An amazing modpack with only a few issues as you get to endgame
Reputation ranks
Ranks only ever go up; points can drop but your rank stays.
About reputation ranksI had a lot of fun with E2E. It's implementation of just about every mod was amazing across the board, and I had a decent throughline until the end.
...There are a few problems though, and they pretty much all manifest around the late mid-game/early endgame.
- Blood magic never wants to play nice with AE2. I'm kinda a blood magic hater in general, it's a mod that is exceedingly tedious until you get one mechanic (the well of suffering) and then becomes a waiting simulator. But I never got it automated beyond just having AE2 put stuff in a chest next to the object I needed to use, and manually doing it. The documentation in game is exceedingly poor and unfinished, and most of the wikis online are for other versions. So I just made all the endgame stuff myself with it.
- If you build most of your infrastructure using mekanism pipes, it will destroy your save, and likely force you into a value proposition between reworking your entire infrastructure or dealing with the lag. Mekanism pipes are the easiest to use but absolutely destroy your tickrate. Ideally, you want to do as much through AE2 as possible, but you might not even realize that before it's far too late.
- Industrial foregoing also suffers from the aforementioned problem, but also is the source of some critical infrastructure such as mob grinders and wither builders, that you can't really sideline.
- ... To add even more to the tickrate problem, there are no tickrate-friendly methods of generating enough mana to satisfy a midgame botania setup. It seems as though the mod is encouraging you to get through to mystical agriculture as fast as possible in order to make it so you can do terrasteel and manasteel without sucking up valuable mana. Mana generation itself isn't that hard, though.