The problem is that it takes a long damn time to try and get a handle on how to balance a mod pack to how you like it. This is why, I think, you often see people say Ultimate was their favorite pack - it has a moderate balance that appeals to lots of people. Its harder than current packs, but not 'gregtech hard mode'. It has lots of fun crazy stuff, but when you make a tier 5 Creeper shard you can actually USE the gunpowder you get. Without gregtech? There isnt even a use for a creeper shard. I guess I could make a TNT tower.
I just don't understand this notion of difficulty purely as a function as time invested for the minimum viable build.
Don't get me wrong, balance still matters. But no matter how I tweak power balance or Jaded stomps recipes, there will always be winners and losers for any given task. There will always be easy mode and hardmode packs in any pac with ANY sort of overlap. The idea that you should counter this by removing overlapping mods springs to mind, but this can have profoundly limiting effects since many great mods do slightly overlap (IC2 and TE3 play nicely together, but they DO certainly overlap).
After 9 months of playing, there are still big mods Ive never gotten to, so im not sure how to balance them. I dont get to play as much as many do here. If I set forestry to Normal instead of the default Easy mode, how do I change MFR to match? Everyone has an opinion on how imbalanced things are... what are my odds of finding the right balance so one mod isnt super powerful compared to another?
Forestry actually isn't a bad counter to MFR for very large farms. The farms are fast and the main reason people think that MFR is so much better is that it LOOKS faster and has this very obvious method of action. On balance, the main limiting factor on treefarms is how long it takes to grow the trees. Both MFR and Forestry allow you to amplify this so much that MFR fertilizer is actually a waste of time. I actually find myself liking forestry farms more and more because they give you a bit more cross-mod freedom.
And what really sucks is... by the time you realize some new mod is not what you wanted, the world is a month old and you AGAIN have to restart to try and get the experience you want. TiC hammers? Totally removes any need to make a tunnel bore, or a steves carts drill.
No. This is absolutely wrong and you do not understand the value of bores or drills if you think this.
Tunnel bores have always been slower than good endgame manual mining techniques. It's been that way since 1.4.7. It is like we collectively forget the Vajra and Atomic Disassembler exist.
The value of Quarries, Tunnel Bores, and SC2 is that they can rapidly clean out an area without your intervention. All 3 of the things I've name can clear out a VERY large sum of material VERY quickly if you want them to. So much so that even with power/material constraints it'll work really well. And of course, unlike your hammer, you can run 2 quarries/bores/carts. Or 20. Or whatever.
I use one of the most powerful manual mining techniques since the Destruction Catalyst and Divinging rod pairing from EE2. I do not do it very often and I keep my little mining cart system running because I want to spend my playtime building rather than mining. I did a lot of mining and exploring at the start, and I still do exploration and resource gathering, but mining? No. I am past that stage of the game.
And that's okay. A good modpack should be robust in the face of post-metal-scarcity. Even with just buildcraft, that's going to happen. Even with just 1.2.5 buildcraft and IC2, that's going to happen. And you should not need an artifical and semi-useless goal like a fusion reactor (I have all the power now... what did I need it for again? More UU?) to get you there.
Then you have fun mods that wont even let you try to config them for balance... like COmputerCraft. No wonder OpenComputers popped up... people kept requesting harder recipes and he refused, so someone else made something people wanted.
Another mod people love to rail on without any real understanding of the balance considerations at play. You CAN make a turtle quarry. Must you? No. Are they very good? No. Is it trivial to surpass them? Yes! Turtle quarries are a great way to end up slowly trading coal for other metals. And until you get a wood farm set up, that's a bum deal and only makes sense if you have a surplus of coal. Once you have a wood farm set up, why wouldn't you use the bigger solutions?
CC is flexible and universal, but is it OP? No.
And OpenComputers is a total non-start until the author can fix his major technical issue that makes it only playable on windows.