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khamseen

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About khamseen

  • Birthday 10/27/1985

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  1. While this might add to realism it heavily removes from the enjoyment of what is already the game's least fun aspect, inventory management and dealing with the health damage from being even slightly encumbered. I am mid playthrough in a game right now in 41.73 but now unless a modder reverts this I think that guy is shelved now.
  2. OK so this information actually helped me a lot because it made me start thinking it could be something on the ground which was causing it and I remembered that I'd crafted a specific item which I'd left on the ground outside the day before the crash started. The item is a clay cauldron from the Hydrocraft mod and I've been able to confirm (by loading in a second character to the save and picking the item up) that removing the item from the ground before the weather event starts it prevents the crash. If I place it down again while it's raining it crashes again. I've looked through it's definition and it was missing a WaterSource- on it's item replace, adding that in seems to have solved the crashing. Will report it on the mod page but thought I'd leave this information in case anyone else has the problem
  3. So interestingly, while investigating this further I think it's somehow related to weather events starting. I'm guessing that most likely means something is trying to decay because of rain or some such thing and that's triggering it. I noticed that in my log, right before the crash it was always running a weather update LOG : General , 1630459222667> Reseeding weather period, new seed: 650054 LOG : General , 1630459222667> WeatherPeriod: Creating weather pattern with strength = 0.5247318 LOG : General , 1630459222668> WeatherPeriod: Clearing existing stages... LOG : General , 1630459222668> WeatherPeriod: Day mean temperature = 21.492489 C. LOG : General , 1630459222668> WeatherPeriod: season = Autumn LOG : General , 1630459222669> WeatherPeriod: cloudColor r=0.38, g=0.12, b=0.49 LOG : General , 1630459222669> WeatherPeriod: chances, storm=100.0, tropical=25.0, blizzard=0.0. rainTimeMulti=1.35 LOG : General , 1630459222669> WeatherPeriod: Cold to warm front selected. LOG : General , 1630459222670> WeatherPeriod: Adding stage 'MODERATE' with duration: 2.985637664794922%. LOG : General , 1630459222670> WeatherPeriod: Adding stage 'SHOWERS' with duration: 2.5703539848327637%. LOG : General , 1630459222670> WeatherPeriod: Adding stage 'DRIZZLE' with duration: 3.526848316192627%. LOG : General , 1630459222671> WeatherPeriod: Adding stage 'DRIZZLE' with duration: 3.506387233734131%. LOG : General , 1630459222671> WeatherPeriod: Adding stage 'START' with duration: 1.6357189416885376%. LOG : General , 1630459222671> WeatherPeriod: Adding stage 'CLEARING' with duration: 1.4358683824539185%. LOG : General , 1630459222671> WeatherPeriod: Adding stage 'INTERMEZZO' with duration: 1.0244150161743164%. LOG : General , 1630459222672> WeatherPeriod: Adding stage 'CLEARING' with duration: 1.8012824058532715%. LOG : General , 1630459222672> WeatherPeriod: Adding stage 'INTERMEZZO' with duration: 1.8194530010223389%. LOG : General , 1630459222672> WeatherPeriod: Adding stage 'CLEARING' with duration: 1.80965256690979%. LOG : General , 1630459222673> WeatherPeriod: Adding stage 'INTERMEZZO' with duration: 2.2766218185424805%. LOG : General , 1630459222673> WeatherPeriod: Adding stage 'CLEARING' with duration: 2.8894827365875244%. LOG : General , 1630459222673> WeatherPeriod: Duration = 36.83032544330888. LOG : General , 1630459222673> WeatherPeriod: PATTERN GENERATION FINISHED. ERROR: General , 1630459222703> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at InventoryItem.update line:779. ERROR: General , 1630459222703> DebugLogStream.printException> Stack trace: That got me to thinking it might be connected so using debug mode I manually triggered a storm event as I load back in and right enough the same error happens as soon as I start it. Doesn't really help me track down what it is that it's trying to decay and failing, but at least I know why it happens at that exact time. Whatever the item is, it's somewhere in the Hydrocraft 41.51+ mod.
  4. Yeah that's what I was kind of leaning to since it mentions trying to set condition of the item. I'll keep ploughing on and trying to figure it out. Thanks.
  5. Yeah, I was worried you were going to say that. The problem is I'm pretty sure I've narrowed it down to a single mod, but it's a mod that adds a LOT of stuff to the game so trying to track down one item that may or may not be a problem without any more details could take months. Would I be correct to assume from the stack trace that it's an item somewhere in an inventory or being spawned in an inventory that's causing it? Just to try and at least narrow it down from like 999 to 199 items to look through lol.
