The Meaning of Life, the Universe, and Everything.
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10/5/2012
Posts:
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Black_Hole
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Geocraft is a mod about geology, from ores to new kinds of stone.
The pic above shows all three forms of stone so far. Marble is on top, basalt in the middle and limestone on the bottom.
Geocraft: AKA Better Ore Distribution 3!
Geocraft changes the way that Minecraft generates it's ores, allowing for actual mines. I took a lot of the ideas of the Better Ore Distribution mod by Marcopolo1613 and put my own spin on in for Geocraft. Instead of ores being generated in every single chunk, Geocraft will give each type of ore a chance to generate a "mine". Each mine will then generate the veins that you see in normal minecraft. This means that ore will be concentrated in certain locations rather than spread out evenly like in Vanilla. Right now the defaults are fairly light, but by going into the configs you can make ores much rarer and make the mines much larger.
Editing Ore Generation
Level 1
Level 1 configs effect ALL ores, they are.
rarityModifier - Changes the rarities of ALL ores. It is a multiplier. Larger numbers mean further apart , smaller means closer together.
volumeModifier - Changes the number of veins in each mine for ALL ores. It is a multiplier. Larger numbers mean more ore, smaller means less.
genTrace - Setting this to false will disable the creation of all trace mines.
Level 2
For each ore there are
mineRarity - Probability of ores being generated in a chunk, larger number mean less likely, as it is 1 / mineRarity. 10 means that there is a 1/10 chance of a mine being created in each chunk. 50 is a 1/50 chance and 1 means it will make a mine in every chunk.
Changing this for the stone/soil mines and trace mines will have no effect. They always generate in every chunk.
mineSize - Roughly, it's the number of veins to create, although that's not always true. What is certain is that larger numbers mean more ore in a mine and smaller means less. Setting anything to zero disables it.
How does it work?
Geocraft uses special code, called a hook, to prevent Minecraft from making any ores the normal way. Instead, Geocraft will collect data about these ores and save them for later, when it will use the data it collected to create new rarity and density values. By default, Geocraft will make mines ten times more rare, but have ten times more ore.
Once Geocraft has encountered a new ore for the first time, it will then generate it in it's own way. Geocraft does not create it's ores at the same time as the rest of the world. Big mines would take too long and cause too much lag, so instead Geocraft will create the mines more slowly over time. This does mean that if you travel faster than you computer can handle, you can outpace Geocraft and reach a part where it hasn't generated yet. This is especially true for new worlds or dimensions. If you do come across an area with absolutely no ores, stone or soils, don't panic. Just wait a minute or so for Geocraft to catch up, and be grateful that it didn't cause a lag-spike-of-death trying to make all that at once. When Geocraft reaches your area, it will generate all the ores in one chunk almost instantly; if you blink, you'll miss it.
Geocraft has a config option called generationRate. By default, it is set to 1. Setting this number larger will cause Geocraft to generate terrain faster. This will cause more lag, but for less time. Setting it smaller will cause less lag, but over a longer time. If the lag cause by Geocraft bothers you, try adjusting this value accordingly.
Geocraft should work in all dimensions, including mod added ones and Mystcraft ages.
Geocraft uses the Ore Dictionary to allow any ores that can generate in stone to also generate in any other blocks registered as stone.
Geocraft also uses the Ore Dictionary on the ores it generates, and will only allow one type of each ore generate. This means that if you have IC2, Forestry, Thermal Expansion, and any other mod that adds copper and tin ore, Geocraft will only allow ONE type of copper and one type of tin to spawn. You don't have to manually turn them off.
Geocraft also has default values for all vanilla ores, as well as Copper, Tin, Silver and Lead.
Not all mods use the vanilla method of ore generation. As such, these mods may not be caught by Geocraft and will not be effected, generating as they normally would. If there is a mod which does this that you feel SHOULD be caught by Geocraft, you can either contact that mod author and ask them to implement my API, or leave a ticket here and someone will consider making special code to handle it.
Geocraft is currently known to work with the following mods.
There are three types of stone that Geocraft generates.
Marble
Basalt
Limestone
They form in veins just like dirt and gravel.
What can I do with them?
At the moment, they are used only in decoration.
How do I get all the different variants of them?
