You could argue NO mod is balanced against vanilla, since vanilla was balanced for vanilla. Next argument please.
That's just silly. Take a mod that only introduces new biomes, and nothing else. That can be balanced, easily.
Or, take a mod that revamps enchanting. You are less likely to get multiple enchantments, and can never get 4 enchantments -- but you have the ability to take actions to influence what enchantments you do get. Can that be balanced against vanilla? Sure.
Heck, lets take an extreme -- a mod that lets you select the specific enchantment you want, but has raised the level costs of enchantments up to around 70 at the high end. You get one, instead of 1 to 4. Is that balanced? Is that concept balanceable? I think so.
Can anything that automates production be balanced against vanilla? Vanilla has a fair amount of automation, at least from mob drops, hoppers/droppers/dispensers; you don't have a block breaker, and you don't have good liquid pipes. But adding in things that match what vanilla has, that vanilla lacks? Liquid pipes that match hopper pipes? An automatic block breaker that can be placed next to your cobble generator? A way to generate dirt, sand, etc., in the same way you generate cobble? Sure, that can be balanced.
Is a self powered (negative entropy) machine that uses an igneous extruder to feed a pulverizer for gravel, that gravel into another pulverizer for sand; AND, that first igneous extruder feeding into a crucible (powered by netherrack) at the same time, to generate lava, to power a magmatic dynamo, to power both pulverizers, balanced? In other words, a setup where cobble is burned to make lava to power the crushing of cobble down to gravel, sand, and dust, with spare power left over? The crucible is from Ex Nihlo; the rest is all from TE. Balanced? Realistic? (As realistic as a flame that never goes out, but still generates heat?
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gollark8
What is OP abot TE ?
Have you ever played with Rotary craft ?
If made correct the Extractors can process like one stack ores in like 1-2 seconds!
and you dont get like 2 ingots out of one but like 5!
So tell me now WHY is TE op ?
Alright, lets break this down. Do you have *ANY* idea how hard it is to get that Rotarycraft extractor to process a stack that quickly?
RotaryCraft's big primary feature list includes extreme late-game excess. One of the devices that you can build once you have massive automation going requires around 1500 blocks, and building it requires around 10,000 of a single not-that-common resource.
RotaryCraft lets you do enormous, crazy, excessive things as a LATE GAME mod. As in, by the time you get to that point, you've pretty much demonstrated that you can do just about anything anyways; the massively fast resource gathering is as much about saving your time to let you do things with the resources. But it's
late game. Not early.
If you think it's easy, then I give you this challenge: Give yourself all the vanilla resources (iron, coal, sand, etc) that you need. Now see how much time it takes to make that device, how big it is, etc. Tell me that you can build it with any ease, in any reasonable amount of time, etc.
Now tell me how many resources you had to spend to make it all happen. Remember, you can make all the parts you need to make a bedrock breaker -- but you'll have to break that bedrock. Count the resources you spend to make that bedrock breaker.
Hmm ... do you need any lubricant for this system? Don't forge the lubricant maker. And everything to put lubricant into all the gears ...
Ohh, did you make everything from bedrock gears/shafts/etc to avoid lubricant? Ok, how much time did you spend just breaking the bedrock?
Still think it's easy, or imbalanced?
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Vanilla late game is "Kill the wither, in a fair fight". Once you can do that, you get a beacon. (Ok, you can murder withers in unfair fights quickly and easily. Fine.). Beacons are Vanilla's "You've beaten the game" automation. Being able to use efficiency 5 tools with a haste 2 beacon to clear out an area as fast as you can move? Then tossing an efficiency pick to get higher than normal ore drops for everything except iron and gold (Or add in a mod that gives you unrefined iron/gold drops and eliminates the inherent silk-touch of those two ore blocks), and you have vanilla's (I think) 50-100% increase in production rate.) Not to mention speed increase, regeneration, etc. And what do you do after that? Well, if you can take out a wither, there's very little that can be considered OP. Blood magic requires 4 beacons for it's high-end stuff; I've seen other things that use a nether star for excessive stuff. A mod that has high powered stuff that requires as much work to acquire as killing a wither is not overpowered or excessive -- it fits vanilla.
But a mod that gives you the same thing just for, oh, a few diamonds, a dozen gold, 50 redstone, and 100 iron is out of line. I don't know what it takes to do this sort of thing in TE, but from what I'm reading, it's supposed to be fairly easy -- easier than Reika's machine, for example.
Sounds like you haven't played with much magic with minecraft. May I suggest Magic World or Magic Farm?
You do realize that Magic Farm 2 is a tech world modpack, despite the name, right? Yes, it has blood magic and thaumcraft, but neither is a core part of the mod and both can be removed without harming the feel that Jaded is going for.
EDIT: Well, Jaded beat me to it. <Sigh>. (And yes, out the door, MF2 does have magic.)