anchor.diff:  			return
   		else
   			if(I.reagents.total_volume)
  -				user << "<span class='notice'>You add [I] to the " + initial(name) +" assembly.</span>"
  +				user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
   				user.drop_item()
   				I.loc = src
   				beakers += I
  
positive.code: 		A.loc = src
  		assemblyattacher = user.ckey
  
  		stage = WIRED
  		name = "unsecured " + initial(name)
  		desc = "An unsecured " + initial(name) +" assembly."
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You add [A] to the " + initial(name) +" assembly!</span>"
  
  	else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
  		var/obj/item/stack/cable_coil/C = I
  		C.use(1)
  		det_time = 50 // In case the cable_coil was removed and readded.
  		stage = WIRED
  		name = "unsecured " + initial(name)
  		desc = "An unsecured " + initial(name) +" assembly."
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You rig the " + initial(name) +" assembly.</span>"
  
  	else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
  		user << "<span class='notice'>You unlock the " + initial(name) +" assembly.</span>"
  		name = "unsecured " + initial(name)
  		desc = "An unsecured " + initial(name) +" assembly."
  		icon_state = initial(icon_state) + "_ass"
  		stage = WIRED
  
  	else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
  		if(beakers.len)
  			for(var/obj/O in beakers)
  				O.loc = get_turf(src)
  			beakers = list()
  			user << "<span class='notice'>You open the " + initial(name) +" assembly and remove the payload.</span>"
  			return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism.
  		stage = EMPTY
  		if(nadeassembly)
  			nadeassembly.loc = get_turf(src)
  			nadeassembly.master = null
  			nadeassembly = null
  		else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
  			new /obj/item/stack/cable_coil(get_turf(src),1)
  		user << "<span class='notice'>You remove the activation mechanism from the " + initial(name) +" assembly.</span>"
  		name = initial(name) + " casing"
  		desc = initial(desc)
  		icon_state = initial(icon_state)
  
  
  
  //assembly stuff
  
negative.code: 	//make a special case you might as well do it explicitly. -Sayu
  /obj/item/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user)
  	if(istype(I, /obj/item/slime_extract) && stage == WIRED)
  		user << "<span class='notice'>You add [I] to the [initial(name)] assembly.</span>"
  		user.drop_item()
  		I.loc = src
  		beakers += I
  