Each kind is the same, so we'll use marble as an example.
Marble is found in world.
When mined, Marble will drop Marble Cobble.
Marble Cobble can be smelted back into Marble.
Four Marble in a box craft Marble Bricks.
When Marble Bricks are mined they will drop Cracked Marble Bricks.
Cracked Marble Bricks can be smelted back into Marble.
Four Marble Bricks in a + pattern will create Carved Marble Bricks. (See picture below)
Carved Marble Bricks can be smelted back into Marble.
Nine Marble craft nine Marble Pavingstones.
Marble Pavingstones can be smelted back into Marble.
In other words, each kind can be transformed to any other kind at no loss. (not counting fuel and pick durability)
Installation
Install Red Gear Core Starting with 2.2.1, Red Gear Core is AUTOMATICALLY downloaded.
Download Geocraft and place the .jar into the "mods" folder.
Mod Packs are totally fine as long as you list my name "LordBlackhole" and a link to this thread or the Curse/CurseForge threads.
Changelog and all downloads available on Curse page.
This looks very interesting... Just a suggestion, add to the topic the current version of the mod in brackets [1.5.2] or [1.6.2] and the required mod API [Forge].
Hmmmm. That's true, I don't actually mention that it's only for 1.6.2. I'll have to think about that. As far as I'm concerned, Forge is the only API.
I'm wondering how this works with Metallurgy. They both have a system to override ore spawns, so what happens when they're combined? Would you have to turn off Metallurgy's ore generation to have Geocraft seed the ores instead?
I'm wondering how this works with Metallurgy. They both have a system to override ore spawns, so what happens when they're combined? Would you have to turn off Metallurgy's ore generation to have Geocraft seed the ores instead?
Yes. You have to do exactly that. It's kind of a pain, but you CAN do it. I intend to automate that somehow.
If you could add height parameters to the config that would be awesome. Example, you could make coal spawn near the surface and diamond deep underground.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
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In real life, depth has nothing to do with where ore is found. Nothing. Coal forms when plant material accumulates, but doesn't decay, like in the wet swamps that covered large parts of the Earth 300 million years ago. When the leaves and wood fell into the water, they piled up too fast for them to decay much, and they formed Peat. After millions of years the layers of peat got covered in other soils or sediment and were buried deep underground, where the heat and pressure caused them to compress and form coal. Once the coal is formed, who knows what can happen after that. It could be buried deeper, be pushed up inside of a mountain, or the rock layers on top can be eroded exposing the coal to the surface, or at least near it.
Diamonds form super deep underground, in the Earth's mantle. All diamonds found were ejected by super huge volcanic eruptions that pulled their magma straight up from this extreme depth and up to the surface. Some of these diamonds might have been scattered on the surface, but the ones we find now didn't make it that far, and instead are found on the edges of the giant cone shaped volcanic pipe. The diamonds formed so deep we'd never be able to get to them, but the volcano brought them up, not to a horizontal plane, but along the edges of a vertical cone. So again, depth has nothing to do with where a diamond is found.
The same can be said about anything else. My next goal with Geocraft is to make the ores spawn in these shapes, just like they do in real life.
I get this odd error when starting my private server with your core mod installed... somthig about block of snow something... It wont generate error log...
2013-10-18 13:45:09 [SEVERE] [ForgeModLoader] Unable to launch
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.relauncher.ServerLaunchWrapper.run(ServerLaunchWrapper.java:86)
at cpw.mods.fml.relauncher.ServerLaunchWrapper.main(ServerLaunchWrapper.java:54)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/block/BlockSnow
at net.minecraft.block.Block.<clinit>(Block.java:184)
at net.minecraft.stats.StatList.func_75921_a(StatList.java:185)
at net.minecraft.stats.StatList.<clinit>(StatList.java:96)
at net.minecraft.server.MinecraftServer.main(MinecraftServer.java:1740)
... 12 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.block.BlockSnow
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Caused by: java.lang.ClassFormatError: Duplicate method name&signature in class file net/minecraft/block/BlockSnow
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 18 more
is the only thing my concole spits out... I am using acoupe of mods... and first thought was that some tiem ID you have is conflicting with whatever I have in already.. BUT
Care to toss me an input on what might be wrong... no programmer myself... but I try to get around...
