Lets say there is a block that is quite powerful and requires energy to function. There most likely exists people who then complain about the block being too powerful and easy to obtain/craft and doesn't draw near enough power for what it does. There are a couple of options here:
-The author gives them an option to not play with that block anymore. Go ahead and disable that feature.
There is, IIRC, the ability to disable every single feature of the mod, every single block, individually. In the config file itself. I believe Jaded did this for Agrarian Skies to disable transfer nodes.
-The author asks for input on alternative means of crafting said block and considers community feedback, makes the power use configurable, and allows for configurable nature of what the block actually does. We now have options for recipes, power drain, usage, and likely can still disable the block.
He got *plenty* of feedback on his new generators, much unasked for, yet he still implemented some of it. Just because he didn't implement what *you* wanted doesn't mean he didn't implement *anything*.
-The author posts rants on twitter/reddit about people not being happy with his or her mod.
When you add a feature, a feature that's able to be disabled if you don't like it, it shouldn't engender the hatred he received. I think that's a *perfectly* good reason to rant at about the unnecessary hostility.
When the mod that you make boils down to being a shiny, uber-powerful, mod made completely for convenience and making aspects of the game easier it most certainly will appeal to the kind of audience that posts dumb bug reports. This is even more apparent when you have one of the most popular mods out there. I don't want any aspect of a mod I play with to be "ridiculous".
Aren't *most* mods about convenience? Automation is convenience. Customizable and more powerful tools? Convenience. Almost every feature of XU is more powerfully done by other mods with the exception of cobblegen and water collection.
If you don't throw every single feature you can think of in one gigantic mod, stupid inter-feature problems are less likely to pop up.
But then those same problems come up by running multiple mods to get those same features. Most of the time even *more* problems arise as there isn't always shared code base between the mods providing said features.