anchor.diff:  	if(istype(I, /obj/item/weapon/screwdriver))
   		if(stage == WIRED)
   			if(beakers.len)
  -				user << "<span class='notice'>You lock the " + initial(name) +" assembly.</span>"
  +				stage_change(READY)
  +				user << "<span class='notice'>You lock the [initial(name)] assembly.</span>"
   				playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
  -				name = initial(name)
  -				desc = "A custom made " + initial(name) +"."
  -				icon_state = initial(icon_state) +"_locked"
  -				stage = READY
   			else
  -				user << "<span class='notice'>You need to add at least one beaker before locking the " + initial(name) +" assembly.</span>"
  +				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>"
  
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: 		A.loc = src
  		assemblyattacher = user.ckey
  
  		stage_change(WIRED)
  		user << "<span class='notice'>You add [A] to the [initial(name)] assembly!</span>"
  
  	else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
  		var/obj/item/stack/cable_coil/C = I
  		C.use(1)
  		det_time = 50 // In case the cable_coil was removed and readded.
  		stage_change(WIRED)
  		user << "<span class='notice'>You rig the [initial(name)] assembly.</span>"
  
  	else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
  		stage_change(WIRED)
  		user << "<span class='notice'>You unlock the [initial(name)] assembly.</span>"
  
  	else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
  		if(beakers.len)
  			for(var/obj/O in beakers)
  				O.loc = get_turf(src)
  			beakers = list()
  			user << "<span class='notice'>You open the [initial(name)] assembly and remove the payload.</span>"
  			return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism.
  		if(nadeassembly)
  			nadeassembly.loc = get_turf(src)
  			nadeassembly.master = null
  			nadeassembly = null
  		else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used.
  			new /obj/item/stack/cable_coil(get_turf(src),1)
  		stage_change(EMPTY)
  		user << "<span class='notice'>You remove the activation mechanism from the [initial(name)] assembly.</span>"
  
  
  /obj/item/weapon/grenade/chem_grenade/stage_change(var/N)
  	stage = N
  	if (stage == EMPTY)
  		name = "[initial(name)] casing"
  		desc = initial(desc)
  		icon_state = initial(icon_state)
  	else if (stage == WIRED)
  		name = "unsecured [initial(name)]"
  		desc = "An unsecured [initial(name)] assembly."
  		icon_state = "[initial(name)]_ass"
  	else if (stage == READY)
  		name = initial(name)
  		desc = "A custom made [initial(name)]."
  		icon_state = "[initial(name)]_locked"
  
  
  //assembly stuff
  