The Meaning of Life, the Universe, and Everything.
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Yea, that's caused by Core. I've been getting lots of reports on it. Try going into the Transformer config and disabling the snow shovel hook. I think it might be that. I just got a new job this week and haven't had time to find out for sure. Will hopefully be able to this weekend.
The Meaning of Life, the Universe, and Everything.
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1.2.2 Beta
Fixed up coal gen a bit, and made it so that Vanilla mines don't change based on level 1 configs, so you can still find dirt and gravel.
Also added an option to turn off the sandstone oredict registration, since with it on you couldn't craft buildcraft pipes, and likely other things. If you do though, no ore will spawn in sandstone.
The Meaning of Life, the Universe, and Everything.
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I've been testing with MC 1.6.4 and Geocraft 1.2.2 beta, and noticed chunk generation seems to be taking much longer. When I approach a new region (I'm guessing it's a region border from the spacing) I can sit there on the "cliff" for nearly a minute before the new chunks start appearing. This is on both my home PC and the beefier PC I usually run modpack servers on. If I remove Geocraft it fills in new regions at the usual rate/distance. I'm using Geocraft's default config.
Is anyone else experiencing this? Are there any options or tips for reducing the generation hit? I turned debug on for both Core and Geocraft, hoping for some insight, but didn't see any additional info in the logs.
I've been testing with MC 1.6.4 and Geocraft 1.2.2 beta, and noticed chunk generation seems to be taking much longer. When I approach a new region (I'm guessing it's a region border from the spacing) I can sit there on the "cliff" for nearly a minute before the new chunks start appearing. This is on both my home PC and the beefier PC I usually run modpack servers on. If I remove Geocraft it fills in new regions at the usual rate/distance. I'm using Geocraft's default config.
Is anyone else experiencing this? Are there any options or tips for reducing the generation hit? I turned debug on for both Core and Geocraft, hoping for some insight, but didn't see any additional info in the logs.
Thanks!
First of all, the Debug stuff is really for myself only, I put things in when I need to check something and then usually remove them before posting.
Longer than what? Just vanilla? Yep. It probably will take longer, just do to the extra code it needs to run. I should probably spend some time trying to speed it up, but really it's just inevitable that it will take longer than vanilla, the amount of time will just be relative to how powerful you computer is.
Although, if it's running a LOT slower, and you should have a powerful computer, perhaps there is some mod you're using that is causing Geocraft extra trouble? Could you give me a list of ALL the mods you are using that provide any kind of ore generation? You wouldn't happen to have Thaumcraft installed would you? Because I've been having trouble with that one.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Longer than vanilla is fine and makes sense, but I would call what I'm seeing a lot slower, yes. I'm comparing it to what I'm seeing with same custom modpack with only Geocraft removed. Thaumcraft 4 is in there, and generates quickly/fine without Geocraft, but maybe they're not getting along. I'll try Geocraft without TC4 and see if the results change, and the same with Ars Magica 2 and any others that do major world gen.
For the record, here's my modlist from the ForgeEssentials dump:
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
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Huh. Well when I installed Thaumcraft it kept crashing right before starting the world, an OutOfMemory error. I thought it was Geocraft spawning or respawning Aura Nodes, since they are actually world gen now, but now that you said it worked I've looked into it and found that somehow it's Binnie that's causing that problem. You have both of those working too though, so that's interesting .........\
Regardless, please try to figure out if any one of your mods is causing a problem, and meanwhile I'll see what I can do about speeding things up. There should be plenty of room for improvement, I just haven't specifically tried to before.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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I think I've narrowed it down to Geocraft + Ars Magica 2. I left Biomes O Plenty installed (to keep the biomes similar to the earlier test), then added Geocraft and it was fine. Then I removed Geocraft and added AM2 and it was fine. Then added Geocraft again with AM2 and the chunk gen was slow again. That's with just those three mods and no others.
Geocraft is a mod about geology, from ores to new kinds of stone.
The pic above shows all three forms of stone so far. Marble is on top, basalt in the middle and limestone on the bottom.
Geocraft: AKA Better Ore Distribution 3!
