anchor.diff:  		. = ..()
   
   /obj/item/weapon/rack_parts/attack_self(mob/user)
  +	if(building)
  +		return
  +	building = TRUE
   	user << "<span class='notice'>You start constructing a rack...</span>"
   	if(do_after(user, 50, target = src, progress=TRUE))
   		if(!user.drop_item())
  
positive.code: 			</span>", "<span class='notice'>You assemble \a [R].</span>")
  		R.add_fingerprint(user)
  		qdel(src)
  
negative.code: 	icon_state = "rack_parts"
  	flags = CONDUCT
  	materials = list(MAT_METAL=2000)
  	var/building = FALSE
  
  /obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params)
  	if (istype(W, /obj/item/weapon/wrench))
  