Schyman, I am sincerely interested in your argument so I am pointing this out to you in the hope that you will realise that Ravemohl did anticipate you rather well there. Also, wouldn't it be better for beginner players to be using Dartcraft on easy settings? The configs are probably good then.
I may be missing something because English isn't my main language, but I did not say you might as well play creative? Ravemohl wrote:
"As I see it, FTB (or modded Minecraft in general) has always been about choosing what you want to do with the
enormous amount of resources you're given, so that
"if you don't like it then don't use it" argument actually fits it pretty well." (my bolding)
How is "if you don't like it then don't use it" not an argument that could exactly as well be used for any mod that gives "enormous amounts of resources"?
I'm not saying DartCraft is like playing creative or that you might as well play creative. I am saying that exact argument - "if you don't like it then don't use it" - sucks, because it ignores a whole lot and could just as easily be used and be
exactly as strong and valid (which in my opinion is "very weak and with little validity", but YMMV) if applied to _any_ mod that doesn't change other mods, including for example dirt to diamonds.
Because DartCraft, while being easier/faster pace of teching (as in, "more quickly gain power"), would not necessarily be _simpler_ on easy settings, nor would it make for a more _coherent_ gameplay. People who are new at modded minecraft are not necessarily new to minecraft. However, FTB is a "mainstream" modpack kinda, so many new players will have this as their first encounter with modded minecraft. For people who aren't used to the mod scenes, who aren't used to all the buggy alpha and beta releases, work arounds and uglinesses and glitches, being met with a modpack that feels
coherent and well-thought-through makes a hell of a lot of difference. DartCraft breaks the mold of power levels on many different things - it has enchantments far stronger than vanilla using it's own subsystem, it has engines that are extremely resourceeffective compared to anything but large multiblock structures, etc etc. It's also a mod that is still a bit buggy and glitchy, though I hope it'll be refined soon.
To take a more "extreme" example, look at Ars Magicka. It's a popular mod, it's well-done, massive and game-changing and a LOT of people are adding it. But because it is so different to everything else in FTB, it wouldn't fit to have it included as the standard. Now, DartCraft of course is much closer to FTB; it's subsystem is far less complex and far closer to vanilla, and it incorporates some of it's stuff with buildcraft, like having an engine. But it still stands out in quite a few ways, and look "odd" in a way that most other mods don't. Thus I think it needs to have some reconfiguration to fit with the style/theme/spririt of the pack.
And it should be noted, I think the same way about GregTech - it's a mod I enjoy and have added before, but it's not one I think should be in the main FTB modpack as it's so different from the other mods and alter the game balance and tech pace so profoundly (and because it nerfs vanilla items in a way that is also off-putting to "casual" players).