diff --git a/_posts/2024-02-29-creating-the-perfect-modding-language.md b/_posts/2024-02-29-creating-the-perfect-modding-language.md
index d44e0ee..2ee5dc6 100644
--- a/_posts/2024-02-29-creating-the-perfect-modding-language.md
+++ b/_posts/2024-02-29-creating-the-perfect-modding-language.md
@@ -83,7 +83,7 @@ In this video, look at the console at the bottom of the game for the only possib
If you're curious *how* grug catches runtime errors, [I wrote a post about the implementation]({{ site.baseurl }} {% link _posts/2024-11-01-how-grug-catches-runtime-errors.md %}).
-It's important to note that the game developer is expected to give the player a setting for whether they want their `on_` functions to use "safe" or "fast" modd. The mode can be changed on the fly by calling `grug_switch_on_fns_to_safe_mode()` and `grug_switch_on_fns_to_fast_mode` respectively.
+It's important to note that the game developer is expected to give the player a setting, for whether they want their `on_` functions to be in "safe" or "fast" mode. The mode can be changed on the fly by calling `grug_switch_on_fns_to_safe_mode()` and `grug_switch_on_fns_to_fast_mode` respectively.
The "fast" mode is between 500x and 1000x faster, but *does not* protect against mod runtime errors. The default mode is "safe". See my [grug benchmark repository](https://github.com/MyNameIsTrez/grug-benchmarks?tab=readme-ov-file#visualizing-the-stack-trace-with-flamegraph) for more details and nice pictures.