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* Workbench Organization. Move all Crafting Nodes out of the Workbench Root Added a Fallback Node when adding craftnodes and they fail due to mixing tabs and crafting nodes. Created a TraverseTree method as we seem to be doing the same thing in multiple places. Added logging to ModCraftTreeRoot to show what nodes are in the way when trying to add a node fails due to cross node type. * Move Misplaced Using Directives * More Corrections Add CreateVanillaTabNode for all 3 fabricators that have no tabs. Add fallback tabs for all vanilla fabricators. Added the ability for Mods to remove and move other mods nodes by doubling down on the removals to before and after mod node creation. If a mod item fails the tab/crafting check it now gets put into the fallback unsorted tab with a warning. * Ensure nodes only moved If they are crafting nodes. * Fix: correct possible exception if someone adds just a treenode or some new modded subnode * Remove Unneeded iteration * Update CraftTreePatcher.cs
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