), earning you @@.yellowgreen;<<print cashFormat(_seed)>>.@@ $He can charge more for $his time, since many citizens find it erotic to fuck the Farmer.
 		<</if>>
 	<</if>>
@@ -162,16 +165,16 @@
 <</if>>
 
 <<if $Farmer != 0>>
-	<<set $i = _FLs>> /* apply following SA passages to facility leader */
+	<<set $i = _FLs>> /* apply following SA passages to facility leader *//*
 	<<if $showEWD != 0>>
 		<br><br>
-		/* 000-250-006 */
+		/* 000-250-006 *//*
 		<<if $seeImages && $seeReportImages>>
 			<div class="imageRef tinyImg">
 				<<= SlaveArt($slaves[_FLs], 0, 0)>>
 			</div>
 		<</if>>
-		/* 000-250-006 */
+		/* 000-250-006 *//*
 		''__@@.pink;<<= SlaveFullName($slaves[_FLs])>>@@__'' is serving as the Farmer.
 		<br>&nbsp;&nbsp;&nbsp;
 		<<= saChoosesOwnClothes($slaves[$i])>>
@@ -201,16 +204,16 @@
 	<<for _dI = 0; _dI < _DL; _dI++>>
 		<<set $i = $slaveIndices[$FarmyardiIDs[_dI]]>>
 		<<setLocalPronouns $slaves[$i]>>
-		/* Perform facility based rule changes */
+		/* Perform facility based rule changes *//*
 		<<switch $farmyardDecoration>>
-		<<case "Degradationist" "standard">>	/* TODO: add the rest of the FS */
+		<<case "Degradationist" "standard">>	/* TODO: add the rest of the FS *//*
 			<<set $slaves[$i].rules.living = "spare">>
 		<<case "Roman Revivalist">>
 			<<set $slaves[$i].rules.living = "luxurious">>
 		<<default>>
 			<<set $slaves[$i].rules.living = "normal">>
 		<</switch>>
-		/* TODO: should FS with "spare" living rules cause some minor health damage and devotion / trust loss? */
+		/* TODO: should FS with "spare" living rules cause some minor health damage and devotion / trust loss? *//*
 		<<if ($slaves[$i].health.condition < -80)>>
 			<<run improveCondition($slaves[_FLs], 20)>>
 		<<elseif $slaves[$i].health.condition < -40>>
@@ -236,13 +239,13 @@
 
 		<<if $showEWD != 0>>
 			<br><br>
-			/* 000-250-006 */
+			/* 000-250-006 *//*
 			<<if $seeImages && $seeReportImages>>
 				<div class="imageRef tinyImg">
 					<<= SlaveArt($slaves[$i], 0, 0)>>
 				</div>
 			<</if>>
-			/* 000-250-006 */
+			/* 000-250-006 *//*
 			''__@@.pink;<<= SlaveFullName($slaves[$i])>>@@__''
 			<<if $slaves[$i].choosesOwnAssignment == 2>>
 				<<include "SA chooses own job">>
@@ -279,7 +282,7 @@
 		</span>
 
 		<span id="foodProduction">
-		/* TODO: is this right? */
+		/* TODO: is this right? *//*
 		<<if _DL > 0>>
 			<<set _foodWeek = _incomeStats.food>>
 		<</if>>
@@ -290,7 +293,7 @@
 	<</for>>
 	<<set _profits += $cash-_oldCash, _oldCash = $cash, _foodWeek += $food-_oldFood, _possibleBonuses = 0, _farmyardBonuses = 0>>
 
