anchor.diff:  	if(istype(I, /obj/item/weapon/screwdriver))
   		if(stage == WIRED)
   			if(beakers.len)
  -				user << "<span class='notice'>You lock the assembly.</span>"
  +				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 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: 
  //Large chem grenades accept slime cores and use the appropriately.
  /obj/item/weapon/grenade/chem_grenade/large
  	name = "large chem grenade"
  	desc = "An oversized grenade that affects a larger area."
  	icon_state = "large_grenade"
  	allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
  								/obj/item/weapon/reagent_containers/food/drinks)
  
negative.code: 			return
  		else
  			if(I.reagents.total_volume)
  				user << "<span class='notice'>You add [I] to the " + initial(name) +" assembly.</span>"
  				user.drop_item()
  				I.loc = src
  				beakers += I
  