anchor.diff:  			overlays += icon_beaker
   			return
   		else
  -			user << "\The [B] is stuck to you!"
  +			user << "<span class='warning">\The [B] is stuck to you!</span>"
   
   /obj/machinery/chem_dispenser/attackby(var/obj/item/weapon/B as obj, var/mob/user as mob, params)
   	..()
  
positive.code: 	if(href_list["ejectBeaker"])
  		if(beaker)
  			var/obj/item/weapon/reagent_containers/glass/B = beaker
  			B.loc = loc
  			beaker = null
  			overlays.Cut()
  	add_fingerprint(usr)
  
negative.code: 		return
  
  	if(broken_requirements.len && B.type == broken_requirements[1])
  		if(istype(B,/obj/item/stack))
  			var/obj/item/stack/S = B
  			S.use(1)
  		else
  			if(!user.drop_item())
  				user << "<span class='warning'>\The [B] is stuck to you!</span>"
  				return
  			qdel(B)
  		broken_requirements -= broken_requirements[1]
  		user << "<span class='notice'>You fix [src].</span>"
  		return
  
  	if(src.beaker)
  		user << "<span class='warning'>Something is already loaded into the machine.</span>"
  		return
  
  	if(istype(B, /obj/item/weapon/reagent_containers/glass) || istype(B, /obj/item/weapon/reagent_containers/food/drinks))
  		src.beaker =  B
  		if(user.drop_item())
  			B.forceMove(src)
  			user << "<span class='notice'>You set [B] on the machine.</span>"
  			nanomanager.update_uis(src) // update all UIs attached to src
  			if(!icon_beaker)
  				icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
  