Why did you do this mod ?
Because I didn't like the fact, that the copper cable shortcut was basically 1 free copper cable per click. The intention is to use this 1 copper cable to wire up something, but nothing will stop you to use it in recipes or put it in chests to get more (and write an auto hotkey script to automate this behavior). This mod was the best solution for this (and for me lol). And as bonus, now all these wire shortcuts give 200 items and they are only used for wiring. I like simple unity :).
Locking red wire and green wire shortcut functions behind 'Circuit network' ? What ?
The reason behind it was the odd behavior of shortcuts and hotkeys in general. Basically, shortcuts are a "unlock once forever"-deal, so the prerequisite, that they have ('"Circuit network" for red and green wire shortcuts), is nullfied by the fact, that they are accessable in every world after that one unlock. In addtion to that, prerequisites are generally ignored by the associated hotkeys of shortcuts, so you don't even need to unlock it once. That's why I made it, so the "Wire Shortcuts" prerequisites are removed by this mod, because it's more consistent like that. But remember, the executing function of the affected shortcuts are locked behind technology. Also, when playing with early game mods, like Amator's mods, it is simply odd to see, burner inserters and wooden chests (the stone age of Factorio technology) working with a modern circuit network (the opposite of stone age technology). It is also a style choice, you could say.
How can I check the compatibility for this mod with my modpack ?
FNEI is required for that. Load your modpack without this mod. Look up in FNEI and count, how many recipes needs vanilla copper cables as ingredient & how many recipes produce copper cables. Now, load your modpack with this mod and do the same again, except you look up for copper wire surrogates this time. If the recipe count didn't change at all, then your modpack is compatible. If there is a difference, you should narrow it to the mod, that is causing the difference to happen, and report it here as a bug. This especially happens, when mods try to add/change recipes, which involves vanilla copper cables, after this mod has been loaded. The solution would be to add the said mods as optional dependencies in the "info.json" of this mod, so they load before it.