anchor.diff:  			desc = initial(desc)
   			name = initial(name)
   			icon_state = initial(icon_state)
  +
   		if(ASSEMBLY_SECOND_STEP)
   			desc = "It's a toolbox with tiles sticking out the top and a sensor attached."
   			name = "incomplete floorbot assembly"
  
positive.code: /obj/item/bot_assembly/secbot/attackby(obj/item/I, mob/user, params)
  	..()
  	var/atom/Tsec = drop_location()
  	if(istype(I, /obj/item/weldingtool))
  		if(!build_step)
  			var/obj/item/weldingtool/WT = I
  			if(WT.remove_fuel(0, user))
  				build_step++
  				add_overlay("hs_hole")
  				to_chat(user, "<span class='notice'>You weld a hole in [src]!</span>")
  		else if(build_step == ASSEMBLY_SECOND_STEP)
  			var/obj/item/weldingtool/WT = I
  			if(WT.remove_fuel(0, user))
  				build_step--
  				cut_overlay("hs_hole")
  				to_chat(user, "<span class='notice'>You weld the hole in [src] shut!</span>")
  
  	else if(isprox(I) && (build_step == ASSEMBLY_SECOND_STEP))
  		if(!user.temporarilyRemoveItemFromInventory(I))
  			return
  		build_step++
  		to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
  		add_overlay("hs_eye")
  		name = "helmet/signaler/prox sensor assembly"
  		qdel(I)
  
  	else if(((istype(I, /obj/item/bodypart/l_arm/robot)) || (istype(I, /obj/item/bodypart/r_arm/robot))) && (build_step == ASSEMBLY_THIRD_STEP))
  		if(!user.temporarilyRemoveItemFromInventory(I))
  			return
  		build_step++
  		to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
  		name = "helmet/signaler/prox sensor/robot arm assembly"
  		add_overlay("hs_arm")
  		robot_arm = I.type
  		qdel(I)
  
  	else if((istype(I, /obj/item/melee/baton)) && (build_step >= 3))
  		if(!user.temporarilyRemoveItemFromInventory(I))
  			return
  		build_step++
  		to_chat(user, "<span class='notice'>You complete the Securitron! Beep boop.</span>")
  		var/mob/living/simple_animal/bot/secbot/S = new(Tsec)
  		S.name = created_name
  		S.baton_type = I.type
  		S.robot_arm = robot_arm
  		qdel(I)
  		qdel(src)
  
  	else if(istype(I, /obj/item/pen))
  		rename_bot()
  
  	else if(istype(I, /obj/item/screwdriver))
  		if(!build_step)
  			new /obj/item/device/assembly/signaler(Tsec)
  			new /obj/item/clothing/head/helmet/sec(Tsec)
  			to_chat(user, "<span class='notice'>You disconnect the signaler from the helmet.</span>")
  			qdel(src)
  
  		else if(build_step == ASSEMBLY_THIRD_STEP)
  			cut_overlay("hs_eye")
  			new /obj/item/device/assembly/prox_sensor(Tsec)
  			to_chat(user, "<span class='notice'>You detach the proximity sensor from [src].</span>")
  			build_step--
  
  		else if(build_step == ASSEMBLY_FOURTH_STEP)
  			cut_overlay("hs_arm")
  			var/obj/item/bodypart/dropped_arm = new robot_arm(Tsec)
  			robot_arm = null
  			to_chat(user, "<span class='notice'>You remove [dropped_arm] from [src].</span>")
  			build_step--
  
negative.code: 
  /obj/item/bot_assembly/ed209/attackby(obj/item/W, mob/user, params)
  	..()
  	switch(build_step)
  		if(ASSEMBLY_FIRST_STEP, ASSEMBLY_SECOND_STEP)
  			if(istype(W, /obj/item/bodypart/l_leg/robot) || istype(W, /obj/item/bodypart/r_leg/robot))
  				if(!user.temporarilyRemoveItemFromInventory(W))
  					return
  				to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
  				qdel(W)
  				name = "legs/frame assembly"
  				if(build_step == ASSEMBLY_FIRST_STEP)
  					item_state = "ed209_leg"
  					icon_state = "ed209_leg"
  				else
  					item_state = "ed209_legs"
  					icon_state = "ed209_legs"
  				build_step++
  
  		if(ASSEMBLY_THIRD_STEP)
  			var/newcolor = ""
  