anchor.diff:  
   /obj/item/weapon/grenade/chem_grenade/New()
   	create_reagents(1000)
  +	name = initial(name) + " casing" // By adding the " casing" part here we can use initial(name) to get the final name, making it nice to say "large grenade" when it is a large grenade.
   
   
   /obj/item/weapon/grenade/chem_grenade/examine()
  
positive.code: 
  //Large chem grenades accept slime cores and use the appropriately.
  /obj/item/weapon/grenade/chem_grenade/large
  	name = "large chem grenade"
  	desc = "An oversized grenade that affects a larger area."
  	icon_state = "large_grenade"
  	allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
  								/obj/item/weapon/reagent_containers/food/drinks)
  
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
  