Editing Ore Generation
Level 1 configs effect ALL ores, they are.
rarityModifier - Changes the rarities of ALL ores. It is a multiplier. Larger numbers mean further apart , smaller means closer together.
volumeModifier - Changes the number of veins in each mine for ALL ores. It is a multiplier. Larger numbers mean more ore, smaller means less.
genTrace - Setting this to false will disable the creation of all trace mines.
Level 2
For each ore there are
mineRarity - Probability of ores being generated in a chunk, larger number mean less likely, as it is 1 / mineRarity. 10 means that there is a 1/10 chance of a mine being created in each chunk. 50 is a 1/50 chance and 1 means it will make a mine in every chunk.
Changing this for the stone/soil mines and trace mines will have no effect. They always generate in every chunk.
mineSize - Roughly, it's the number of veins to create, although that's not always true. What is certain is that larger numbers mean more ore in a mine and smaller means less. Setting anything to zero disables it.
How does it work?
Once Geocraft has encountered a new ore for the first time, it will then generate it in it's own way. Geocraft does not create it's ores at the same time as the rest of the world. Big mines would take too long and cause too much lag, so instead Geocraft will create the mines more slowly over time. This does mean that if you travel faster than you computer can handle, you can outpace Geocraft and reach a part where it hasn't generated yet. This is especially true for new worlds or dimensions. If you do come across an area with absolutely no ores, stone or soils, don't panic. Just wait a minute or so for Geocraft to catch up, and be grateful that it didn't cause a lag-spike-of-death trying to make all that at once. When Geocraft reaches your area, it will generate all the ores in one chunk almost instantly; if you blink, you'll miss it.
Geocraft has a config option called generationRate. By default, it is set to 1. Setting this number larger will cause Geocraft to generate terrain faster. This will cause more lag, but for less time. Setting it smaller will cause less lag, but over a longer time. If the lag cause by Geocraft bothers you, try adjusting this value accordingly.
Geocraft should work in all dimensions, including mod added ones and Mystcraft ages.
Geocraft uses the Ore Dictionary to allow any ores that can generate in stone to also generate in any other blocks registered as stone.
Geocraft also uses the Ore Dictionary on the ores it generates, and will only allow one type of each ore generate. This means that if you have IC2, Forestry, Thermal Expansion, and any other mod that adds copper and tin ore, Geocraft will only allow ONE type of copper and one type of tin to spawn. You don't have to manually turn them off.
Geocraft also has default values for all vanilla ores, as well as Copper, Tin, Silver and Lead.
Not all mods use the vanilla method of ore generation. As such, these mods may not be caught by Geocraft and will not be effected, generating as they normally would. If there is a mod which does this that you feel SHOULD be caught by Geocraft, you can either contact that mod author and ask them to implement my API, or leave a ticket here and someone will consider making special code to handle it.
Geocraft is currently known to work with the following mods.
IC2
Forestry
Thermal Expansion
Thaumcraft (only for shards, amber and quick silver aren't affected)
Metallurgy
Gems+
Mystcraft
Twillight Forest
Factorization
Applied Energistics
Ender IO
Tinker's Construct
Stone
Marble
Basalt
Limestone
They form in veins just like dirt and gravel.
What can I do with them?
At the moment, they are used only in decoration.
How do I get all the different variants of them?
Each kind is the same, so we'll use marble as an example.
Marble is found in world.
When mined, Marble will drop Marble Cobble.
Marble Cobble can be smelted back into Marble.
Four Marble in a box craft Marble Bricks.
When Marble Bricks are mined they will drop Cracked Marble Bricks.
Cracked Marble Bricks can be smelted back into Marble.
Four Marble Bricks in a + pattern will create Carved Marble Bricks. (See picture below)
Carved Marble Bricks can be smelted back into Marble.
Nine Marble craft nine Marble Pavingstones.
Marble Pavingstones can be smelted back into Marble.
In other words, each kind can be transformed to any other kind at no loss. (not counting fuel and pick durability)
Installation
Install Red Gear CoreStarting with 2.2.1, Red Gear Core is AUTOMATICALLY downloaded.Download Geocraft and place the .jar into the "mods" folder.
Mod Packs are totally fine as long as you list my name "LordBlackhole" and a link to this thread or the Curse/CurseForge threads.
