Today I thought I would put up a rough example of my ideas for the new Tech Tree for the mods and machines. Not all mods will fit nicely into any single Tier but will cross over between several.
- Tier 0: Very basic tools and devices for survival and simple crafting.
- Tier 1: Gears, Pistons and simple machines that can be crafted by hand or through simple Blacksmithing.
- Cogs of the Machine
- Professor Flaxbeard's Wondrous Steam Powered Mod
- Tier 2: Complex devices crafted from Tier 1 parts and either Produce or Require power (RF) to operate.
- Tier 3: Intricate and very complex machines crafted by Tier 2 machines and require much larger amounts of power (RF)
- Immersive Engineering
- Magneticraft
- Tier 3+: Consumes immense amounts of power (RF) and must be crafted by Tier 3 machines.
My personal opinion on this:
PFWSP is quite OP in terms of its armor, I would put some of the armor modules in T3 and the jetpack to last tier.
Forestry offers some basics that could fit in T1. Like basic bee keeping and so. The autofarm would fit at the end of T2 nicely.
Buildcraft: which part of this mod are you thinking of? the pipe system should be T2 as it doesn't really add much value to the pack (there is no fluids to move except for water and oil). The quarry thingy is a lot more low tech than Inmersive Engineering. I would remove the generators/motors at all and work with energy generation from inmersive or railcraft (there is a steam engine I think)
Aside from the above, I think a good exercise is to match means to ends.
I mean, a lot of packs (and even mods themselves) suffer from: why would I want to build the big machine, that consumes a lot of power, if it only gives me more ores/power that I wouldn't need any more once I have the big machine :S
What I'm trying to say is, big machines and setups should be means, and not ends. Put them in intermediate tiers and use them to improve the quality of life (like the autofarm) or to allow getting gear to fight a dungeon, explore a dimension, etc.