---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 6/15/13 2:00 AM
Description: Failed to start game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:589)
at net.minecraftforge.common.Configuration.<init>(Configuration.java:100)
at mithion.arsmagica.PowerConfig.<init>(PowerConfig.java:41)
at mithion.arsmagica.AMCore.preInit(AMCore.java:436)
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.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I'm having and issue with chalk underground. While chalk works find above ground, my base is underground at y30 and it's hit and miss on whether it will work. I've hollowed out a 8x8x5 room but the chalk wont work. It works around my base here and there, but it simply refuses to work on that one spot. I've tried using dirt, grass, wool, glass, cobblestone, obsidian and stone.
I'm having and issue with chalk underground. While chalk works find above ground, my base is underground at y30 and it's hit and miss on whether it will work. I've hollowed out a 8x8x5 room but the chalk wont work. It works around my base here and there, but it simply refuses to work on that one spot. I've tried using dirt, grass, wool, glass, cobblestone, obsidian and stone.
Does anyone have any idea why this is?
If you have railcraft installed, you might have hidden "thermal" blocks where you're trying to place it due to the way that railcraft has some feature that creates temporary blocks in spots where the player is standing based on some configuration settings. The best way to fix this is to just stay out of that room for awhile or check your configuration settings.
The problem is that it's still very random as to where things are. I'm not wanting to completely remove the spawns, or just simply tone them down significantly. I would like to see them have some reason for being where they appear other than it being dark. Come to think of it, some of this is why I even stopped using MoCreatures... Although frequency is an issue, it's mostly about context. If I wanted to turn them off, there is a config setting for that.
Nevermind the part where a mod like that has a tendency for people to just turn off the things they don't like and potentially spoil some balance mechanics. I know it's easier to just use vanilla spawning mechanics, but given this mod, I think alot of potential might be overlooked here by just passing the issue off as something along the lines of "don't like the spawns, just turn them off or play peaceful (noob)". You can't tell me that the current system of Just strolling into a tower, disabling the traps, and looting everything without any sort of threat, and just wandering off to the next place a few hundred blocks a way to rinse/repeat until you've gotten the majority of spells doesn't feel lacking. You don't quite have to go as far as doing something similar to Millenaire bandits, but you can certainly still give towers that feeling of needing some sort of preparation to clear them out.
I completely agree with this, 100%, even the part about Mo' Creatures.
I had to uninstall that mod because I got frequently annoyed with, "wow, there's 10 werewolves, an ogre, and 3 fire ghosts just hanging around my home simply because it's dark." Well... that and the fact that once you learn how to handle the mobs in Mo' Creatures, effectively, you have a constant source of iron-quality weapons, diamond blocks, single diamonds, and obsidian.
As it stands, I ran three worlds with Ars, one of which was on a server hosted by a friend. Not only was I able to break the system once I got any of the travel spells, but the armor and spells, coupled with each other, made the entire mod a cakewalk. Without using a custom spawning system, I was constantly being attacked by mobs that I was simply turning around and letting loose with a bunch of arcane bolts, to take care of.
The towers having "puzzles" is quite laughable, as well, with no offense intended to Mithion. There's really only so much he can do with each place and I certainly appreciate the way the buildings are built and shaped (my favorite design, currently, being the tower with a moat). I'm not sure if you can call it a "puzzle" when all you have to do is find a ladder, a hole, or a situation where you have to "come back later with true sight and/or blink." The only spell you actually need, end game, is blink, since it pretty much allows you access to every single nook and cranny. Even the mazes are completely broken by this spell (if they aren't already broken by the worldgen ruining the redstone placement-- please fix this in AM2 ).
Of course, my main issue is that there's only so much he can do before it's a situation of "been there, done that."
- Implement dungeons, instead? Well, there's a few mods that already do that and dungeon searching, while fun and rewarding, can get exhausting very quickly.
- Implement an entire new dimension? No thanks. I'm already unhappy with the incredible amount of hype surrounding Aether 2, considering the whole idea of, "new dimension-- you have to start over from scratch, minus building blocks" annoys me. Love the other stuff they have, but "alt. dimension" is overdone and a cop-out for making the mod integrate with the world in an immersive manner.
- Thaumcraft-style research, instead of exploration? Many people wouldn't like this, but I don't mind it, personally. Kind of defeats the main draw of the mod, for me, though, unless a fine line of balance is found (towers contain fragments of information, you take them home and research them, for example).
I love this mod and what it does, but it makes me incredibly sad how very little actual content it adds, aside from spells. Making the towers farther apart, and lowering spell damage to balance it out, simply makes encounters take longer and acquiring spells take longer. There is still very little challenge, end game, and there's still only a tiny handful of "puzzles" you have to learn.
