anchor.diff:  			if(!istype(B, A))
   				Deletion.Remove(B)
   				qdel(B)
  +
   	return Deletion
   
   /obj/structure/table/interact(mob/user)
  
positive.code: 	var/dat = "<h3>Construction menu</h3>"
  	dat += "<div class='statusDisplay'>"
  	if(busy)
  		dat += "Construction inprogress...</div>"
  	else
  		for(var/datum/table_recipe/R in table_recipes)
  			if(check_contents(R))
  
negative.code: 						while(amt > 0)
  							I = locate(B) in loc
  							Deletion.Add(I)
  							I.loc = null //remove it from the table loc so that we don't locate the same item every time (will be relocated inside the crafted item in construct_item())
  							amt--
  						break item_loop
  		else
  