Board Thread:Suggestions forum/@comment-26054360-20160902165009/@comment-26054360-20160902204157

Responses below! *Some more balanced system for making Oreshards is absolutely needed. I don't have a proposal for this, but I think we need some way for oreshards to be an exact amount of metal, so that an ingot can be split down evenly, as can a nugget. That way we don't have people complaining about or taking advantage of the mod. '''Ive been thinking about this, and we could literally just use nuggets.  All in all, great feedback! And I think we are on the same page on almost all of these!'''
 * Something I've mentioned before, but something that needs to be brought up again. Instead of making broken/heated variants of all textures, include a texture overlay so that all tools/weapons can be automatically made broken or heated without individual mod support. I am all for the overlay for significant simplicity. I am actually retooling some of my excel sheet to recategorize things by importance. Ill update the dropbox when able. 
 * Less Gui. I think, with good texturing/modeling, this mod has real potential as an in-game only mod. That means as few guis as you can possibly handle. This would make tongs, hammers, and other things make a lot more sense to have. Instead of placing an item in a gui or in your inventory, you would pick up an ore shard from the Forge with tongs (item on forge, literally), and move it to the anvil or CT, where you could work with it. Then you would move it to the Quench tank for quenching. A lot of really pretty graphical in-game stuff. Also, I would suggest reworking the crafting system so that you actually use the top texture of the table, instead of opening a gui, just placing the required items directly on the tabletop. I think we can get away with the only GUI for a testing phase being the OreForge itself and the standard crafting tables/furnaces/forges. 
 * Mod compatibility. Try to make the mod as easy to use with other mods that add small numbers (or even large numbers) of tools/weapons without needing to write specific code for that mod. We could use parts of LOTR for testing these things. Extend tool classes, basically. Make the mod as easy to add support for other mods as possible, as well as feature-rich enough to be it's own special mod. I was pondering a way to do this, could we link items with a new class based on the material used in it?(Iron, Gold, etc)