anchor.diff:  					if(istype(B))
   						beakers -= B
   						user.put_in_hands(B)
  -			name = "unsecured grenade with [beakers.len] containers[stage?" and detonator":""]"
  +			name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
   		if(stage > 1 && !active && clown_check(user))
   			user << "<span class='warning'>You prime \the [name]!</span>"
   
  
positive.code: 				var/mob/living/carbon/C = user
  				C.throw_mode_on()
  
  	attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
  
  		if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
  			var/obj/item/device/assembly_holder/det = W
  
negative.code: 			else if(stage == 2)
  				user << "\blue You unlock the assembly."
  				playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
  				name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
  				icon_state = initial(icon_state) + (detonator?"_ass":"")
  				stage = 1
  				active = 0
  