Yeah I figured as much, lol. It doesn't help when some toolbox starts saying they avoid the vanilla RoC engines. They should be keeping their mouth shut not spouting "Ethanol engines are useless" if they intend on spamming magneostatics.
If you do nerf those RC steam engines further, do it creatively not just by decreasing it's wattage or increasing cost. Reduce it's speed but increase the torque to a ratio that takes thinking to overcome (if that's realistic).
Like what it would take to figure out how to make a hydro-gen setup work an extractor, not impossible but takes some problem solving to figure out how to turn that torque in to speed but retaining enough torque for all it's stage requirements.
Because people don't use magneostatics becasue they produce a lot of energy or are efficient, they do it becasue they are adjustable. If they use a gas turbine they would need to figure out what the optimal gear ratio is and put the right gearbox in the right place. but magneostatics you just tell it the speed you want and have the right tier for the torque.
Most players are too used this machine need X energy unit to work, but your machines are variable like this machine requires X watts but you need to make sure some of those watts are least Y torque, speed> z make things faster.
Some people look at RoC engines like a microturbine and wonder why just whacking on one wont run everything becasue they look only at the wattage and think it should work.
Also transmitting/ splitting rotational energy can be mind bending for the average punter.
I disagree. The RoC power system is really easy to understand, and running engines and splitting energy is more easily figured out than even the simplest automation task (if you have a grasp of very, very basic math - perhaps I'm old-fashioned thinking anyone who hasn't is an idiot who basically doesn't deserve a life).
Also, yes, adjustability is a boon, but at least for me, the reasons why I prefer Magnetostatic Engines are threefold:
(1) Restrictions in space and arrangement. Take a TE energy cell, and you can take out the power on every side and put it in on every side. You don't need specialised gear to change the direction of the power flow, and you're generally free to arrange your machines in a way that suits you. With RoC power distribution and machine arrangements, it's almost as if you must make a room specialised to accomodate them, and it usually takes up a great deal more horizontal space than pretty much all alternatives. I don't know about others, but I like to build vertically, and I resent every single space I have to expand horizontally, even more so if it's only because you can't rotate gearboxes, clutches and some other blocks when there is no reason why you shouldn't be able to do so.
(BTW, this is why I'm wracking my brain coming up with a ReactorCraft design that takes up as little horizontal space as possible. Yet again, considering my preferences, that the reactor cores only emit their neutrons horizontally so that I can't put boilers on the top or the bottom is a very strong point in ReactorCraft's disfavor)
(2) Long-range power distribution. I am actually producing most of my power with RoC machines. Namely, with solar towers set in a Mystcraft age with eternal day. I could try sending the power through a portal, but that, too, is a rather restrictive arrangement compared to using a rotational dynamo to convert the power into RF, sending it through a tesseract and take it out at any place you like by plopping down the other tesseract.
(3) Switchability and power storage. If you're like me, you're buffering the power for any reasonably power-intensive task (or group of tasks in the case of farming) in a dedicated energy cell. Which means you can switch off any Magnetostatics running off one with a simple lever. A similar arrangement in RoC involves yet another piece of specialized equipment in form of either the Clutch, which I don't want to use since it keeps the engine running and wasting fuel, or the ECU, which you can't switch with a lever - no, you need yet another dedicated tool. As for power storage, you'd need ElectriCraft to do that which is yet another mod to learn.
I see the rationale for the most recent nerf and agree with it. if you can call it that, since the engine type hasn't lost power or usefulness, it's just less easy to come by. I would, however, very much resent a real nerf since I think mod synergy is a good thing and that RoC won't ever have something like the tesseract. Making something more difficult to achieve is sometimes desirable depending on what it is. Reducing adaptability, however, is never desirable.