anchor.diff:  		if("Miner")
   			module = new /obj/item/weapon/robot_module/miner(src)
   			hands.icon_state = "miner"
  -			icon_state = "minerborg"
  -			animation_length = 30
  +			var/icontype = input("Select an icon!", "Robot", null, null) in list("Tread Miner", "Miner")
  +			switch(icontype)
  +				if("Tread Miner")
  +					icon_state = "minerborg"
  +					animation_length=30
  +				if("Miner")
  +					icon_state = "Miner_old"
  +				else
  +					icon_state = "minerborg"
  +					animation_length=30
   			modtype = "Miner"
   			feedback_inc("cyborg_miner",1)
   
   		if("Medical")
   			module = new /obj/item/weapon/robot_module/medical(src)
   			hands.icon_state = "medical"
  -			icon_state = "mediborg"
  -			animation_length = 35
  +			var/icontype = input("Select an icon!", "Robot", null, null) in list("Mediborg", "Chief Medical Borg", "Medbot")
  +			switch(icontype)
  +				if("Mediborg")
  +					icon_state = "mediborg"
  +					animation_length=45
  +				if("Chief Medical Borg")
  +					icon_state = "cmoborg"
  +				if("Medbot")
  +					icon_state = "medbot"
  +				else
  +					icon_state = "mediborg"
  +					animation_length = 35
   			modtype = "Med"
   			status_flags &= ~CANPUSH
   			feedback_inc("cyborg_medical",1)
  
positive.code: 		if("Standard")
  			module = new /obj/item/weapon/robot_module/standard(src)
  			hands.icon_state = "standard"
  			icon_state = "robot"
  			modtype = "Stand"
  			feedback_inc("cyborg_standard",1)
  
  
negative.code: 		if("Security")
  			module = new /obj/item/weapon/robot_module/security(src)
  			hands.icon_state = "security"
  			var/icontype = input("Select an icon!", "Robot", null, null) in list("Secborg", "Riot Borg", "Armored Borg", "Head of Sec", "Captain Borg", "Treaded Secborg")
  			switch(icontype)
  				if("Secborg")
  					icon_state = "secborg"
  					animation_length = 28
  				if("Riot Borg")
  					icon_state = "ninjaborg"
  				if("Armored Borg")
  					icon_state = "Security"
  				if("Head of Security")
  					icon_state = "hosborg"
  				if("Captain")
  					icon_state = "captainborg"
  				if("Treaded Secborg")
  					icon_state = "secborg+tread"
  				else
  					icon_state = "secborg"
  					animation_length = 28
  			modtype = "Sec"
  			//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
  			status_flags &= ~CANPUSH
  