- [x]  THC effects not expiring on some instances
- [x]  Believe this occurs when activated within a SZ + possibly locks the state for saturation.
 
 
- [x]  Animation for crafting action mimic Pour Gasoline to Chem Barrel crafting
 
- [x]  Fix R Click split small shards to full stack each time
- [x]  test locally to confirm this is a bug
 
- [x]  adjusted VarStackMax to 14 from commented out
 
- [x]  removed EnergyManager entries from config.cpp
 
 
- [x]  Adjust Chem_Barrel itemSize down from 10x15 to 8x12
 
- [x]  Update CraftonWorkbench action types for variations of crafting animations
 
- [x]  Explore DuctTape repair animation for possible integration for brick production process
- [x]  commented out stance mask from craftingplus_overrides.c
- [x]  test to ensure this works & doesn’t break anything
 
- [x]  didn’t break anything — but animation itself still does not work as intended unfortunately.. this would’ve been perfect for tapping up bricks!
- [x]  correction — did break IAT_Crafting prompts & caused some flickering
 
 
- [x]  test BandageTarget action animation
 
 
 
- [x]  Fix Res LODs for Gas Stove + Chemistry Glassware
- [x]  test
- [x]  chemistry set still flickers on res LODs at distance
 
 
 
- [x]  Apply fix to Pseudo class to prevent CanBeSplit exploit.
 
- [x]  Update pseudoephedrine class in CraftingPlusConfig.json to require full 24 stack quant
- [x]  Updated config.cpp to spawn 24 quant on init
 
 
- [x]  Add in Industrial Pill Press
- [x]  incorporate proper recipe to CraftingPlusConfig.json entries
- [x]  outputs to bundles x5
 
 
- [x]  placement/kit scripts
 
- [x]  adjust invview memory point
 
- [x]  add in model animations for rotational hardware components
 
- [ ]  if works, add in OnWorkStart method call as well
 
 
- [x]  Fix typo in Blue Pills JSON recipe 
m_DisplayName 
- [x]  add all new kits + items to animation core register callbacks
 
- [x]  add viewpilot to kit box p3d to accommodate 1PP server better for kit item placements
 
- [x]  ensure the bud recipes are tightened up and functioning properly
- [x]  barney, cheetahpiss, babybatter
 
- [ ]  all are confirmed working properly. only difference is abovementioned strains output small nugs from buds to player inventory instead of ground pos
 
 
- [x]  add action entries for new items to be attached via in-hand
- [x]  product items
 
- [x]  LED
 
 
- Implement new Pill Press model
 
- [x]  added acetic_anhydride to ingredients
- [x]  test visual appearance
- [ ]  touch up with custom nohq to present better
 
- [ ]  scale down label to more realistic size
 
 
 
- Add in Poppy Plant Cultivation
 
// New Item Classnames
"iM7s_PillPress_Industrial_Kit"
"iM7s_PillPress_Industrial_Static_Kit"
"iM7s_Press_Industrial"
"iM7s_Press_Industrial_Static"
"iM7s_PoppyPlants"
"iM7s_Seed_Poppy"
"iM7s_SeedPack_Poppy"
"iM7s_Opium"
"iM7s_Brown"
"iM7s_Fent"
"iM7s_BlackTar"
"iM7s_Brick_Fent"
"iM7s_Brick_BlackTar"
"iM7s_Grow_LED"
// "iM7s_BudTrimmer"
// "iM7s_BudTrimmer_Static"
// "iM7s_GrowChamber_Gazebo"
"iM7s_Acetic_Anhydride"