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Another suggestion they had was opening the crafting menu to the place you had it closed.
1. Reorganizing a few items into more appropriate categories
2. Adding additional subcategories (i.e. subcategories for carpentry: weapon, tool, material repair)
3. If a material in the crafting is not fully consumed during the crafting process (say, a bottle with liquid or battery), display how much of the crafting material will be used when crafting
what I mean is that I forced it to run on 42.6 but the craft menu does not pops up
Thanks, but as you correctly noted, I develop mods primarily for myself and merely share them with everyone. That's why compatibility is only added for the mods I personally use. And while it was initially planned that my mod would just be a kind of compromise and/or alternative while waiting for Rocco's mod to be released, ultimately, I chose to stick with my own mod. I personally liked his initial concept, but unfortunately, I was left dissatisfied with its final outcome. That's why I simply have no desire to delve into the code of another mod if I'm not doing it for myself. But in any case, I believe someone will soon come along who will create a plugin to implement this for his add-on.