anchor.diff:  
   /obj/item/grenade/chem_grenade/smart_metal_foam
   	name = "smart metal foam grenade"
  -	desc = "Used for sealing and reconstruction of air breaches."
  +	desc = "Used for emergency sealing of hull breaches, while keeping areas accessible."
   	stage = READY
   
   /obj/item/grenade/chem_grenade/smart_metal_foam/Initialize()
  
positive.code: 
  /obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
  	name = "cryo grenade"
  	desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
  	icon_state = "cryog"
  	affected_area = 2
  	ignition_temp = -100
  
  /obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
  	name = "pyro grenade"
  	desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
  	icon_state = "pyrog"
  	affected_area = 3
  	ignition_temp = 500 // This is enough to expose a hotspot.
  
  /obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
  	name = "advanced release grenade"
  	desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
  	icon_state = "timeg"
  	var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
  
  
negative.code: 	var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
  	var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
  	var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
  	var/casedesc = "This basic model accepts both beakers and bottles. It heats contents by 10°K upon ignition." // Appears when examining empty casings.
  
  /obj/item/grenade/chem_grenade/Initialize()
  	. = ..()
  