Well I'd just make some solars to cover it. Or generators running on coalcoke from my big tree farm. And well yes that works.
I'd suggest stopping a moment to consider what you just said, because it probably highlights Loufmier's argument better than anything else.
There aren't many viable means of generating power in IC2. Your options are:
* Solar
* Charcoal-driven plain generators
* Geothermals
Oh sure, there's also Nuclear, if you want to sink the resources, but unless you go to some rather extreme measures (as I have done a time or two), it would generally be cheaper and easier in the long run to just make an equivalent bank of geothermals, charcoal driven generators, or compact solar arrays. Hell, an HV solar array cranks out more energy out of a single block with zero fuel requirements and lower initial layout than the largest six-chamber single reactor Mk. I design anyone has ever come up with (the largest being at 420 EU/t).
His statement is that he'd like a variety of viable energy sources. It is a very reasonable one, in my opinion. Nuclear is better than what it was, but it still isn't able to really compete all that heavily without Extra Bees feeding it uranium (even then, it's more expensive and generally more bulky than an equivalent of geothermals).
There are no generators which produce more than 20 EU/t, other than Nuclear. Every single EU production design requires a lot of little energy producers. This, in turn, vastly contributes to the resource problems because each energy producer makes its own little packet when must then be tracked independently.
One of the things I really like about Mekanism is the variety of generators it has. For example, let's look at the Hydrogen Generator. It requires an Electrolytic Seperator to keep it going. The Electrolytic Seperator requires water and power. Now, the overall output of a Hydrogen Generator and Electrolytic Seperator is very energy-positive (meaning it generates more power than it uses), however if it 'runs dry', it can end up shutting down, and will need a 'jump start' to get going again. This is a deliberate balance point because while you CAN find a work-around, it means you will NEED to. It isn't simply fire and forget, you need to build your power network in such a way as to be able to provide that kick-start if you run it dry. This is exactly the sort of system I enjoy building. And it generates quite a bit of power, which is only fitting considering not only the expense but the design layout work needed to keep it working.
Honestly, I've made the switch to Mekanism, and I'm honestly enjoying myself thoroughly. I can get triple ore production theoretically (although it chews through flint at an insane rate, and making flint a renewable resource is not cheap, either in terms of resources or in terms of power requirements), but it is a lot easier to simply get double production with a couple of machines. The Configurator gives Mekanism machines a thermal-expansion-esque ability to configure precisely which sides are related to which slot in the GUI. You should see the round-robin design KirinDave came up with to fully automate the process with Translocators. Mind you, I'll still be picking up Thermal Expansion when it comes out again, if for no other reason than the power, liquid, and yes even item transportation solutions. Plus there's a few machines which would
really make my life a lot easier (Aqueous Accumulators!!!!). But for now, Mekanism is doing a pretty darn impressive job.