Okay, so this is a kind of a thing I miiiight have touched upon once or twice, however this is a thing that I really think deserves another look, after seeing Omnifactory. Omnifactory, if you haven't seen it yet, takes GregTech as a central core mod, yet it doesn't screw over the player in the process. It adds investment (and a whole PILE of baked-in resource consumption), but doesn't make a ton of grind while doing so because it utilizes ways of removing grind from the process. Take, for example, GregTech's infamous subcombine system. They add in a very early-game Workshop that remembers recipes and has an inventory so you can make all the subcombines much more trivially. You still have to make them, there's still the added resource cost per fabrication that you don't really think about built into the system, but you can just go to your subcombine workshop, drop in the resources (the tools are already in there), and bob's your uncle. This got me thinking of my play of Infinitech2. I was surprisingly engaged by GregTech, but I had two main problems. First, I didn't really understand how GregTech did OreGen, and I was given no resources to figure it out. Second, everything seemed to be completely obsolete the moment I built it. Both of these were very frustrated. And while I knew that building copies of machines was necessary to get relevant quantities, I didn't appreciate the sheer resource grind to tier up and then make it all completely and hopelessly obsolete. Omnifactory avoids the worldgen issue by a) giving you a Scanner from the get-go, and b) extra super plentiful ores. I don't know if I completely 100% agree with the second, but a scanner would have gone SO far to helping me enjoy Infinitech2. The other thing Omnifactory does is lean on other mods for support. For example, your first energy production are Thermal Expansion dynamos. You use Conduit Binder to make cables with. You use Actually Additions to make Rice Balls for a substitute for slimeballs, and there's a recipe to smelt plantballs for them as well. This has got me thinking about how to build Hardcore/Expert Mode packs in a way that doesn't force grinding, but instead uses synergies to mitigate grind and actively tries to find ways to mitigate grinding for you and then points them out to you so you don't get frustrated. So... thoughts? I'm really hoping to start some conversations with others who want more complex stuff without the boring pointless monotonous grind. Can you think of other ways to introduce complexity without also introducing grind? I'm interested to hear the results.