anchor.diff:  					update_namelist()
   					update_req_desc()
   				else
  -					user << "<span class='danger'>This frame does not accept circuit boards of this type!</span>"
  +					user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
   			if(istype(P, /obj/item/weapon/wirecutters))
   				playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
   				user << "<span class='notice'>You remove the cables.</span>"
  
positive.code: 	icon = 'icons/obj/stock_parts.dmi'
  	icon_state = "box_0"
  	density = 1
  	anchored = 1
  	use_power = 0
  	var/obj/item/weapon/circuitboard/circuit = null
  	var/list/components = null
  
negative.code: 		return
  	switch(state)
  		if(1)
  			if(istype(P, /obj/item/weapon/circuitboard))
  				user << "<span class='warning'>The frame needs wiring first!</span>"
  				return
  			if(istype(P, /obj/item/stack/cable_coil))
  				var/obj/item/stack/cable_coil/C = P
  				if(C.get_amount() >= 5)
  					playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
  					user << "<span class='notice'>You start to add cables to the frame...</span>"
  					var oldloc = src.loc
  					if(do_after(user, 20))
  						if(src.loc!=oldloc)
  							return
  						if(C.get_amount() >= 5 && state == 1)
  							C.use(5)
  							user << "<span class='notice'>You add cables to the frame.</span>"
  							state = 2
  							icon_state = "box_1"
  				else
  					user << "<span class='warning'>You need five length of cable to wire the frame!</span>"
  					return
  			if(istype(P, /obj/item/weapon/weldingtool) && !anchored)
  				var/obj/item/weapon/weldingtool/WT = P
  				if(WT.remove_fuel(0,user))
  					playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
  					user.visible_message("<span class='warning'>[user] disassembles the frame.</span>", \
  										"You start to disassemble the frame...", "You hear welding and clanking.")
  					var oldloc = src.loc
  					if(do_after(user, 40))
  						if( !WT.isOn() )
  							return
  						if(src.loc!=oldloc)
  							return
  						user << "<span class='notice'>You disassemble the frame.</span>"
  						var/obj/item/stack/sheet/metal/M = new (loc, 5)
  						M.add_fingerprint(user)
  						qdel(src)
  			if(istype(P, /obj/item/weapon/wrench) && state == 1 && state == 2)
  				user << "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>"
  				playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
  				var oldloc = src.loc
  				if(do_after(user, 40))
  					if(src.loc!=oldloc)
  						return
  					user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
  					anchored = !anchored
  
  		if(2)
  			if(istype(P, /obj/item/weapon/circuitboard))
  				if(!anchored)
  					user << "<span class='warning'>The frame needs to be secured first!</span>"
  					return
  				var/obj/item/weapon/circuitboard/B = P
  				if(B.board_type == "machine")
  					playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
  