-	<<set _profits += $cash-_oldCash>>		/* TODO: is this supposed to be set a second time? */
+	<<set _profits += $cash-_oldCash>>		/* TODO: is this supposed to be set a second time? *//*
 	<!-- Record statistics gathering -->
 	<<script>>
 		var b = State.variables.facility.farmyard;
@@ -323,7 +326,7 @@
 		<<elseif $farmyardShows == 1>>
 			@@.green;watching farmhands put on shows in $farmyardDecoration surroundings.@@
 		<<else>>
-			/* TODO: not sure about this one */
+			/* TODO: not sure about this one *//*
 			@@.green;partaking of $farmyardName's fine produce in its $farmyardDecoration décor.@@
 		<</if>>
 	<</if>>
@@ -340,3 +343,4 @@
 <<if _DL > 0 || $Farmer != 0>>
 	<br><br>
 <</if>>
+*/
\ No newline at end of file
diff --git a/src/facilities/farmyard/farmyardWidgets.js b/src/facilities/farmyard/farmyardWidgets.js
new file mode 100644
index 0000000000000000000000000000000000000000..5b18be34723a108dafaf7e133683a142a150ed95
--- /dev/null
+++ b/src/facilities/farmyard/farmyardWidgets.js
@@ -0,0 +1,491 @@
+// MAIN FUNCTIONS
+
+App.Facilities.Farmyard.farmyardReport = function farmyardReport() {
+    const
+        slaves = V.slaves,
+        Farmer = V.Farmer,
+        FL = V.FarmyardiIDs.length;
+
+    let
+        t = ``,
+        profits = 0,
+        foodWeek = 0;
+
+    t += `<span id="farmyardstats"></span>`;
+    SlaveSort.IDs(V.FarmyardiIDs);  // TODO: not sure if I called this correctly
+
+    if (Farmer) {
+        t += farmerHealth(Farmer);
+        t += farmerDevotion(Farmer);
+        t += farmerTrust(Farmer);
+        t += farmerLivingRules(Farmer);
+        const FLsFetish = farmerFetish(Farmer);
+
+        getSlaveStatisticData(Farmer, V.facility.farmyard); // make sure we have registered living expenses
+
+        t += farmerIntro(Farmer);
+        t += farmerRelationshipPC(Farmer);
+        t += farmerFetishEffects(Farmer, FLsFetish);
+        t += farmerSkill(Farmer);
+        t += farmerCashBonus(Farmer);
+        t += farmerAgeSkill(Farmer);
+        t += farmerExperience(Farmer);
+        t += farmerIntelligence(Farmer);
+        t += farmerDick(Farmer);
+        t += farmerSmell(Farmer);
+        t += farmerRelationshipSlaves(FL, Farmer);
+        t += farmerWorks(Farmer);
+    }
+
+    t += farmhandCount(FL);
+
+    if (Farmer) {
+        t += farmerEndWeek(Farmer);
+    }
+
+    if (FL > 0) {
+        let oldCash = V.cash,
+            oldFood = V.food;
+
+        for (let i = FL; i--;) {
+            V.i = V.slaveIndices[V.FarmyardiIDs[i]];
+            const slave = slaves[V.i];
+            App.Utils.setLocalPronouns(slave);
+
+            t += farmhandLivingRules(slave);
+            t += farmhandHealth(slave);
+            t += farmhandDevotion(slave);
+            t += farmhandTrust(slave);
+            t += farmhandEnergy(slave);
+            t += farmhandEndWeek(slave);
+            profits += farmhandProfit(slave);
+            t += farmhandFood(slave);
+        }
+
+        profits += V.cash - oldCash;    // FIXME: equal to 0 - what is this supposed to represent?
+        oldCash = V.cash;
+        foodWeek += V.food + oldFood;
+    }
+
+    t += farmyardStatsRecords();
+    t += farmyardProfit(profits);
+    t += farmyardDecoration();
+    t += farmyardStatsDisplay();
+
+    V.food += foodWeek;
+
+    return t;
+};
+
+// HELPER FUNCTIONS
+
+// farmer
+
+const farmerHealth = function(slave) {
+    if (slave.health.condition < -80) {
+        improveCondition(slave, 20);
+    } else if (slave.health.condition < -40) {
+        improveCondition(slave, 15);
+    } else if (slave.health.condition < 0) {
+        improveCondition(slave, 10);
+    } else if (slave.health.condition < 90) {
+        improveCondition(slave, 7);
+    }
+};
+
+const farmerFetish = function(slave) {
+    let FLsFetish = 0;
+
+    if (slave.fetish !== 'dom') {
+        if (fetishChangeChance(slave) > jsRandom(0, 100)) {
+            slave.fetishKnown = 1; slave.fetish = 'dom'; FLsFetish = 1;
+        }
+    } else if (!slave.fetishKnown) {
+        slave.fetishKnown = 1; FLsFetish = 1;
+    } else {
+        slave.fetishStrength += 4; FLsFetish = 2;
+    }
+
+    return FLsFetish;
+};
+
+const farmerFetishEffects = function(slave, fetish = 0) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (fetish === 1) {
+        return `${He} isn't above sampling the merchandise ${himself}; before long it's obvious to ${his} workers that ${he} <span class="lightcoral">really likes fucking them.</span> `;
+    } else if (fetish === 2) {
+        return `${He}'s careful that all of the farmhands under ${his} supervision are all ready to work every morning, and ${he} <span class="lightsalmon">becomes more dominant.</span> `;
+    }
+};
+
+const farmerSkill = function(slave) {
+    let t= ``;
+
+    App.Utils.setLocalPronouns(slave);
+
+    if (slave.skill.farmer <= 10) {
+        t += `Though ${slave.slaveName} does ${his} best to manage the farmyard, with ${his} lack of skill ${he} can do little. `;
+    } else if (slave.skill.farmer <= 30) {
+        t += `${slave.slaveName}'s basic skills marginally <span class="yellowgreen">improve</span> business at ${V.farmyardName}. `;
+    } else if (slave.skill.farmer <= 60) {
+        t += `${slave.slaveName}'s skills <span class="yellowgreen">improve</span> business at ${V.farmyardName}. `;
+    } else if (slave.skill.farmer < 100) {
+        t += `${slave.slaveName}'s skills greatly <span class="yellowgreen">improve</span> business at ${V.farmyardName}. `;
+    } else {
+        t += `${slave.slaveName}'s mastery immensely <span class="yellowgreen">improves</span> business at ${V.farmyardName}. `;
+    }
+
+    if (slave.actualAge > 35) {
+        t += `${His} age and experience also contribute. `;
+    }
+
+    return t;
+};
+
+const farmerCashBonus = function(slave) {
+    let FarmerCashBonus = 0;
+
+    if (slave.skill.farmer <= 10) {
+        FarmerCashBonus = 0;
+    } else if (slave.skill.farmer <= 30) {
+        FarmerCashBonus += 0.05;
+    } else if (slave.skill.farmer <= 60) {
+        FarmerCashBonus += 0.1;
+    } else if (slave.skill.farmer < 100) {
+        FarmerCashBonus += 0.15;
+    } else {
+        FarmerCashBonus += 0.20;
+    }
+
+    if (slave.actualAge > 35) {
+        return slaveCashBonus += 0.05;
+    } else if (!V.AgePenalty) {
+        return slaveCashBonus += 0.05;
+    }
+
+    if (slave.intelligence + slave.intelligenceImplant > 15) {
+        return FarmerCashBonus += 0.05 * Math.floor((slave.intelligence + slave.intelligenceImplant) / 32);
+    }
+
+    if (setup.farmerCareers.includes(slave.career)) {
+        return FarmerCashBonus += 0.05;
+    } else if (slave.skill.farmer >= V.masteredXP) {
+        return FarmerCashBonus += 0.05;
+    }
+
