Board Thread:Suggestions forum/@comment-26054360-20160902165009/@comment-25330335-20160907171427

Another idea I just got. What if we somehow made the mod automatically generate the Shard texture and code when it detects new ingots? That would pretty much make compatibility with other mods a piece of cake. Whenever you load your modpack, the mod generates the textures for all the ingots that exist.

I would say to try and stay away from using nugget size. It would make recipes way too cheap, or require a very large CT grid for crafting anything. If anything, we might just use Ingot size. Any particular reason not to?

Another thing. If at all possible, I'd like to keep as few features of this mod dependent on LOTR, so that it works out of the box as a regular stand-alone mod. However, the mod also needs to be a definite enhancement to LOTR, and work flawlessly with it, as that is the primary purpose for the creation of OreForge.

More on Guis. I think that if we travel down the Gui road, then it will be much more difficult to move towards complete graphical in-world interfacing. A starting feature might even be to make CT's work in-world, actually laying the items on the CT to craft. I think this might be a distinguishing feature for this mod that allows us to gain more popularity/userbase. Something that I would like to see, especially if we have skilled graphics people.

I think that's all for now. Let me know if you have any other input, which I'm sure you will. :P