So, in case nobody has noticed yet, this mod avoids an adventure mode crafting bug to do with items like bars and thread by setting their size to 1. The bug also affects stacks which is why bonecarving recipes all use just 1 bone even when the same reaction in fortress mode uses more. This workaround, however, goes under the assumption that you aren't gonna be going and using things you made in fortress mode, as fortress mode bars, for example, count as about 150 adventure mode bars. I have ideas for 2 other possible workarounds that don't have this issue, I'll outline them here and put up a poll to see what you guys prefer.
Option 1: Pseudo items
Essentially, this works the same way that the current mod does, without the fortress mode exploit, because fortress-made bars, thread, cloth, e.c.t. will not be usable. I'll call the new pseudo items something different so that things don't get confusing if you do happen to find those vanilla items.
Option 2: Containers
The bug does not affect items in containers because they are not directly requested by the crafting menu, which is why the reactions with water and lava work fine despite using a stack of 10 items. Considering this, I could scale the items back up to fortress mode size, and turn things like portable furnaces and looms into containers, and change the reactions so that these items are to be put inside the new containers. This does mean a little more fiddling around for the player than the other option, but comes with two pretty big advantages; it solves problems with stacks as well as items with these troublesome size values, so we can have bonecarving that uses more than one bone at a time if I can think of some tool to put bones in before carving them, and, possibly more importantly, if I give the containers the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag, you can auto-repeat reactions by putting enough reagents in the container to do the reaction more than once, though I won't do that for bonecarving since there's no way to split the stack.