+    if (slave.dick > 2 && canPenetrate(slave)) {
+        return FarmerCashBonus += 0.05;
+    }
+
+    if (!canSmell(slave)) {
+        return FarmerCashBonus += 0.05;
+    }
+
+    if (Farmer.relationshipTarget === slave.ID) {
+        return FarmerCashBonus -= 0.05;
+    } else if (V.familyTesting && areRelated(Farmer, slave) > 0) {
+        return FarmerCashBonus += 0.05;
+    } else if (Farmer.relationTarget === slave.ID && !V.familyTesting) {
+        return FarmerCashBonus += 0.05;
+    }
+
+    return FarmerCashBonus;
+};
+
+const farmerAgeSkill = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (slave.actualAge > 35) {
+        return `${His} age and experience also contribute. `;
+    }
+};
+
+const farmerExperience = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (setup.farmerCareers.includes(slave.career)) {
+        return `${He} has experience from ${his} life before ${he} was a slave that helps ${him} in the difficult life of managing animals and property. `;
+    } else if (slave.skill.farmer >= V.masteredXP) {
+        return `${He} has experience from working for you that helps ${him} in the difficult life of managing animals and property. `;
+    } else {
+        slave.skill.farmer += jsRandom(1, Math.ceil((slave.intelligence + slave.intelligenceImplant) / 32));
+    }
+};
+
+const farmerIntelligence = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (slave.intelligence + slave.intelligenceImplant > 15) {
+        return `${He} is a clever manager. `;
+    }
+};
+
+const farmerDick = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (slave.dick > 2 && canPenetrate(slave)) {
+        return `${His} turgid dick helps ${him} manage ${his} workers. `;
+    }
+};
+
+const farmerSmell = function() {
+    if (!canSmell(slave)) {
+       return `${His} lack of a sense of smell protects ${him} from that omnipresent barnyard stench. `;
+    }
+};
+
+const farmerRelationshipSlaves = function(length, Farmer) {
+    for (let i = length; i--;) {
+        const
+            s = V.slaveIndices[V.FarmyardiIDs[i]],
+            slave = V.slaves[s];
+
+        let t = ``;
+
+        App.Utils.setLocalPronouns(slave);
+        App.Utils.setLocalPronouns(Farmer, 2);
+
+        if (Farmer.rivalryTarget === slave.ID) {
+            t += `${He2} forces ${his2} ${rivalryTerm(Farmer)} to service all the slaves in ${V.farmyardName}. `;    // TODO: not sure about this
+            slave.devotion -= 2; slaves.trust -= 2;
+            if (canDoVaginal(slave)) {
+                seX(slave, 'vaginal', 'public', 'penetrative', 10);
+            }
+            if (canDoAnal(slave)) {
+                seX(slave, 'anal', 'public', 'penetrative', 10);
+            }
+            seX(slave, 'oral', 'public', 'penetrative', 10);
+            if (jsRandom(1, 100) > 65) {
+                Farmer.rivalry++; slave.rivalry++;
+            }
+        } else if (Farmer.relationshipTarget === slave.ID) {
+            t += `${He2} dotes over ${his2} ${relationshipTerm(Farmer)}, ${slave.slaveName}, making sure ${he} isn't worked too hard, but unfortunately manages to get in the way of ${his} work. `;
+            slave.devotion++;
+        } else if (V.familyTesting && areRelated(Farmer, slave) > 0) {
+            t += `${He2} pays special attention to ${his2} ${relativeTerm(Farmer.ID, slave.ID)}, ${slave.slaveName}, making sure ${he} is treated well and showing off ${his} skills. `; // TODO: does this need rewriting?
+            slave.trust++;
+        } else if (Farmer.relationTarget === slave.ID && !V.familyTesting) {
+            t += `${He2} pays special attention to ${his2} ${slave.relation}, ${slave.slaveName}, making sure ${he} is treated well and showing off ${his} skills. `; // TODO: does this need rewriting?
+            slave.trust++;
+        }
+
+        return t;
+    }
+};
+
+const farmerWorks = function(slave) {
+    let
+        t = ``,
+        oldCash = V.cash,
+        seed,
+        beauty;
+
+    App.Utils.setLocalPronouns(slave);
+
+    if (V.showEWD) {
+        t += `<br>&nbsp;&nbsp;&nbsp;&nbsp;${He} ${saWorkTheFarm(slave)}`;
+    } else {
+        t += `<<silently>>${saWorkTheFarm(slave)}<</silently>>`;   // TODO: JSify <<silently>>? is it even needed?
+    }
+
+    seed = V.cash - oldCash;
+    cashX(Math.trunc(0.5 * seed), 'farmyard');
+    seed = Math.trunc(1.5 * seed);
+    profits += seed;
+    beauty = Beauty(V.activeSlave);
+
+    t += `<br>&nbsp;&nbsp;&nbsp;&nbsp;Since ${he} doesn't have enough farmhands to manage to keep ${him} busy, ${he} sees ${beauty} customers ${himself} (${Math.trunc(beauty/7)} a day), earning you <span class="yellowgreen">${cashFormat(seed)}</span> ${He} can charge more for ${his} time, since many citizens find it erotic to fuck the Farmer. `;
+
+    return t;
+};
+
+const farmerEndWeek = function(slave) {
+    V.i = FLs;
+
+    if (V.showEWD) {
+        t += `<br><br>`;
+        /* 000-250-006 */   // TODO: legacy - needed?
+        if (V.seeImages && V.seeReportImages) {
+            t += `<div class="imageRef tinyImg">
+                      ${SlaveArt(slave, 0, 0)}
+                  </div>`;
+        }
+        /* 000-250-006 */
+        t += `<u><strong><span class="pink">${SlaveFullName(slave)}</span></strong></u> is serving as the Farmer. `;
+        t += `<br>&nbsp;&nbsp;&nbsp;&nbsp;`;
+        t += `${saChoosesOwnClothes(slave)}`;
+        t += `<<include "SA rules">>`;
+        t += `<<include "SA diet">>`;
+        t += `<<include "SA long term effects">>`;
+        t += `<<include "SA drugs">>`;
+        t += `<<include "SA relationships">>`;
+        t += `<<include "SA rivalries">>`;
+        t += `<br><<include "SA devotion">>`;
+    } else {
+        t += `${saChoosesOwnClothes(slave)}`;
+        t += `<<include "SA rules">>`;
+        t += `<<include "SA diet">>`;
+        t += `<<include "SA long term effects">>`;
+        t += `<<include "SA drugs">>`;
+        t += `<<include "SA relationships">>`;
+        t += `<<include "SA rivalries">>`;
+        t += `<br><<include "SA devotion">>`;
+    }
+};
+
+const farmerRelationshipPC = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    return slave.relationship === -3 && slave.devotion > 50 ? `As your loving ${wife}, ${he} does ${his} best to ensure ${V.farmyardName} runs smoothly. ` : ``;
+};
+
+const farmerIntro = (slave) => `&nbsp;&nbsp;&nbsp;&nbsp;${SlaveFullName(slave)} is serving as the Farmer. `;
+
+const farmerDevotion = (slave) => slave.devotion < 45 ? slave.devotion += 5 : null;
+
+const farmerTrust = (slave) => slave.trust < 45 ? slave.trust += 5 : null;
+
+const farmerLivingRules = (slave) => slave.rules.living !== 'luxurious' ? slave.rules.living = 'luxurious' : null;
+
+// farmhands
+
