anchor.diff:  // 				usr << "\blue [R.volume] units of [R.name]"
   // 		else
   // 			usr << "\blue Nothing."
  -
  +/obj/item/weapon/reagent_containers/glass/attackby(var/obj/D, mob/user as mob, params)
  +	if(istype(D,/obj/item/weapon/weldingtool))
  +		if(reagents.present_machines[1] <= 500 + 30)
  +			reagents.present_machines[1] += 30 //increase the temperature
  +		else
  +			reagents.present_machines[1] = 500
   /obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
  +
   	if(!proximity) return // not adjacent
   	for(var/type in can_be_placed_into)
   		if(istype(target, type))
  
positive.code: 			user << "<span class='notice'>[target] is full.</span>"
  			return
  
  		if(istype(target, /obj/item/weapon/reagent_containers/spray))
  			var/obj/item/weapon/reagent_containers/RC = target
  			for(var/bad_reg in RC.banned_reagents)
  				if(reagents.has_reagent(bad_reg, 1)) //Message is a bit "Game-y" but I can't think up a better one.
  
negative.code: 	flags = OPENCONTAINER
  	can_examine_reagents = 1
  
  
  	var/list/can_be_placed_into = list(
  		/obj/machinery/chem_master/,
  		/obj/machinery/adv_chem,
  		/obj/machinery/chem_dispenser/,
  		/obj/machinery/reagentgrinder,
  		/obj/structure/table,
  