Board Thread:Suggestions forum/@comment-26054360-20160902165009/@comment-26553378-20160903231611

SamwiseFilmore wrote: A few things to note:


 * 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.
 * 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.
 * 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.
 * 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.

Let me know if you see a problem with the novel above. :P

this is better than the original, please suggest it yourself (or have thread owner do it)