+const farmhandCount = (count) => count > 0 ? `&nbsp;&nbsp;&nbsp;&nbsp;There ${count !== 1 ? `are ${count} farmhands` : `is one farmhand`} working out of ${V.farmyardName}` : null;
+
+const farmhandLivingRules = function(slave) {
+    switch (V.farmyardDecoration) {
+        case 'Degradation':
+        case 'standard':
+            slave.rules.living = 'spare';
+            break;
+        case 'Roman Revivalist':
+            slave.rules.living = 'luxurious';
+            break;
+        default:
+            slave.rules.living = 'normal';
+    }
+    // TODO: should FS with 'spare' living rules cause minor health damage and devotion / trust loss?
+};
+
+const farmhandHealth = function(slave) {
+    if (slave.health.condition < -80) {
+        improveCondition(slave, 20);
+    } else if (slave.health.condition < -40) {
+        improveCondition(slave, 15);
+    } else if (slave.health.condition < 0) {
+        improveCondition(slave, 10);
+    } else if (slave.health.condition < 90) {
+        improveCondition(slave, 7);
+    }
+};
+
+// TODO: check over all of these numbers, make sure they make sense
+const farmhandDevotion = function(slave) {
+    if (slave.devotion <= 20 && slave.trust >= -20) {
+        slave.devotion -= 5; slave.trust -= 5;
+    } else if (slave.devotion < 45) {
+        slave.devotion += 4;
+    } else if (slave.devotion > 50) {
+        slave.devotion -= 4;
+    }
+};
+
+const farmhandEndWeek = function(slave) {
+    App.Utils.setLocalPronouns(slave);
+
+    if (V.showEWD) {
+        t += `<br><br>`;
+        /* 000-250-006 */   // TODO: legacy - needed?
+        if (V.seeImages && V.seeReportImages) {
+            t += `<div class="imageRef tinyImg">
+                      ${SlaveArt(slave, 0, 0)}
+                  </div>`;
+        }
+        /* 000-250-006 */
+        t += `<u><strong><span class="pink">${SlaveFullName(slave)}</span></strong></u> ${slave.choosesOwnAssignment === 2 ? `<<include "SA chooses own job>>` : `if working out of ${V.farmyardName}`}. `;
+        t += `<br>&nbsp;&nbsp;&nbsp;&nbsp;${He} ${saWorkTheFarm(slave)}`;
+        t += `<br>&nbsp;&nbsp;&nbsp;&nbsp;`;
+        t += `${saChoosesOwnClothes(slave)}`;
+        t += `<<include "SA rules">>`;
+        t += `<<include "SA diet">>`;
+        t += `<<include "SA long term effects">>`;
+        t += `<<include "SA drugs">>`;
+        t += `<<include "SA relationships">>`;
+        t += `<<include "SA rivalries">>`;
+        t += `<br><<include "SA devotion">>`;
+    } else {
+        t += `<<include "SA chooses own job">>`;
+        t += `${saChoosesOwnClothes(slave)}`;
+        t += `<<include "SA rules">>`;
+        t += `<<include "SA diet">>`;
+        t += `<<include "SA long term effects">>`;
+        t += `<<include "SA drugs">>`;
+        t += `<<include "SA relationships">>`;
+        t += `<<include "SA rivalries">>`;
+        t += `<br><<include "SA devotion">>`;
+    }
+};
+
+const farmhandProfit = function(slave) {
+    let incomeStats = getSlaveStatisticData(slave, slave.assignment === Job.FARMYARD ? V.facility.farmyard : undefined);
+    return incomeStats.income;
+};
+
+const farmhandFood = function(slave) {
+    let
+        incomeStats = getSlaveStatisticData(slave, slave.assignment === Job.FARMYARD ? V.facility.farmyard : undefined),
+        foodWeek = 0;
+
+    foodWeek += incomeStats.food;
+    if (V.farmMenials > 0) {
+        foodWeek += (V.farmMenials * 350);
+    }
+
+    return foodWeek;
+};
+
+const farmhandTrust = (slave) => slave.trust < 30 ? slave.trust += 5 : null;
+
+const farmhandEnergy = (slave) => slave.energy > 40 && slave.energy < 95 ? slave.energy++ : null;
+
+// farmyard
+
+const farmyardStatsRecords = function() {
+    // TODO: check over these setters and remove those we don't need
+    let f = V.facility.farmyard;
+
+    f.farmhandIncome = 0;
+    f.customers = 0;
+    f.farmhandCosts = 0;
+    f.rep = 0;
+    f.adsCosts = V.farmyardAdsSpending;
+    f.maintenance = V.farmyard * V.facilityCost;
+    f.totalIncome = f.farmhandIncome + f.adsIncome;
+    f.totalExpenses = f.farmhandCosts + f.maintenance;
+    f.profit = f.totalIncome - f.totalExpenses;
+
+    for (let i of f.income.values()) {
+        f.farmhandIncome += i.income + i.adsIncome;
+        f.customers += i.customers;
+        f.farmhandCosts += i.cost;
+        f.rep += i.rep;
+    }
+};
+
+const farmyardDecoration = function() {
+    if (V.farmyardDecoration !== 'standard') {
+        t += `<br>${V.farmyardNameCaps}'s customer's enjoyed `;
+        if (V.seeBestiality && V.farmyardBreeding > 0 && (V.canines.length || V.hooved.length || V.felines.length)) {
+            t += `<span class="green">watching farmhands fuck animals in ${V.farmyardDecoration} surroundings.</span>`;
+        } else if (V.farmyardShows) {
+            t += `<span class="green">watching farmhands put on shows in ${V.farmyardDecoration} surroundings.</span>`;
+        } else {
+            // TODO: not sure about this one
+            t += `<span class="green">partaking of ${V.farmyardName}'s fine produce in its ${V.farmyardDecoration} décor.</span>`;
+        }
+    }
+};
+
+const farmyardProfit = (profit) => `${V.farmyardNameCaps} ${profit ? `makes you <span class="yellowgreen"${cashFormat(Math.trunc(profit))}</span> and` : ``} produced <span class="chocolate"${massFormat(foodWeek)}</span> of food this week. `;
+
+const farmyardStatsDisplay = () => `<<FarmyardStatistics 0>><<timed 50ms>><<replace #farmyardstats>><<FarmyardStatistics 1>><</replace>><</timed>>`;
diff --git a/src/interaction/main/toychest.js b/src/interaction/main/toychest.js
index b739399f525b4307a1c87e00c2898581dc598bfe..038c9347e8ecbf8fdb4ac28e6c4c9ececd2fbdba 100644
--- a/src/interaction/main/toychest.js
+++ b/src/interaction/main/toychest.js
@@ -213,7 +213,6 @@ App.Interact.ToyChest = function(slave) {
 				} else if (slave.actualAge < 30) {
 					r += `${He}'s chosen to wear a slutty nurse outfit, and looks more than ready to minister to any patient's needs.`;
 				} else if (slave.actualAge < 40) {
-					// TODO: is this supposed to be the same as the one above?
 					r += `${He}'s wearing a schoolgirl uniform and sucking on hard candy, a delightfully perverse outfit for a slave in ${his} thirties.`;
 				} else {
 					r += `${He}'s wearing a wifely apron that covers ${his} front, but leaves ${his} backside bare, an appropriate outfit for a slave in ${his} forties.`;
diff --git a/src/interaction/main/walkPast.js b/src/interaction/main/walkPast.js
index e012c4cbf3f18317a1d8aad774628afe2e89dbba..ba774e543b19dc0b29a5968fb33533e7031cd5eb 100644
--- a/src/interaction/main/walkPast.js
+++ b/src/interaction/main/walkPast.js
@@ -83,6 +83,7 @@ window.walkPast = (function() {
 			return;
 		}
 
