That from Immersive Engineering? [Google isn't giving me too much- even
search for this image gave sweet fa]
Looks epic all the same.
I was just going to skim the thread until I saw that. It looks awesome. I want to play with that.
Anyhoo, as for RF, I just kind of shrug. I still come from the "we'll find a way to convert it" mentality so I personally don't mind having more than one power system. Not to mention, so many mods can share fuels these days that I feel that it hardly even matters about the power system itself. But I recognize that we're in a different time now for mods. There's so many more mods in modpacks nowadays, and modpacks are so prevalent, that the potential for confusion as to what works with what is a lot higher. Rather than having just a couple or so large mods that use power, you might have a couple dozen now. It was inevitable that mods would try to find better ways to work together with the direction things have gone.
I never even looked at RF until I wrote Flux Ducts, and I came to appreciate the API's simplicity. I was able to implement the power transfer in any way that I wanted. In fact I ended up rewriting that whole part of the mod when I came up with a better way to do it than my first go around. I would consider using it again if I ever make anything else that relies on a power system (as if I need yet another project!) just because it's one less thing to worry about.
If you ever wanted anything much more elaborate, there's really no reason why you can't create some kind of power transfer block which uses your own mod's mechanics to bridge RF power in, out, or both, depending entirely on how you want to do it. Or hell, don't use RF at all, even Lemming said it wasn't meant for everything. Your mod doesn't actually have to work with other mods. It all comes down to what you want, not other people.
But I've been modding versions lately from before anyone even came up with a power system, so what do I know!