Is there a key you can press instead of right click when casting spells? I always end up opening my spell book when trying to sneak over a cliff and I'm just trying to use Blink or something.
So I finally broke down and tried to find the archmage tower in creative by casting the spell on the thing that leads you to it and flying along with it. I find it leads me to the middle of some ocean and there is no tower.
Does this mean the tower didn't generate on my world? Or is the mechanic to lead people there broken? Also if I turn on regeneration of structures will it fix it? I'm afraid if I turn on regeneration of structures it is going to cause a ton of builds to appear inside of existing buildings. We've had this world for a while and would hate to have it broken. =\
Thanks for any help/feedback. =)
BTW: As far as I can tell the thing I had to cast the spell on to find the tower wasn't spawning naturally. I had to spawn one in since I had spent around 5 hours looking for one with no luck.
So I finally broke down and tried to find the archmage tower in creative by casting the spell on the thing that leads you to it and flying along with it. I find it leads me to the middle of some ocean and there is no tower.
Well, try to spawn another one and befriend it, sometimes it won't guide you all the way to the tower, that is the way I do it every time it happens to me.
Well, try to spawn another one and befriend it, sometimes it won't guide you all the way to the tower, that is the way I do it every time it happens to me.[/size]
I summoned two and they took me to the same spot. I'll try a couple more.
My problem is that I can't get all of the blocks and their not in a taken ID place, and it bugs out my game and makes it crash if I want to spawn them in (through NEI) or If I try to enter the folder when I'm in creative.
-If my english is a bit bad, I appologize.
So I finally broke down and tried to find the archmage tower in creative by casting the spell on the thing that leads you to it and flying along with it. I find it leads me to the middle of some ocean and there is no tower.
Does this mean the tower didn't generate on my world? Or is the mechanic to lead people there broken? Also if I turn on regeneration of structures will it fix it? I'm afraid if I turn on regeneration of structures it is going to cause a ton of builds to appear inside of existing buildings. We've had this world for a while and would hate to have it broken. =\
Thanks for any help/feedback. =)
BTW: As far as I can tell the thing I had to cast the spell on to find the tower wasn't spawning naturally. I had to spawn one in since I had spent around 5 hours looking for one with no luck.
So I think this might be your problem:
"We've had this world for a while and would hate to have it broken."
Structures will only spawn in newly generated chunks but the archmage tower in particular has it's co-ordinates set at world creation (or when the mod is installed) as I understand it. If the chunk it happened to pick has already been generated the tower won't be there, even though it thinks it is. Keep in mind that the archmage tower will only spawn within 10k blocks from spawn.
There are ways to edit the files to clear the flag of where the archmage tower should be located, but I don't really know how to do that.
My players are reporting the exact same issue even if the imbue is set to false they still get armors with the imbue enchant :/ Any help on that Mithion?
Just because you set the imbue enchantment to false on the server does not mean that it is set to false on the client. With Forge mods like these the config files for the server and client must match. Things like what enchantment you get as set by the client list of available enchantments, I believe, and thus why your players are able to obtain them. However, I believe that when the enchantment tries to do it's thing it might result in a crash for the client if the server is not currently allowing it.
That actually makes sense as the client is trying to ask the server to do something when the enchantment procs and because it's turned off, it has no idea how to respond.
that'll be a half hour repair to living room... but oh well, i can put off the nether quite a ways now.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Don't supposed you have an answer for my query do you druha?
If you're talking about your question of why structures are generating when you set it to false, then I don't really know. Setting that to false should stop all structure generation. This sounds like you have uncovered a bug and it should be reported as such. You should post your Forge log from right after a new structure spawns, *use spoiler tags*, and maybe Mithion can find something in it. I don't know if he has it set up to log structure generation to the Forge log though.
About the Railcraft heat signature making it so I couldn't draw a circle. That's right. I couldn't find a way to turn it off in the railcraft config, but leaving the area, shutting down, logging back on and waiting an hour worked the first time.
Mithion might consider adding a troubleshooting spoiler with this problem. 308 pages is a bit much for catchup.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
350
Minecraft:
AridholGM
Member Details
Hey Mithion
Wanted to let you know I've made a Pseudo-modpack with your mod included...
OH NOES THE... no don't sweat a thing, there's no download of your mod included. I just have a copy of your config file included so people can drop your mod in no problems.
Just wanted to let you know, even though I'm not breaking any rules I thought I'd give you some deserved respect by informing you.