+		App.Utils.setLocalPronouns(activeSlave); // Needed for the few places that still call widgets instead of functions, such as <<faceDescription>>
 		output += primeSlave(activeSlave, seed);
 
 		if (V.partner === "rivalry") {
diff --git a/src/js/slaveCostJS.js b/src/js/slaveCostJS.js
index b75f8ca517275d3557cc4a6a0ba66265ff9853e2..519d89dcf05d3a44d3c12aa1fec41ccfd820b27c 100644
--- a/src/js/slaveCostJS.js
+++ b/src/js/slaveCostJS.js
@@ -2148,9 +2148,9 @@ window.slaveCostBeauty = (function() {
 		} else {
 			if (slave.preg < -1) {
 				multiplier -= 0.1;
-			} else if (V.activeSlave.bellyPreg >= 300000) {
+			} else if (slave.bellyPreg >= 300000) {
 				multiplier -= 1.5;
-			} else if (V.activeSlave.bellyPreg >= 120000) {
+			} else if (slave.bellyPreg >= 120000) {
 				multiplier -= 0.5;
 			} else if (slave.bellyPreg >= 500 || slave.pregKnown === 1) {
 				multiplier -= 0.1;
diff --git a/src/uncategorized/saDevotion.tw b/src/uncategorized/saDevotion.tw
index 5d0863bddf47c4adc09c0d28b27aea2b0939960c..b7a17bdba75385f2a0421d4538ea9d77549ddc90 100644
--- a/src/uncategorized/saDevotion.tw
+++ b/src/uncategorized/saDevotion.tw
@@ -666,7 +666,7 @@
 
