greg,
most of the excess time in your startup is caused by saving configs - the issue i raised with forge about this mentions that you could save allot of startup time by no saving configs that don't change, and someone commented that
"There's already a mechanism in place to help with this (which works perfectly and I'm currently using) via theproperty.wasRead() method of a Property that's returned via the cfg.get*() methods."
https://github.com/MinecraftFo…425#issuecomment-14022377
see [url]https://dl.dropbox.com/u/1097014/MC/Call_Tree.html[/url]
eg: 2.5 seconds in gregtechmod.common.GT_ModHandler.addPulverisationRecipe of which 2.2 is the save ; similarly about 90% of most of the other code paths end in the same un-needed save call.
You could probably cut your startup time down to under 3 seconds just by eliminating those. (i would suggest further profiling of your code to see where else the bottlenecks are.)
re:Lefty - be careful with matching the right version of gregtech with other mods - there's been several changes with quantum chests recently - eg: logistics pipes was over-stuffing digital chests, because they accepted items via the ISided interface, even when they were "full", and greg hadn't published his IDigitalChest interface.
Also, the latest version of GT broke all machines interfacing with some versions of logistics pipes, because LP (for a few patches) assumed that anything with a quantum chest interface could be accessed in the same way as a quantum chest. (and now all machines implement the quantum chest interface.)
Logistics pipes integrates with AE also, AE can even pull crafting requests from the logsitics networks