Moves Earandel's AAI mod items to their own crafting tab.
Small changes concerning balance, gameplay, or graphics.
Having only AAI-CraftTab, but not aai-signals AND aai-programmable-vehicles errors Factorio out. https://media.discordapp.net/attachments/488299297352187904/581784317496131595/unknown.png
All dependencies are truly optional now (tested both with and without aai-signals and aai-programmable-vehicles).
Could you add a check to see if the thing you're trying to move exists before performing the function? This should help I think.
That's what I did - the script checks for existence of a vital object in relevant mod. It's not perfect, however I don't have the time to rewrite it.