I agree. It is valid. I just note that I clearly lack the equipment in my head to see the appeal.
I lack the appeal of Rube Goldberg machines. But hey if you enjoy them, go ahead.
For me its fun because it makes you need 'more'. My players used hand mining with TiC tools. So... no power needs. Ive said it 100 times here I think... one guy ran his base off of one multifarm on the saplings alone. he put the wood into a DSU. He had a full mps suit and processed all the stuff he needed on just a few biogas engines. No quarry, no real power need. TiC hammer and a turtle was all he needed.
A quarry makes you need to jump up in power. If the power needs to process the stuff is low, then you can set up 3 combustion engines, run teh quarry fairly well, then shut if off and process everything on just those 3 engines. You can get a TON of resources with just 3 combustion engines, id say 1 quarry per day. Outside of gregtech... no need to even run a quarry per day outside of making iron towers or gold block houses.
So if the resource requirements go up, you need to keep the quarry going AND process it. You cant log in the next day and then turn on the processing machines, ou need to reset the quarry. Now what do you do? You add more infrastructure, whcih is fun to make. Gregtech goes even further by slwoing down cycle times and increasing power draw. Id wager the slow cycle times affect the total power you need more than what greg set for the machines themselves. Power and electrolyzer but have it cycle like a pulverizer and it still isnt that bad. And the real key is... I had to keep the electrolyzer(s) going around the clock if I wanted to run a quarry a day, or start really fielding the more-op-than-any-other-option turtles en masse. Now i cant just run my machines while the quarry is idle. It will slow me way down, I need to have it all run at once.
So for me its just the idea that if I own an MPS suit, i will not get as much satisfaction out of making a rail system to a friends house or a quarry site as I would if I *needed* to. I had fun building, but I did not feel the accomplishment of growth, of improving my world, and really feeling that I solved a problem. I just get to ride in a car and watch the blocks roll by. It doesnt hold much appeal for me unfortunately. BUT if that rail system is solving my problem of quarrying away from my base and solved the issue of getting the stuff back to my base... now I feel good. Its the only way I can explain it.
Zorn seems to think that building something that simply time consuming is fun (since the mods he claims to add stress the addition of signifiant time investments).
Seems to think? That sounds dangerously close to declaring that I am *wrong*, but its just my opinion. Right? wait..."Claims to add"? What are you getting at here?
Ideally a mod like TE3 that everyone loves should, IMO, have made another tier of machines that gave you ore tripling. But one other thing greg does is he adds a lot of complexity. FUN complexity, for me anyway. Sodium Persulfate requiring lots of steps to fully automate and keep the grinder going? Thats fun for me. Forced me to automate new cells in my system, compressed air, etc. It forced me to automate.
If you go back to the beginning of the thread, the hoppers my friends used meant they were NOT forced to automate anything. Unless you call Chest/Hopper/Pulverizer/InductionSmelter/Chest with not one pipe in there at all 'automated'. IMO this is what greg goes, he forces you to automate. You just couldnt do it all by hand, so it forces you to do what most people feel is fun in the game: automate complex systems. And IMO this is why people get so upset with the mod, they love that aspect, but hate the tedium (i didnt see it, but i guess crafting took awhile). If someone made a mod that got you away from teh crafting grid somehow (greg actually does this with the asembling machines that let you automate some crafting) but gave you higher tier machines to shoot for... id bet it would be in ever pack anyone put together.