I haven't weighed in on this because I almost feel like it's not my place to.
But here's the thing: RF shouldn't be the only power system. Period. If it doesn't fit *thematically* in the mod, it shouldn't be used. It works in TE; it works for "Minecrafty" things. That was the entire point. I took Minecraft physics and ran with them. I do electricity for a living and know more about it than the vast majority of people alive on this planet, by an absurd amount. I didn't want to replicate that in Minecraft.
And while I know I'm repeating salient points from earlier in the thread, I'll throw some sentences out, since they carry a disproportionate amount of weight simply because I'm the one saying them (which is unfortunate, but how things go):
RF isn't electricity, it doesn't "fit" in RoC and GT. They shouldn't use it. End of story. Nobody should bother them to convert to it. It's a very simple API and it can be extremely optimized and customized, but nobody has really done it yet. TE's ducts will be slightly more complex in their next iteration, hence why they're taking a while.
Having said all that, I'm still going to call out @
Strikingwolf for the FUD being spread around here.
Yes, if you check Opis in 1.6.4, you'll notice that TE's grid tick handler can occasionally go insane. You can cherry pick that and then cry that the sky is falling and that I'm a big giant liar. Don't do that. You are better than that. The bug is FMP in origin, it's limited to conduits (ducts), and has absolutely nothing to do with RF. I've seen your posts - you are not a stupid person, so please stop conflating an FMP-induced TE grid handler bug with inefficiencies in the API itself.
Thanks.
So in summary, it's a sandbox. Everyone chill. The API is whatever you make of it. Also, I'm getting a degree and no longer have time for this nonsense. Try not to burn the house down, thanks.
TL,DR: No. That wasn't all that long. Go back and read it.