Some things I don't like - (it's super late at night - might be rambling on here)
- Compact XYZ machines (a.k.a., "You need the power to make the power that you no longer need because you just made the power") - That is, maybe using the same 6-10 resources for each tier of machine. If that's not enough, (especially solars with 6, 7 or 8 tiers), it's make 8 of these and combine it with something. Want 32,000 RF? That'll be 500,000 lead and 2 million glass please (rough numbers here)! Ok, I get it's supposed to be super expensive, but such a setup would require tons of power to get that 500k lead and 2 million glass (quarries, cobbleworks, wrecking terrain to the farlands, etc. - ok, so the last one is a bit of an exaggeration, but still...). I prefer mods like IC2 and Ultimate Solars where you actually have to make an infrastructure (true, IC2 has increased it's difficulty since I first played with the ultimate solars back in 1.4.7). The later involved rare items (uranium -- yellorium should be a greatly weaker form of uranium, not its' equal...), iridium (either super rare, or done by something like the Molecular Assembler), and an infrastructure you had to setup before you even thought of getting an Ultimate Solar. In short, I liken it to this - Remember Super Mario 3's P-wing that you got after this hard par-kour like level with void below you? Once you get the p-wing, you no longer needed it - at least I didn't. That's how compact machines feel.
- Tedium. Not everyone plays on a SMP server, and not everyone has 12-18 hours a day (seems that way sometimes. lol) to play single player. But, there are mods that force you to wait a LONG time for some process to complete (I'm talking hours). Either it's just waiting for some hours-long counter, or going down a rabbit hole from an early/mid-game item (IC2 went this direction... kind of borderline, but still...), I get kind of tired with these types of mods. I suppose this is also a side-effect of "realism" I've seen talked about earlier in this thread (and I've seen it discussed in other games too - namely players wanting to add more realism, which essentially mods allow you to do.). I feel that kind of takes away from the scope of the game a bit.
- No documentation. If I can't figure it out, and there's no useful wiki, I probably won't use it. It's like, "Here's this mysterious item! You figure out how to make it work!". Granted, I do like how a lot of these mods now have their own books, which kind of leads into the next one...
- Too Many Items. Too many books, too many mob drops, too many seeds, too much rare loot, too many mod item parts (like TE servos, retrievers, filters, etc.). Granted, some of the later can be good, but I feel like I'm swimming in a sea of items. Another mod, Xeno's Reliquery (haven't played it in awhile because of it) has extra mob drops for every mob that I won't even use... and makes no sense what-so-ever in making items from that mod.
At least the good thing is, there's ModTweaker...
- Compact XYZ machines (a.k.a., "You need the power to make the power that you no longer need because you just made the power") - That is, maybe using the same 6-10 resources for each tier of machine. If that's not enough, (especially solars with 6, 7 or 8 tiers), it's make 8 of these and combine it with something. Want 32,000 RF? That'll be 500,000 lead and 2 million glass please (rough numbers here)! Ok, I get it's supposed to be super expensive, but such a setup would require tons of power to get that 500k lead and 2 million glass (quarries, cobbleworks, wrecking terrain to the farlands, etc. - ok, so the last one is a bit of an exaggeration, but still...). I prefer mods like IC2 and Ultimate Solars where you actually have to make an infrastructure (true, IC2 has increased it's difficulty since I first played with the ultimate solars back in 1.4.7). The later involved rare items (uranium -- yellorium should be a greatly weaker form of uranium, not its' equal...), iridium (either super rare, or done by something like the Molecular Assembler), and an infrastructure you had to setup before you even thought of getting an Ultimate Solar. In short, I liken it to this - Remember Super Mario 3's P-wing that you got after this hard par-kour like level with void below you? Once you get the p-wing, you no longer needed it - at least I didn't. That's how compact machines feel.
- Tedium. Not everyone plays on a SMP server, and not everyone has 12-18 hours a day (seems that way sometimes. lol) to play single player. But, there are mods that force you to wait a LONG time for some process to complete (I'm talking hours). Either it's just waiting for some hours-long counter, or going down a rabbit hole from an early/mid-game item (IC2 went this direction... kind of borderline, but still...), I get kind of tired with these types of mods. I suppose this is also a side-effect of "realism" I've seen talked about earlier in this thread (and I've seen it discussed in other games too - namely players wanting to add more realism, which essentially mods allow you to do.). I feel that kind of takes away from the scope of the game a bit.
- No documentation. If I can't figure it out, and there's no useful wiki, I probably won't use it. It's like, "Here's this mysterious item! You figure out how to make it work!". Granted, I do like how a lot of these mods now have their own books, which kind of leads into the next one...
- Too Many Items. Too many books, too many mob drops, too many seeds, too much rare loot, too many mod item parts (like TE servos, retrievers, filters, etc.). Granted, some of the later can be good, but I feel like I'm swimming in a sea of items. Another mod, Xeno's Reliquery (haven't played it in awhile because of it) has extra mob drops for every mob that I won't even use... and makes no sense what-so-ever in making items from that mod.
At least the good thing is, there's ModTweaker...