Are you kidding me? I have a Multifarm farm started within the first 30 minutes of my game play.
How nice for you. Not sure I should think this is hyperbole... Coal, the engines, the tin, the copper, a thermionic fabricator, the soldering iron, the circuit board, and apatite, the redstone, the pipes, the liquid pipes, the water source, and the saplings while not dying and feeding yourself... seems like a tall order for 30m unless your spawn is pretty lucky.
After that, the nerf is trivial. And some of us, learn to stock pile on wood so we have spares. I usually chop down so I have at least 100-200 wood. Even before, the nerf is trivial. I always stockpile on wood.
Not everyone
wants to play the race-to-fully-automated-plantfarm just to have enough wood to build a house first. Not everyone is okay living in a cave and only can focus on other stuff once they have a house. Not everyone wants to invest in MJ infrastructure and would prefer to go right for other stuff. Not everyone is as good as your awesomeness, I guess. Certainly a multifarm is not in my 30m calendar. I'm happy to make sure I won't starve to death.
Modpacks need to accomodate many playstyles. This isn't design opinion, this is axiomatic.
So it seems presumptuous of you (but mostly of Greg) to rebalance something this core mechanic, especially given the relative heat values of planks and charcoal. You're forcing people to play a certain way instead of rewarding them for playing a certain way. This is a fundamentally bad design principle.
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I agree with you on the first statement. The second one is utter BS. GregTech is one of the mod advanced tech mods out there.
Howso? What does it mean for a mod to be "advanced"? If you mean "technically sophisticated" this is definitely not true.