I am not telling you to play a certain way, only telling you that "you must do X to get content Y". How is that any different from other mods? I hate spending hours in GUIs. Does that mean I can accuse Azanor of "moralistically forcing me to play a certain way" for making things in ThaumCraft require research rather than piles of resources? I also hate mob combat. Should I complain to Benimatic that too many TF items are mob-drop-only?Well, I actually try to avoid this kind of playstyle. That's why I'm retiring my single IC2 machine even though its Mek equivalent isn't quite as fast. However, I do not accept an obligation, moral or otherwise, to not play in this "abusive" way. If I use a set of machines of a mod rather than only one, it's either because it does what I want, it's otherwise useful or I like the style it does things. If I ask for support and get the answer "You circumvented the tech tree, your problem", that's of course your prerogative and since I understand your viewpoint, I wouldn't hold it against you, but yet again, I most emphatically reject any suggestion that I should play a certain way in my own worlds.
Or spending time waiting for the RNG to give you favorable results. Does that mean the MystCraft "search ages for libraries" system of finding pages is XComp forcing me to play a certain way?
One, I said topologically.IC2 machines only draw power when they need it, as do TE's, Mekanism's, EnderIO's and pretty much any other tech mod's machines I know. RotaryCraft machines have no control over what power comes their way and it they don't need it, it's wasted, so that you have to design power control systems. I cannot see how this can be construed to be "no significant difference". Now I appreciate that RotaryCraft does things differently, but people act as if TE was unique (and as such, uniquely easy) in this. It is not. RotaryCraft is unique.
Two, this is because the RC power system is supply-driven, not demand-driven like everything else. This is fundamental to the nature of shaft power.