anchor.diff:  	if(istype(I, /obj/item/weapon/screwdriver))
   		if(stage == WIRED)
   			if(beakers.len)
  -				user << "<span class='notice'>You lock the assembly.</span>"
  +				user << "<span class='notice'>You lock the " + initial(name) +" assembly.</span>"
   				playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
  +				name = initial(name)
  +				desc = "A custom made " + initial(name) +"."
   				icon_state = initial(icon_state) +"_locked"
   				stage = READY
   			else
  -				user << "<span class='notice'>You need to add at least one beaker before locking the assembly.</span>"
  +				user << "<span class='notice'>You need to add at least one beaker before locking the " + initial(name) +" assembly.</span>"
   		else if(stage == READY && !nadeassembly)
   			det_time = det_time == 50 ? 30 : 50	//toggle between 30 and 50
   			user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
  
positive.code: 		assemblyattacher = user.ckey
  
  		stage = WIRED
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You add [A] to [src]!</span>"
  
  	else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
  		var/obj/item/stack/cable_coil/C = I
  		C.use(1)
  
  		stage = WIRED
  		icon_state = initial(icon_state) + "_ass"
  		user << "<span class='notice'>You rig [src].</span>"
  
  	else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
  		user << "<span class='notice'>You unlock the assembly.</span>"
  		icon_state = initial(icon_state) + "_ass"
  		stage = WIRED
  
  	else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
  		user << "<span class='notice'>You open the grenade and remove the contents.</span>"
  		icon_state = initial(icon_state)
  		stage = EMPTY
  		if(nadeassembly)
  			nadeassembly.loc = get_turf(src)
  			nadeassembly.master = null
  			nadeassembly = null
  		if(beakers.len)
  			for(var/obj/O in beakers)
  				O.loc = get_turf(src)
  			beakers = list()
  
  
  
  
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
  