Although with greg tech things get tougher, many things are still super strong. Do server operators have to nerf things individually, or does the FTB team try to do such things when they release a pack?
The problem is that server operators, if they play, are never going to be unbiased. My friend loved that solars were nerfed in gregtech because in our last world I had made 90 hv solars, but quarries with landmarks are still stupidly strong. Lava from the nether, also strong. MFR tree farms... infinite charcoal in just a day or two of playing. EE2 minium stones allow tesseracts much easier than the guy who made TE intended, i think. 4 iron for an ender pearl? And the blaze rod exploit is also silly.
It seems these things were supposed to be very expensive. We have been playing, even with gregtech installed, for two weeks and my friend who runs the server has two quarries going, 10 MFSUs (thanks to RP making rubes and sapphires abundant, gregtech recipes now make energy and lapotron crystals stupidly cheap) and thousands of each type of ore ingot... in just two weeks.
The funny part is that in our last world, i made 90 hv solars, and that much power with a mass fab is just silly. My friend liked that solars were nerfed by gregtech because they were 'an exploit'. He pumps lava from the nether and runs two quarries, and considers it balanced.
Shortened ..............................................................................................
I agree completely.
I see the problem with cross mods "exploits", be it a way to multiply items or just making stuff easier to acquire.
People say that using the minium stone is fine. It sure is, because it got a purpose when using EE
by itself. The problem is when you combine it with IC2 or TE to "dupe" stuff or if you use it for making Tesseracts or other expensive items. IMO it should be a lot more expensive (or disabled) to make enderpearls as it is too cheap. Not for EE but for TE.
Same deal with the quarry. If using BC alone, it's quite an achievement to get all the diamonds needed to make your first. IC2 brings you a way to craft diamonds from more common resources and as a result, made it easier to get a quarry.
GT changed this by changing the recipe for the quarry and the Macerator to bring back the challenge and
maybe try to force people into alternative methods of mining.
The solar panels have likewise been made easier to make. In IC2 alone you would only have access to the Miner, another reason to make the quarry more expensive. Changing the recipe for the solar panels (and watermills + windturbines) itself was another step in balancing it out I guess. Be it a good or bad move.
I'm sure you think the landmarks are OP if you compare it to how easy it is to get the quarry running at insane speeds. This is likely because of the "nether lava setup" which is commonly used by now. Gathering Lava from the nether using any single mod from FTB would be AFAIK impossible. I do believe it should be possible to do this, but it should have a cost added to it. It just feels too easy to do.
One last thing about automatic mining are Turtles from CC which a ridiculously cheap. I'm sure if you were only using CC it would be fine, but if you compare it to how much you can get, almost for free, the turtles should have their recipe changed IMO.
About the RP gems not being disabled automatically. I'm sure this is intentional as GT does not disable any items from any mods, it only changes the recipes. There is a link on the GT Wiki if you want to disable the RP gems from spawning.
The forestry bronze is something you forgot to mention (it might have changed in newer versions of Forestry. IDK). Forestry by itself got no way to duplicate ores, but once you combine it with IC2 or TE you can get twice as much bronze. This makes the recipes in Forestry easier.
To sum it all up. I really don't see anything has been nerfed at all. We are just spoiled at how easy the game becomes once you combine the mods.
Changes to bring back the challenge from the individual mods are very much welcome