Hannu (son of :) really thank you for the feedback. I am thinking how I am going to polish the idea.
There is the concept of planning, where you increase the probability of a action + object (like strike rock). It is planned to plan by a end product where the action+object appear from the most used ones, but I haven't fully developed that idea. Also a thing that almost everyone miss is the crafting skill increase: with crafting xp, the player have more action+object selections (starting with 1, 2, 3, etc...) and also the quality of the products. There is a bar underneath all the objects with: gray, yellow, green, blue, violet and orange that is the quality of the product. For instances a stone axe that is orange is more durable than a green one...
Going to check the inventory, but I know that it needs a lot of refining :)
Again, thank you very much,
Rodrigo Gil.