Electricraft is pointless.
I hardly see any use in it beyond fancy cables. It feels like you tried to copy ic2/TE energy transportation without realizing basic things. Main problem is that its not really useful as energy storage, because you can't charge and use batteries in same time unlike every other mod battery, and this kinda ruins the purpose as we already have industrial coils (and bedrock coil can store 240 TJ, while auroral battery 281 TJ). Yes, best battery can emit 32k torque, but guess what? It's barely can be used to its full potential as it's speed which matters and for that rotarycraft has turbines with 65-131k speed.
Worst part is energy transfer though. What do you need to transfer energy from your storage to some simple machine in any other mode to make 100% efficiency out of it? Just plug a cable. What do you need to do in case of electricraft? Use a cable, plus resistor, plus motor. And after that you'll likely have to use the gearbox for proper speed, because battery limited to 8k speed. And the most frustating part? That effing resistor block with the most unintuitive control I've ever seen in my life which also only accepts (and consumes) vanilla dye. All that while you keep in mind conversion ratios. For every single machine. I'm really not surprised you use thermal expansion conversions for everything in your videos. And I wouldn't even complain if you didn't nerf the hell out of magnetostatic engines making them only partly configurable (therefore usually consuming more energy than you really need) and upgradeable via very annoying side processes (yes, i hate magnetizing unit with passion).
My humble suggestion: allow batteries to be charged and used in same time, and make induction motors configurably output like industrial coils. It would also be really nice if batteries could be upgradeable and you did not have to save all your wage for the best.
I hardly see any use in it beyond fancy cables. It feels like you tried to copy ic2/TE energy transportation without realizing basic things. Main problem is that its not really useful as energy storage, because you can't charge and use batteries in same time unlike every other mod battery, and this kinda ruins the purpose as we already have industrial coils (and bedrock coil can store 240 TJ, while auroral battery 281 TJ). Yes, best battery can emit 32k torque, but guess what? It's barely can be used to its full potential as it's speed which matters and for that rotarycraft has turbines with 65-131k speed.
Worst part is energy transfer though. What do you need to transfer energy from your storage to some simple machine in any other mode to make 100% efficiency out of it? Just plug a cable. What do you need to do in case of electricraft? Use a cable, plus resistor, plus motor. And after that you'll likely have to use the gearbox for proper speed, because battery limited to 8k speed. And the most frustating part? That effing resistor block with the most unintuitive control I've ever seen in my life which also only accepts (and consumes) vanilla dye. All that while you keep in mind conversion ratios. For every single machine. I'm really not surprised you use thermal expansion conversions for everything in your videos. And I wouldn't even complain if you didn't nerf the hell out of magnetostatic engines making them only partly configurable (therefore usually consuming more energy than you really need) and upgradeable via very annoying side processes (yes, i hate magnetizing unit with passion).
My humble suggestion: allow batteries to be charged and used in same time, and make induction motors configurably output like industrial coils. It would also be really nice if batteries could be upgradeable and you did not have to save all your wage for the best.