 <<if ($slaves[$i].tankBaby > 0)>>
 	<<if ($slaves[$i].devotion <= 95)>>
-		The tank's imprinting systems left a @@.hotpink;deep, subconscious <<if $activeSlave.tankBaby == 2>>need<<else>>desire<</if>>@@ to serve $his owner.
+		The tank's imprinting systems left a @@.hotpink;deep, subconscious <<if $slaves[$i].tankBaby == 2>>need<<else>>desire<</if>>@@ to serve $his owner.
 	<</if>>
 <</if>>
 
@@ -914,14 +914,14 @@
 
 <<else>> /* IS FUCKDOLL */
 
-$He is confined in a suit that limits $his perception of the outside world to tonal commands from the suit itself and things that are inserted into $his mouth<<if $activeSlave.vagina > -1>>, vagina,<</if>> and anus.
+$He is confined in a suit that limits $his perception of the outside world to tonal commands from the suit itself and things that are inserted into $his mouth<<if $slaves[$i].vagina > -1>>, vagina,<</if>> and anus.
 <<if $slaves[$i].sexualFlaw == "self hating">>
 	$His self hatred @@.gold;cannot eliminate the growing fear@@ engendered by $his remaining spark of self-preservation.
 	<<set $slaves[$i].trust -= 5>>
 <<elseif $slaves[$i].trust > 50>>
 	$He still hopes you'll let $him out of $his suit so $he can be your good slave again, but @@.gold;fear and doubt creep in@@ by the minute. And there are a lot of them.
 <<else>>
-	With little to do but <<if $activeSlave.fuckdoll <= 60>>wonder if $he's about to be used<<else>>desperately hope $he'll be used soon<</if>>, $he dwells on the @@.gold;horrible fear@@ that this dark existence will be perpetual.
+	With little to do but <<if $slaves[$i].fuckdoll <= 60>>wonder if $he's about to be used<<else>>desperately hope $he'll be used soon<</if>>, $he dwells on the @@.gold;horrible fear@@ that this dark existence will be perpetual.
 <</if>>
 <<set $slaves[$i].trust -= 10>>
 <<if $slaves[$i].sexualFlaw == "self hating">>
diff --git a/src/uncategorized/saDrugs.tw b/src/uncategorized/saDrugs.tw
index a2f61e1a4bba3e68735e4b11c719456ca87ebe10..ec5bbe5822979a063fb40fe4fc98cac664ab3d24 100644
--- a/src/uncategorized/saDrugs.tw
+++ b/src/uncategorized/saDrugs.tw
@@ -1224,16 +1224,16 @@
 