Changelog and all downloads available on Curse page.
TG
Edit: I thought I knew your name, I use your More Backpacks, great mod.
War doesn't decide who is right, just who is left...
Hmmmm. That's true, I don't actually mention that it's only for 1.6.2. I'll have to think about that. As far as I'm concerned, Forge is the only API.
Fixed the level 2 configs not working. Not sure how no one noticed/told me before yesterday.
Diamonds form super deep underground, in the Earth's mantle. All diamonds found were ejected by super huge volcanic eruptions that pulled their magma straight up from this extreme depth and up to the surface. Some of these diamonds might have been scattered on the surface, but the ones we find now didn't make it that far, and instead are found on the edges of the giant cone shaped volcanic pipe. The diamonds formed so deep we'd never be able to get to them, but the volcano brought them up, not to a horizontal plane, but along the edges of a vertical cone. So again, depth has nothing to do with where a diamond is found.
The same can be said about anything else. My next goal with Geocraft is to make the ores spawn in these shapes, just like they do in real life.
Discussed just a few posts up.
2013-10-18 13:45:09 [SEVERE] [ForgeModLoader] Unable to launch
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.relauncher.ServerLaunchWrapper.run(ServerLaunchWrapper.java:86)
at cpw.mods.fml.relauncher.ServerLaunchWrapper.main(ServerLaunchWrapper.java:54)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/block/BlockSnow
at net.minecraft.block.Block.<clinit>(Block.java:184)
at net.minecraft.stats.StatList.func_75921_a(StatList.java:185)
at net.minecraft.stats.StatList.<clinit>(StatList.java:96)
at net.minecraft.server.MinecraftServer.main(MinecraftServer.java:1740)
... 12 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.block.BlockSnow
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Caused by: java.lang.ClassFormatError: Duplicate method name&signature in class file net/minecraft/block/BlockSnow
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 18 more
is the only thing my concole spits out... I am using acoupe of mods... and first thought was that some tiem ID you have is conflicting with whatever I have in already.. BUT
Care to toss me an input on what might be wrong... no programmer myself... but I try to get around...
//AiA
Fixed up coal gen a bit, and made it so that Vanilla mines don't change based on level 1 configs, so you can still find dirt and gravel.
Also added an option to turn off the sandstone oredict registration, since with it on you couldn't craft buildcraft pipes, and likely other things. If you do though, no ore will spawn in sandstone.
Is anyone else experiencing this? Are there any options or tips for reducing the generation hit? I turned debug on for both Core and Geocraft, hoping for some insight, but didn't see any additional info in the logs.
Thanks!
Longer than what? Just vanilla? Yep. It probably will take longer, just do to the extra code it needs to run. I should probably spend some time trying to speed it up, but really it's just inevitable that it will take longer than vanilla, the amount of time will just be relative to how powerful you computer is.
Although, if it's running a LOT slower, and you should have a powerful computer, perhaps there is some mod you're using that is causing Geocraft extra trouble? Could you give me a list of ALL the mods you are using that provide any kind of ore generation? You wouldn't happen to have Thaumcraft installed would you? Because I've been having trouble with that one.