If you're talking about your question of why structures are generating when you set it to false, then I don't really know. Setting that to false should stop all structure generation. This sounds like you have uncovered a bug and it should be reported as such. You should post your Forge log from right after a new structure spawns, *use spoiler tags*, and maybe Mithion can find something in it. I don't know if he has it set up to log structure generation to the Forge log though.
Setting worldgen to false is only stubbed in, and is not fully supported, as worldgen is far too critical to progression. It was just something I was trying out for a bit and forgot to remove - sorry for the confusion.
Wanted to let you know I've made a Pseudo-modpack with your mod included...
OH NOES THE... no don't sweat a thing, there's no download of your mod included. I just have a copy of your config file included so people can drop your mod in no problems.
Just wanted to let you know, even though I'm not breaking any rules I thought I'd give you some deserved respect by informing you.
If by chance you ever change your mind on this point, I'll gladly include your mod.
// Don't be sad, have a hug! <3
Time: 6/15/13 2:00 AM
Description: Failed to start game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:589)
at net.minecraftforge.common.Configuration.<init>(Configuration.java:100)
at mithion.arsmagica.PowerConfig.<init>(PowerConfig.java:41)
at mithion.arsmagica.AMCore.preInit(AMCore.java:436)
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.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1663504168 bytes (1586 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.5.685 Minecraft Forge 7.8.0.685 Optifine OptiFine_1.5.2_HD_U_D2 20 mods loaded, 20 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.5.685} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.685} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.8.6.5} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.5.2.12} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
mod_ZanMinimap{0.9.4} [mod_ZanMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized
cfm{2.8.5} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.3(FULL).zip) Unloaded->Constructed->Pre-initialized
ArsMagica{5.52.013} [Ars Magica] (ArsMagica_5.52.013.zip) Unloaded->Constructed->Errored
BWCB{5.12} [BWCB] (BetterWorld-CB-1.5.2-5.12.zip) Unloaded->Constructed->Pre-initialized
BWDeCB{5.1} [BWDeCB] (BetterWorld-DeCB-1.5.2-5.1.zip) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{0.5.2} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.2.zip) Unloaded->Constructed->Pre-initialized
CarpentersSlope{v1.2} [Carpenter's Slope] (Carpenters-Slope-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized
eplus{1.14.6} [Enchanting Plus] (EnchantingPlus-1.14.6.jar) Unloaded->Constructed->Pre-initialized
Wuppy29_MagicalExperience{1.1.3.5} [Magical Experience] (Magical Experience 1.1.3.5.zip) Unloaded->Constructed->Pre-initialized
SAP_Man{1.4.2} [SanAndreasPs Managers] (SAP_ManPack_v142.jar) Unloaded->Constructed->Pre-initialized
TStormFix{1.0} [Thunderstorm Fix] (SAP_ManPack_v142.jar) Unloaded->Constructed->Pre-initialized
Slabcraftmod{1.3} [Slabcraft] (Slabcraftmod 1.3 - 1.5.2 Forge.zip) Unloaded->Constructed->Pre-initialized
Staircraftmod{1.3} [Staircraft] (Staircraftmod 1.3 - 1.5.2 Forge.zip) Unloaded->Constructed->Pre-initialized
TintedLamps{1.4} [Tinted Lamps] (TintedLamps v.1.4 Forge v. 7.8.0 - 684+ Mc v.1.5.2.zip) Unloaded->Constructed->Pre-initialized
TurretMod3{3.0.1} [Turret Mod v3] (TurretMod_v3.0.1.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 5145 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Misa500.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Does anyone have any idea why this is?
If you have railcraft installed, you might have hidden "thermal" blocks where you're trying to place it due to the way that railcraft has some feature that creates temporary blocks in spots where the player is standing based on some configuration settings. The best way to fix this is to just stay out of that room for awhile or check your configuration settings.
I completely agree with this, 100%, even the part about Mo' Creatures.
I had to uninstall that mod because I got frequently annoyed with, "wow, there's 10 werewolves, an ogre, and 3 fire ghosts just hanging around my home simply because it's dark." Well... that and the fact that once you learn how to handle the mobs in Mo' Creatures, effectively, you have a constant source of iron-quality weapons, diamond blocks, single diamonds, and obsidian.
As it stands, I ran three worlds with Ars, one of which was on a server hosted by a friend. Not only was I able to break the system once I got any of the travel spells, but the armor and spells, coupled with each other, made the entire mod a cakewalk. Without using a custom spawning system, I was constantly being attacked by mobs that I was simply turning around and letting loose with a bunch of arcane bolts, to take care of.
