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: 	//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
  
negative.code: 	if(istype(I, /obj/item/weapon/screwdriver))
  		if(stage == WIRED)
  			if(beakers.len)
  				stage_change(READY)
  				user << "<span class='notice'>You lock the [initial(name)] assembly.</span>"
  				playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
  			else
  				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>"
  