For the record, here's my modlist from the ForgeEssentials dump:
Minecraft Coder Pack;8.09;http://mcp.ocean-labs.de/
Forge Mod Loader;6.4.30.934;https://github.com/M...tForge/FML/wiki
Minecraft Forge;9.11.1.934;http://MinecraftForg.../topic,5.0.html
Chemcraft Core;1.5.8;
CodeChicken Core;0.9.0.6;http://www.minecraft...t/topic/909223-
Forge Essentials|PreLoader;@VERSION@;
Tinkers Corestruct;0.0.1;
AppliedEnergistics Core;rv13.c;
Immibis's Microblocks;57.0.1;http://www.minecraft...ibiss-mods-smp/
Ars Magica 2;1.0.5-rc;http://www.minecraft.../topic/1486184-
Atomic Science;1.0.0;http://www.universal...m/atomicscience
BiblioCraft;1.5.0;http://www.bibliocraftmod.com
Natura;2.1.11;www.minecraftforum.net/topic/1753754-natura/
Biomes O' Plenty;1.1.3;www.minecraftforum.net/topic/1495041-
BiblioWoods Biomes O'Plenty Edition;1.3;http://www.bibliocraftmod.com
Forestry for Minecraft;2.3.0.6;http://forestry.seng...=Main.Downloads
BiblioWoods Forestry Edition;1.3;http://www.bibliocraftmod.com
BiblioWoods Natura Edition;1.1;http://www.bibliocraftmod.com
ComputerCraft;1.57;http://www.computercraft.info
ComputerCraft Turtles;1.57;http://www.computercraft.info
Custom Chest Loot;1.1;
Factorization;0.8.04beta17;http://minecraftforu.../topic/1351802-
Factorization Miscellaneous Nonsense;0.8.04beta17;
Factorization Notification System;0.8.04beta17;
Factorization Dimensional Slices;0.8.04beta17;
Fancy Fences (Vanilla with Sprinkles);4.0.0;
Forge Essentials;@VERSION@;https://github.com/F...eEssentialsMain
Geocraft;1.2.2;
Greg's Lighting;1.9.0;
Infernal Mobs;1.4.1;http://www.minecraft...t/topic/991952-
BuildCraft;4.1.0;http://www.mod-buildcraft.com/
BC Energy;4.1.0;http://www.mod-buildcraft.com/
Thaumcraft;4.0.2a;http://www.minecraft...100-thaumcraft/
Applied Energistics;rv13.c;http://ae-mod.info/Downloads/
BC Builders;4.1.0;http://www.mod-buildcraft.com/
BC Transport;4.1.0;http://www.mod-buildcraft.com/
BC Silicon;4.1.0;http://www.mod-buildcraft.com/
Logistics Pipes;0.7.4.dev.63;http://www.minecraft.../topic/1831791-
Lost Books;1.1;
Mob Properties;0.0;
Forge Multipart;1.0.0.182;https://github.com/C.../ForgeMultipart
Natura Compat: FMP;0.1;
BC Factory;4.1.0;http://www.mod-buildcraft.com/
Railcraft;8.1.0.0;http://railcraft.info/
MiscPeripherals;3.3;
OpenPeripheral;0.2.1;http://www.openperipheral.info
Pam's HarvestCraft Base;1.0;
Project Bench;1.8.0;http://www.minecraft...ct-bench-forge/
Soul Shards;1.0.39;
Steve's Carts 2;2.0.0.a132;
Tinkers' Construct;1.6.X_1.5.0d;http://www.minecraft...nkers-construct
TConstruct Compat: AE;0.0.1;
TConstruct Compat: FMP;0.1;
TConstruct Compat: Waila;0.0.1;
Thaumic Tinkerer;2.0;minecraftforum.net/topic/1813058-
AtomicStryker Update Check Mod;1.1.1;atomicstryker.net
WR-CBE Core;1.4.0.6;http://www.minecraft...et/topic/909223
WR-CBE Addons;1.4.0.6;http://www.minecraft...et/topic/909223
WR-CBE Logic;1.4.0.6;http://www.minecraft...et/topic/909223
AE Peripheral;1.0.1.1;
Binnie Core;1.8-dev2;
Extra Bees;1.8-dev2;
Extra Trees;1.8-dev2;
Immibis Core;57.0.0;http://www.minecraft...ibiss-mods-smp/
Immibis's Peripherals;57.0.0;http://www.minecraft...ibiss-mods-smp/
Iron Chest;5.4.1.628;http://www.minecraft...t/topic/981855-
Magic Bees;2.1.6;Link Removed
RedLogic;57.0.0;http://www.minecraft...ontrollighting/
Tubestuff;57.0.1;http://www.minecraft...ibiss-mods-smp/
The Twilight Forest;1.20.1;http://http://www.mi...t/topic/561673-
Minecraft Multipart Plugin;1.0.0.182;https://github.com/C.../ForgeMultipart
Chemcraft Network;1.0.2;
Forge Microblocks;1.0.0.182;https://github.com/C.../ForgeMultipart
Regardless, please try to figure out if any one of your mods is causing a problem, and meanwhile I'll see what I can do about speeding things up. There should be plenty of room for improvement, I just haven't specifically tried to before.
Hope that helps.