Quartz Not Being Generated
Posted: Sat Aug 27, 2016 1:54 pm
I'm having an unusual issue: no quartz is appearing on maps: recipies that require it list it, and it can be placed through the map editor, but it doesn't appear on the settings screen for the generation, and it isn't appearing in the generated maps (I've generated 20+ with different settings in god mode and flown around a fair bit and haven't found any, though I've found plenty of every other resource).
Version 0.13.18, Mod list: Advanced Logistics 0.2.14, Bob's Insterters 0.13.3, Bob's Assemblers 0.13.0, Bob's Config 0.13.1 (yes, Quartz is enabled in there), Bob's Electronics 0.13.1, Bob's Enemies 0.13.1, Bob's Library 0.13.1, Bob's Greenhouse 0.13.2, Bob's Logistics 0.13.10, Bob's MCI 0.13.2, Bob's Mining 0.13.1, Bob's Modules 0.13.0, Bob's Ores 0.13.1, Bob's Power 0.13.1, Bob's Revamp 0.13.0, Bob's Tech 0.13.0, Bob's Warfare 0.13.4, Bottleneck 0.2.0, CMHMod 0.2.3, Color Coding 1.1.0, EfficienSee 1.0.44, FARL 0.5.36, LogisticsColoring 0.0.4, Long Reach 0.0.5, Module Inserter 0.2.3, Rail Tanker 1.3.33, RSO 2.0.16, Fat Controller 0.4.20, Verspelles Alien Farm 1.1.1, YARM (narc's fork) 0.7.15.
Disabling RSO also didn't help (I did for most of the above tests to reduce the amount of moving needed). Any ideas?
Version 0.13.18, Mod list: Advanced Logistics 0.2.14, Bob's Insterters 0.13.3, Bob's Assemblers 0.13.0, Bob's Config 0.13.1 (yes, Quartz is enabled in there), Bob's Electronics 0.13.1, Bob's Enemies 0.13.1, Bob's Library 0.13.1, Bob's Greenhouse 0.13.2, Bob's Logistics 0.13.10, Bob's MCI 0.13.2, Bob's Mining 0.13.1, Bob's Modules 0.13.0, Bob's Ores 0.13.1, Bob's Power 0.13.1, Bob's Revamp 0.13.0, Bob's Tech 0.13.0, Bob's Warfare 0.13.4, Bottleneck 0.2.0, CMHMod 0.2.3, Color Coding 1.1.0, EfficienSee 1.0.44, FARL 0.5.36, LogisticsColoring 0.0.4, Long Reach 0.0.5, Module Inserter 0.2.3, Rail Tanker 1.3.33, RSO 2.0.16, Fat Controller 0.4.20, Verspelles Alien Farm 1.1.1, YARM (narc's fork) 0.7.15.
Disabling RSO also didn't help (I did for most of the above tests to reduce the amount of moving needed). Any ideas?