I was thinking about this earlier. There's some mods I get invested in with fantastic (or finicky and annoying) mechanics that I never end up using. Sometimes it's due to the irritation factor, sometimes because I get bored with the world before I get to that stage but more often because what they do gets superceded by something easier to work with and integrate with Colin.
Some personal examples:
Reactorcraft Fusion Reactor. I've made one in creative just for fun but in terms of making one legit in SSP? My worlds don't last that long...
Similarly, BigReactors, I never use the turbines. Every reactor i've ever made has been passively cooled. This is either because my base plans don't involve more than about 50k rf/t worth of stuff OR because it's just a lazy holdover until I get my Rotarycraft infrastructure setup for Reactorcraft nuclear fuel automation.
Oh and I've barely bothered with thaumcraft node trapping since the whole mechanics with node bullying and centi-vis and all that was introduced. I took one look at it, scratched my head and went back to exploding livestock.
What about you? What cool mod mechanics to you forego due to laziness, time constraints or "meh?"
Some personal examples:
Reactorcraft Fusion Reactor. I've made one in creative just for fun but in terms of making one legit in SSP? My worlds don't last that long...
Similarly, BigReactors, I never use the turbines. Every reactor i've ever made has been passively cooled. This is either because my base plans don't involve more than about 50k rf/t worth of stuff OR because it's just a lazy holdover until I get my Rotarycraft infrastructure setup for Reactorcraft nuclear fuel automation.
Oh and I've barely bothered with thaumcraft node trapping since the whole mechanics with node bullying and centi-vis and all that was introduced. I took one look at it, scratched my head and went back to exploding livestock.
What about you? What cool mod mechanics to you forego due to laziness, time constraints or "meh?"