anchor.diff:  			if(istype(P, /obj/item/stack/sheet/glass))
   				if(P:amount >= 2)
   					playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
  +					user << "<span class='notice'>You start to put in the glass panel.</span>"
   					if(do_after(user, 20))
   						if(P)
   							P:use(2)
  -							user << "<span class='notice'>You put in the glass panel.</span>"
  +							user << "<span class='notice'>You've put in the glass panel.</span>"
   							src.state = 4
   							src.icon_state = "4"
  +				else
  +					user << "<span class='warning'>You need more glass to do that.</span>"
   		if(4)
   			if(istype(P, /obj/item/weapon/crowbar))
   				playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
  
positive.code: 				var/obj/item/stack/cable_coil/C = P
  				if(C.amount >= 5)
  					playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
  					if(do_after(user, 20))
  						if(C && C.amount >= 5)
  							C.amount -= 5
  							if(C.amount <= 0) qdel(C)
  							user << "<span class='notice'>You add cables to the frame.</span>"
  							src.state = 3
  							src.icon_state = "3"
  		if(3)
  			if(istype(P, /obj/item/weapon/wirecutters))
  				playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
  
negative.code: 		if(0)
  			if(istype(P, /obj/item/weapon/wrench))
  				playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
  				user << "<span class='notice'>You start wrenching the frame into place.</span>"
  				if(do_after(user, 20))
  					user << "<span class='notice'>You've wrenched the frame into place.</span>"
  					anchored = 1
  					state = 1
  			if(istype(P, /obj/item/weapon/weldingtool))
  