 <<case "labor suppressors">>
 	<<set $slaves[$i].chem += 2>>
-	<<if WombBirthReady($slaves[$i], $activeSlave.pregData.normalBirth*1.5) > 0>>
+	<<if WombBirthReady($slaves[$i], $slaves[$i].pregData.normalBirth*1.5) > 0>>
 		<<run healthDamage($slaves[$i], 20)>>
 		<<set $slaves[$i].labor = 1>>
 		<<set $slaves[$i].induce = 1>>
 		<<set $birthee = 1>>
 		$He has been ready to give birth for some time now. Suppressing birth for so long @@.red;greatly affects $his health.@@ $He may @@.red;have trouble@@ giving birth to $his oversized child<<if $slaves[$i].pregType > 1>>ren<</if>>. $He seems to be in distress, $his body is @@.red;forcing $his child<<if $slaves[$i].pregType > 1>>ren<</if>> out!@@
-	<<elseif WombBirthReady($slaves[$i], $activeSlave.pregData.normalBirth*1.25) > 0>>
+	<<elseif WombBirthReady($slaves[$i], $slaves[$i].pregData.normalBirth*1.25) > 0>>
 		<<run healthDamage($slaves[$i], 20)>>
 		$He has been ready to give birth for some time now. Suppressing birth for so long @@.red;greatly affects $his health.@@ $He may @@.red;have trouble@@ giving birth to $his oversized child<<if $slaves[$i].pregType > 1>>ren<</if>>.
-	<<elseif WombBirthReady($slaves[$i], $activeSlave.pregData.normalBirth) > 0>>
+	<<elseif WombBirthReady($slaves[$i], $slaves[$i].pregData.normalBirth) > 0>>
 		<<run healthDamage($slaves[$i], 10)>>
 		Labor suppressing agents @@.red;negatively affect $his health.@@
 	<</if>>
@@ -1515,7 +1515,7 @@
 		<<set $slaves[$i].drugs = "no drugs">>
 	<</if>>
 <<case "psychostimulants">>
-		<<if !canImproveIntelligence($activeSlave)>>
+		<<if !canImproveIntelligence($slaves[$i])>>
 			$His intelligence has been improved as much as a drink possibly can. @@.yellow;$His drug regimen has been ended.@@
 			<<set $slaves[$i].drugs = "no drugs">>
 		<</if>>
diff --git a/src/uncategorized/saPleaseYou.tw b/src/uncategorized/saPleaseYou.tw
index fa3a60ea4a96ae9b8bbc9477da56879c2110881e..0edcff741a8013c83bdb3133a97127261a540aab 100644
--- a/src/uncategorized/saPleaseYou.tw
+++ b/src/uncategorized/saPleaseYou.tw
@@ -143,7 +143,7 @@ serves you this week.
 				<<set _vaginalUse = random(3,7)>>
 				on occasion.
 			<</if>>
-			When you're not using $him, $he <<if !hasAnyLegs($activeSlave)>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his pussy.
+			When you're not using $him, $he <<if !hasAnyLegs($slaves[$i])>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his pussy.
 			<<if $PC.dick != 0>>
 				<<if canImpreg($slaves[$i], $PC)>>
 					<<= knockMeUp($slaves[$i], _vaginalUse, 0, -1, 1)>>
@@ -269,7 +269,7 @@ serves you this week.
 				<<set _analUse = random(3,7)>>
 				on occasion.
 			<</if>>
-			When you're not using $him, $he <<if !hasAnyLegs($activeSlave)>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his asshole.
+			When you're not using $him, $he <<if !hasAnyLegs($slaves[$i])>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his asshole.
 			<<if $PC.dick != 0>>
 				<<if canImpreg($slaves[$i], $PC)>>
 					<<= knockMeUp($slaves[$i], _analUse, 1, -1, 1)>>
@@ -410,7 +410,7 @@ serves you this week.
 				<<set _oralUse = random(3,7)>>
 				on occasion.
 			<</if>>
-			When you're not using it, it <<if !hasAnyLegs($activeSlave)>>rests<<else>>stands<</if>> nearby, waiting silently for your order to open its mouth.
+			When you're not using it, it <<if !hasAnyLegs($slaves[$i])>>rests<<else>>stands<</if>> nearby, waiting silently for your order to open its mouth.
 			<<set $slaves[$i].counter.oral += _oralUse, $oralTotal += _oralUse>>
 		<</if>>
 
@@ -585,7 +585,7 @@ serves you this week.
 				<<set _mammaryUse = random(3,7)>>
 				on occasion.
 			<</if>>
-			When you're not using $him, $he <<if !hasAnyLegs($activeSlave)>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his chest.
+			When you're not using $him, $he <<if !hasAnyLegs($slaves[$i])>>rests<<else>>stands<</if>> nearby, waiting silently for your order to present $his chest.
 			<<set $slaves[$i].counter.mammary += _mammaryUse, $mammaryTotal += _mammaryUse>>
 		<</if>>
 
@@ -864,7 +864,7 @@ serves you this week.
 <<else>>
 
 	<<if $slaves[$i].fuckdoll > 0>>
-		You keep $him with you all week, using $him as your personal sex toy. When you're not using $him, $he <<if !hasAnyLegs($activeSlave)>>rests<<else>>stands<</if>> nearby, waiting silently.
+		You keep $him with you all week, using $him as your personal sex toy. When you're not using $him, $he <<if !hasAnyLegs($slaves[$i])>>rests<<else>>stands<</if>> nearby, waiting silently.
 		<<set $slaves[$i].trust += 4>>
 
