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Malkeus

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  1. I've been using it in IWBUMS as well, the only bug I've seen was the 'Turn Tail' feature not working, which you fixed. As far as SuspectHam's "Bug Report" goes...it wasn't much of one. Vague and unhelpful to the max. Cannot confirm.
  2. Oh ok, I didn't think of that. Thanks for explaining.
  3. Well, in minecraft I call them survival or creative worlds, depending on options set at the beginning. The use of those terms is whats 'bleeding over' into my description of things on this board. I've got the mod working correctly now, I'm happy. And I learned some things I can use to fix other mods that have been annoying me, so that's cool too. Thanks for your time PizzaPepperoni, happy zombie slaying
  4. I mean I'm starting a solo game in survival and making a new character each time. I play a lot of minecraft, I guess it bleeds over edit: I'm guessing the 0,1 in this line: table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0,1); controls how often it spawns? But what does using 2 numbers do, most everything else only uses 1. edit2: I set all the item spawn chances to 50 for testing, they are indeed spawning in the right places now.
  5. Got it! Change line 36 from ["post"]["all"] to ["post"]["counter"] and move PZMachineDistributions from lua/shared to lua/server makes it load without error. I'm going to search for the machines now.
  6. Oh, I see, thanks for clearing that up for me. I guess all I'm losing is some eyecandy, I can live with that. I changed ["post"]["all"] to ["post"]["counter"] (stole it from hydrocraft) and it stopped complaining about line 36. Now it's mad at lines 26 and 28, and I can't use hydrocraft as a source because it uses the same definitions. The print shows up now, I haven't gone searching to see if there are any items spawning, I wanted to fix the null error first on 26 and 28. I may just comment them out and see what happens. edit: Oh yeah, i'm building new survival worlds to test, the error occurs during loading.
  7. Maybe I just haven't looked hard enough/been lucky enough yet. I'll run around for a bit in ghost mode and see if they are showing up. As far as the change I had to make to get things going, do you recall what you were importing "tommyguns_items" for? On a side note, where does the game look to find the things listed in the 'Imports' portion of the 'PZitems_recipes.txt'? If I knew that, the rest would probably fall into place. Update: No luck finding them in the listed places. Found these 2 errors, and it never does display this line in the console: print("PizzaZombies: SuburbsDistributions added."); function: PZMachineDistribution.lua -- file: PZMachineDistribution.lua line # 36java.lang.RuntimeException: attempted index: items of non-table: nullat se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1548)at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:472)at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162)at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1726)at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1641)at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63)at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77)at zombie.Lua.LuaManager.RunLua(LuaManager.java:579)at zombie.Lua.LuaManager.RunLua(LuaManager.java:524)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:416)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:346)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:455)at zombie.gameStates.IngameState.exit(IngameState.java:700)at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:105)at zombie.GameWindow.logic(GameWindow.java:629)at zombie.GameWindow.run(GameWindow.java:1174)at zombie.GameWindow.maina(GameWindow.java:982)at zombie.gameStates.MainScreenState.main(MainScreenState.java:162)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at com.exe4j.runtime.LauncherEngine.launch(Unknown Source)at com.exe4j.runtime.WinLauncher.main(Unknown Source)-----------------------------------------STACK TRACE-----------------------------------------function: PZMachineDistribution.lua -- file: PZMachineDistribution.lua line # 36Aug 11, 2015 6:11:39 PM zombie.Lua.LuaManager RunLuaSEVERE: nullAug 11, 2015 6:11:39 PM zombie.Lua.LuaManager RunLuaSEVERE: nulljava.lang.RuntimeException: at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1284)at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162)at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1726)at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1641)at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63)at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77)at zombie.Lua.LuaManager.RunLua(LuaManager.java:579)at zombie.Lua.LuaManager.RunLua(LuaManager.java:524)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:416)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:346)at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:455)at zombie.gameStates.IngameState.exit(IngameState.java:700)at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:105)at zombie.GameWindow.logic(GameWindow.java:629)at zombie.GameWindow.run(GameWindow.java:1174)at zombie.GameWindow.maina(GameWindow.java:982)at zombie.gameStates.MainScreenState.main(MainScreenState.java:162)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)at java.lang.reflect.Method.invoke(Method.java:606)at com.exe4j.runtime.LauncherEngine.launch(Unknown Source)at com.exe4j.runtime.WinLauncher.main(Unknown Source)
  8. Awesome, thanks for fixing it so quickly. I'll be updating right now.
  9. I haven't been getting any errors, maybe he shadow updated? It should be covered in the beenEquipped function on line 502, right? pModData.namedWeaponsnKills = 0; Its always good to cover all bases though, I'll add this just for safety, thanks
  10. I apologize if this has been answered, but I can't find any information on this bug during a quick skim through the thread. I have been unable to use the 'Turn Tail' functionality. I'm using 32.19 and have the drop bags keymap on 'C'. I've tried the mod on its own and in conjunction with several mods I usually run. I really like the mod, it makes moving large numbers of items a breeze compared to the vanilla system and tags are amazing. Thanks for your efforts
  11. Is this still being developed? I downloaded this and tried installing it in 32.19, but it kept crashing with a null_pointer exception. I managed to fix it enough to get it to load (https://www.reddit.com/r/projectzomboid/comments/3gewu0/pizzazombies_kill_rewards_mod/), but I'm not sure if I"m losing some of the functionality with that hack. I'm enjoying it immensely, it's made fighting zombies fun. Still incredibly dangerous, but fun . I'm wondering if there was any way to get the machines without using the start script? If not, I'll try my hand at adding a recipe or putting them in a spawn list. I love the whirlwind katana, it's not that useful for killing, but it's great for traveling through crowded streets. The katana's even work with the named items mod without (apparently) breaking anything.
  12. I'm really enjoying this mod, are you planning on expanding on it anymore? The morph weapons you mentioned on page 3 sound amazing!
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