anchor.diff:  
   			if(do_after(user, 40))
   				if(!src || !WT.isOn()) return
  -				user << "\blue You dissasembled the airlock assembly!"
  +				user << "\blue You've dissasembled the airlock assembly."
   				new /obj/item/stack/sheet/metal(get_turf(src), 4)
   				if (mineral)
   					if (mineral == "glass")
  
positive.code: 						playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
  						user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
  						if(do_after(user, 40))
  							user << "\blue You installed [M] plating into the airlock assembly!"
  							G.use(2)
  							src.mineral = "[M]"
  							src.name = "Near finished [M] Airlock Assembly"
  
negative.code: 
  	else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
  		playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
  		user << "\blue You start finishing the airlock."
  
  		if(do_after(user, 40))
  			if(!src) return
  			user << "\blue You've finished the airlock."
  			var/obj/machinery/door/airlock/door
  			//The below cluster of if-else-statements is a result of the differences between normal
  			//  and mineral doors. |- Ricotez
  