 	<<elseif ($slaves[$i].anus == 0) && ($slaves[$i].vagina == 0)>>
diff --git a/src/uncategorized/saRecruitGirls.tw b/src/uncategorized/saRecruitGirls.tw
index b1f5f33024f02e735cb51521a642cc8cb42d19f4..2f806b327d12d3b9d0e3d6b28f0e87d1e9b1e4de 100644
--- a/src/uncategorized/saRecruitGirls.tw
+++ b/src/uncategorized/saRecruitGirls.tw
@@ -388,7 +388,7 @@
 			$He does $his best to convince them that being your slave promises a better life.
 		<</if>>
 	<<elseif $recruiterTarget == "dissolute sissies">>
-		<<if ($Recruiter.dick > 1) && canAchieveErection($Recruiter) && !($activeSlave.chastityPenis)>>
+		<<if ($Recruiter.dick > 1) && canAchieveErection($Recruiter) && !($Recruiter.chastityPenis)>>
 			$He giggles and shows off $his erection, making it easy to convince them that your slaves with dicks enjoy a sexually satisfying life.
 			<<set $recruiterProgress += 1>>
 		<<else>>
@@ -961,7 +961,7 @@
 			<</if>>
 		<<elseif $arcologies[0].FSTransformationFetishist != "unset">>
 			<<if $slaves[$i].boobsImplant > 0 && $slaves[$i].buttImplant > 0 && $slaves[$i].lipsImplant > 0>>
-				<<if $slaves[$i].waist < -95 || $slaves[$i].teeth == "pointy" || !hasAllNaturalLimbs($activeSlave) || ($slaves[$i].vagina > -1 && $slaves[$i].dick > 6)>>
+				<<if $slaves[$i].waist < -95 || $slaves[$i].teeth == "pointy" || !hasAllNaturalLimbs($slaves[$i]) || ($slaves[$i].vagina > -1 && $slaves[$i].dick > 6)>>
 					A series of cleverly staged publicity events at various businesses in the arcology subtly focuses on $his better-than-natural physiology in each one.
 				<<elseif $seeExtreme == 1>>
 					$His augmented body certainly has its appeals, yet as you look over this week's publicity recap you begin to wonder if $he could be still more extremely //transformed//.
diff --git a/src/uncategorized/saRules.tw b/src/uncategorized/saRules.tw
index 9c2e955729b656a9198236e405e0aeee83579945..10ea88cd74da45308ad35eec969395b8aaa019c2 100644
--- a/src/uncategorized/saRules.tw
+++ b/src/uncategorized/saRules.tw
@@ -179,7 +179,7 @@
 					<<if $spa != 0>>
 						usually spends in $spaName<<if $Attendant != 0>>, enjoying $Attendant.slaveName's care<</if>>.
 					<<else>>
-						usually spends relaxing in $his room<<if $BrothiIDs.length > 1>> with a whore <<if hasBothLegs($activeSlave)>>between $his legs<<else>>at $his crotch<</if>><</if>>.
+						usually spends relaxing in $his room<<if $BrothiIDs.length > 1>> with a whore <<if hasBothLegs($slaves[$i])>>between $his legs<<else>>at $his crotch<</if>><</if>>.
 					<</if>>
 					<<if $slaves[$i].relationship > 0>>
 						<<set $subSlave = getSlave($slaves[$i].relationshipTarget)>>
@@ -406,7 +406,7 @@
 				<<case "Chattel Religionist">>
 					The open, yet comfortable, conditions of $brothelName's slave quarters are quite refreshing after a day of public sex, even if $he has to share it with all the other whores.
 				<<default>>
-					$He likes $his little room in $brothelName, even if <<if canSmell($activeSlave)>>it smells of sex<<else>>it's filled with the heat of sex<</if>> after fucking in it all day.
+					$He likes $his little room in $brothelName, even if <<if canSmell($slaves[$i])>>it smells of sex<<else>>it's filled with the heat of sex<</if>> after fucking in it all day.
 				<</switch>>
 			<</if>>
 
@@ -914,7 +914,7 @@
 			<<if ($slaves[$i].devotion <= 20)>>
 				$He shares a room with <<if $ClubiIDs.length > 4>>some of <</if>>the other sluts, preventing $him from becoming too complacent. It doesn't help that during business hours $he has to take citizens in $his own bed.
 			<<else>>
-				$He likes $his personal space in $clubName, even if <<if canSmell($activeSlave)>>it smells of<<else>>it's filled with the heat from<</if>> sex and citizens.
+				$He likes $his personal space in $clubName, even if <<if canSmell($slaves[$i])>>it smells of<<else>>it's filled with the heat from<</if>> sex and citizens.
 			<</if>>
 
 			<<if ($universalRulesConsent == 0)>>
@@ -2172,7 +2172,7 @@
 					The steam of the bathhouse lingers even in $his personal room and @@.hotpink;renders $him even more submissive.@@
 					<<set $slaves[$i].devotion += 1>>
 				<<case "Chattel Religionist">>
-					$He likes $his personal space in $spaName, even if <<if canSmell($activeSlave)>>it smells of<<else>>it's filled with the heat from<</if>> sex and steam.
+					$He likes $his personal space in $spaName, even if <<if canSmell($slaves[$i])>>it smells of<<else>>it's filled with the heat from<</if>> sex and steam.
 				<<case "Degradationist">>
 					<<if ($slaves[$i].trust > 40)>>
 						The invasive living conditions of $spaName @@.gold;remind $him not to get too comfortable@@ with $his life.
diff --git a/src/utility/saRulesWidgets.tw b/src/utility/saRulesWidgets.tw
index 9b46f5a999e9acdee547906337d8c7681ef8263d..01f6603e354894237c202a0b8063b7723bc7de56 100644
--- a/src/utility/saRulesWidgets.tw
+++ b/src/utility/saRulesWidgets.tw
@@ -278,13 +278,13 @@ and
 		usually pretends to dominate $himself.
 	<<elseif ($slaves[$i].fetish == "pregnancy")>>
 		<<if $slaves[$i].belly > 1500>>
-			<<set _belly = bellyAdjective($activeSlave)>>
+			<<set _belly = bellyAdjective($slaves[$i])>>
 			always rubs and teases $his _belly belly while doing so.
 		<<elseif isItemAccessible("a small empathy belly")>>
 			frequently straps on a fake belly to enhance $his fun.
 		<<else>>
 			frequently pretends to be
-			<<if $activeSlave.balls > 0>>
+			<<if $slaves[$i].balls > 0>>
 				getting a girl pregnant.
 			<<else>>
 				getting knocked up.