Edit: Removed my post, looks really inflammatory after reading it again myself.
Laser drain does seem funny. I ended up using the tablet thing from Thaumic Tinker that could use a wrench on my energy conduit every redstone pulse, which works to great effect.
In 1.6 they also added a gate function to only turn on engines when needed. Which kinda renders the entire point of constant energy drain moot and just turns it into a waste of power for no reason whatsoever.To me the reason behind the energy drain is to prevent idle engines from over loading due to nothing using the energy they are producing. Which is a feature of a lot of the lower end engines and normally results in the engine shutting down or in other cases exploding. In the past this was addressed by having the conduits bleed off energy that is not needed back in the early days of build craft. Later on in the mods life they changed this mechanic to the famous exploding conduits and transferred the responsibility to bleed off excess power to the machines. Currently they took this approach to the next level with the new conduits and the added flexibility they afford.
In 1.6 they also added a gate function to only turn on engines when needed. Which kinda renders the entire point of constant energy drain moot and just turns it into a waste of power for no reason whatsoever.
it's sort of redundant thought, the only frequently used buildcraft machines (at least for me) that require a lot of power are the laser systems and quarries. so the majority of BC will be building power to build lasers to build power to build lasers.
I think this issue is indicative of what happens when mod devs who don't understand balance make unilateral changes in response to what someone else is doing in a different mod. This is a stab directly at early-game, because as you point out, by the time you're established with boilers and MJ for days you don't care about a persistent drain. In the early game it means you're chained to your machines, because you don't dare walk away from a machine that will happily keep draining energy once it's finished its assigned task. And all of this with no benefit whatsoever. The whole idea for me in using things like redstone energy cells as buffers is to reduce the micromanagement and reduce the need to closely monitor my machines. There's too much to do in these mod packs for any one mod to be assuming I've got nothing better to do than sit around and babysit that one mod's stuff. Novice devs just keep piling on penalties and consequences and costs with nothing given in return. It usually kills the project at some point if they don't come to their senses with the quickness. Why does everyone use TE engines and machines in the early game? Because there's a benefit for every cost, and because King Lemming doesn't throw down arbitrary consequences for no good reason. BC and IC devs who don't take note of this might be in for a shock.
People use TE because the machines get out of your way and let you play the game. It's a great option for people who hate explosions and don't like monitoring machines. It's a great option and it's there for people who like options.they use TE machines early game because they are another exmaple of reducing cost and increasing benefit, and making your items more appealing. TE has no consequences.
Compare that to BC machines that consume power while idle with absolutely no benefit. I decided I wanted to start setting up liquid storage in my Unleashed wolrld and literally within the last couple of hours found out about this power drain with the rolling machine I set up and connected to my power grid. It's an added layer of micro-management that does nothing at all to enhance the player experience. It's much more reminiscent of GregT's philosophy of "make it suck and call it better." Sort of how I've got the game running in the background running coke ovens and a blast furnace because I'm waiting on the steel before I put the rolling machine back to make the plates for tank blocks. Respect the player's time? Fuck no. That's for professional game devs, not modders.
they use TE machines early game because they are another exmaple of reducing cost and increasing benefit, and making your items more appealing. TE has no consequences.
BC and IC2 = exploding power cables, exploding machines. Complicated setups. Different voltages. compare an aqueous accumulator to a buildcraft pump, and run combustion engines. Now tell me that the Accumulator gave more benefit, but at an increased cost, like your Electric furnace to an induction furnace.
they key is that a buildcraft pump is not inherently better than an AA, but the increase in benefits has to stop somewhere, or in a year people will be saying "did you hear the X mod dev now wants us to actdually craft engines to power our furnaces? Eveyrone knows you just craft a solar furnace for 9 iron and it will run all day for you. the internal battery is perfectly balanced so that it will hold enough energy to keep you going 24/7, now this upstart wants to increase costs, with no benefit?!? And make us craft machines just to RUN our machines? Im not playing this game to sit at the crafting table all day!"
its really that ridiculous. Everything is relative, to vanilla players, EVERY mod is overpowered and imbalanced. Power creep gets us closer to Creative mode all the time, which just equals boredom, and a loss of players in the end.
You know what works really well if you want a ready supply of water? Standing next to a 3x3 water source with a bucket. So when we talk about automating the accumulation of an infinite resource with a 3x3 footprint, the accumulator fits the bill pretty well. It doesn't cost a lot to make and it doesn't cost anything to run, but it's not doing anything so tedious or outlandish that it needs to carry a heavy initial cost or ongoing consumption of resources. If you want to run a buildcraft pump on combustion engines for the sole purpose of accumulating water, that's on you. It's a bit like disciplining a toddler with a revolver.
Ya, I already know your view on this stuff. You're wrong, but you'll fight tooth and nail with awful arguments and accusations of 'bullying' to avoid the facts, so I'm about done here.
Just don't claim that good mods offer increased costs to offset rewards,