The towers having "puzzles" is quite laughable, as well, with no offense intended to Mithion. There's really only so much he can do with each place and I certainly appreciate the way the buildings are built and shaped (my favorite design, currently, being the tower with a moat). I'm not sure if you can call it a "puzzle" when all you have to do is find a ladder, a hole, or a situation where you have to "come back later with true sight and/or blink." The only spell you actually need, end game, is blink, since it pretty much allows you access to every single nook and cranny. Even the mazes are completely broken by this spell (if they aren't already broken by the worldgen ruining the redstone placement-- please fix this in AM2
Of course, my main issue is that there's only so much he can do before it's a situation of "been there, done that."
- Implement dungeons, instead? Well, there's a few mods that already do that and dungeon searching, while fun and rewarding, can get exhausting very quickly.
- Implement an entire new dimension? No thanks. I'm already unhappy with the incredible amount of hype surrounding Aether 2, considering the whole idea of, "new dimension-- you have to start over from scratch, minus building blocks" annoys me. Love the other stuff they have, but "alt. dimension" is overdone and a cop-out for making the mod integrate with the world in an immersive manner.
- Thaumcraft-style research, instead of exploration? Many people wouldn't like this, but I don't mind it, personally. Kind of defeats the main draw of the mod, for me, though, unless a fine line of balance is found (towers contain fragments of information, you take them home and research them, for example).
I love this mod and what it does, but it makes me incredibly sad how very little actual content it adds, aside from spells. Making the towers farther apart, and lowering spell damage to balance it out, simply makes encounters take longer and acquiring spells take longer. There is still very little challenge, end game, and there's still only a tiny handful of "puzzles" you have to learn.
Does this mean the tower didn't generate on my world? Or is the mechanic to lead people there broken? Also if I turn on regeneration of structures will it fix it? I'm afraid if I turn on regeneration of structures it is going to cause a ton of builds to appear inside of existing buildings. We've had this world for a while and would hate to have it broken. =\
Thanks for any help/feedback. =)
BTW: As far as I can tell the thing I had to cast the spell on to find the tower wasn't spawning naturally. I had to spawn one in since I had spent around 5 hours looking for one with no luck.
I summoned two and they took me to the same spot. I'll try a couple more.
Thanks.
-If my english is a bit bad, I appologize.
So I think this might be your problem:
"We've had this world for a while and would hate to have it broken."
Structures will only spawn in newly generated chunks but the archmage tower in particular has it's co-ordinates set at world creation (or when the mod is installed) as I understand it. If the chunk it happened to pick has already been generated the tower won't be there, even though it thinks it is. Keep in mind that the archmage tower will only spawn within 10k blocks from spawn.
There are ways to edit the files to clear the flag of where the archmage tower should be located, but I don't really know how to do that.
Just because you set the imbue enchantment to false on the server does not mean that it is set to false on the client. With Forge mods like these the config files for the server and client must match. Things like what enchantment you get as set by the client list of available enchantments, I believe, and thus why your players are able to obtain them. However, I believe that when the enchantment tries to do it's thing it might result in a crash for the client if the server is not currently allowing it.
That actually makes sense as the client is trying to ask the server to do something when the enchantment procs and because it's turned off, it has no idea how to respond.
http://i.imgur.com/KHPg35O.png
that'll be a half hour repair to living room... but oh well, i can put off the nether quite a ways now.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
If you're talking about your question of why structures are generating when you set it to false, then I don't really know. Setting that to false should stop all structure generation. This sounds like you have uncovered a bug and it should be reported as such. You should post your Forge log from right after a new structure spawns, *use spoiler tags*, and maybe Mithion can find something in it. I don't know if he has it set up to log structure generation to the Forge log though.
Mithion might consider adding a troubleshooting spoiler with this problem. 308 pages is a bit much for catchup.
Wanted to let you know I've made a Pseudo-modpack with your mod included...
OH NOES THE... no don't sweat a thing, there's no download of your mod included. I just have a copy of your config file included so people can drop your mod in no problems.
Just wanted to let you know, even though I'm not breaking any rules I thought I'd give you some deserved respect by informing you.
If by chance you ever change your mind on this point, I'll gladly include your mod.
Here's the link to my post to show I'm not distributing your mod..
http://www.minecraftforum.net/topic/1850505-forgemagivoltz-minecraft-modpack/#entry22897110
Setting worldgen to false is only stubbed in, and is not fully supported, as worldgen is far too critical to progression. It was just something I was trying out for a bit and forgot to remove - sorry for the confusion.
Cool, that's a nice list! Thanks for letting me know