  6. I'm having a repeating crash with a save game. It happened as I went to sleep and time was progressing but every time it reaches 5:00AM game time the game freezes then eventually quits back to main menu after having created a _crash copy of the save. I'm at the point where I'm at 2 months into the game, the crash seems to occur at 2 months 18 hours to be exact. The console.txt file is showing this ERROR: General , 1630461936733> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at InventoryItem.update line:779. ERROR: General , 1630461936733> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.inventory.InventoryItem.setCondition(int)" because "<local3>" is null at zombie.inventory.InventoryItem.update(InventoryItem.java:779) at zombie.iso.IsoCell.ProcessItems(IsoCell.java:2823) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5618) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5572) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3175) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3113) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1612) at zombie.gameStates.IngameState.update(IngameState.java:1319) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1630462093657> reanimate: saved 0 zombies LOG : General , 1630462093731> Saving GlobalModData LOG : General , 1630462093734> STATE: exit zombie.gameStates.IngameState LOG : General , 1630462093735> EXITDEBUG: IngameState.exit 1 I did remove all mods and the crash stopped happening. I'm assuming from the stack trace that at 5:00AM it's trying to spawn an item into the inventory of something but I don't know what item to try and track down any possible issue. I've gotten 2 months in without any issues and having run a search through my mods folder there are no items (besides the vanilla Katana) which start spawning only after 60 days. Is there any way to help track down what item is causing this so I don't lose this save?
  7. OK, so I've actually just figured out why it was happening. I'm playing on a 4K screen so I have font size set to 3 in the options menu and apparently the UI for the settings option doesn't scale to fit everything in. Set my font size to default and checked and saw that there are actually meant to be two checkboxes, one for Fahrenheit and one for Celsius. I've now been able to switch it back. So I guess the bug report is more that the UI doesn't scale properly for larger font size.
  8. It's that RMC menu that I'm talking about not letting me uncheck the option. It first happened in a game I was running with mods, power is out but I have a generator and the stove works fine. I loaded up a new game with no mods active and have the same issue, that option is checked and I can't uncheck it. I even tested in debug mode and can't click the checkbox to disable it.
  9. I accidentally clicked the checkbox in a stove settings UI to switch to Fahrenheit and now in every one of my saves that option is checked on stoves and no matter what I do I can't click the checkbox again to disable it. I have the game options set to Celsius and I tried changing that to Fahrenheit and back to Celsius to see if it would fix it but it didn't. I can't even find where this stove UI option is saved anywhere to find a way to manually disable it.
  10. Sheet ropes are a life saver in Bedford Falls, so many of the large buildings have issues with their stairs where you can go up them but not back down them. Without sheet ropes you'd get stuck up there. Maybe a server setting so some people can choose to reduce their functionality could be a good idea. For those of us who play on private servers and like them as they are, the current setup is fine.
  11. No tiredness yet, just the ability to sleep to pass time quicker and heal faster.
  12. It's not in the GUI yet, but if you start the server it'll show up in the servertest.ini file and you can edit it there. The variable is 'SleepAllowed'. I haven't had a chance to test sleeping yet sadly as for some reason every time I launch my client, the server ini file resets to default values. Driving me nuts.
  13. YES! My brother and I were literally just talking about this an hour ago. Can't wait to try it tomorrow when I'm more awake.
  14. Try name = "Bedford Falls, KY", file = "media/maps/BedfordFalls/spawnpoints.lua"
  15. We had this issue too, we solved it by going into our server map files (the folder with all of the map_xxx_xxx.bin files) and deleting the map_meta.bin from that directory. We can now forage in all the places you'd expect to be able to forage in Bedford Falls. Now the only issue is all the buildings with broken stairs (placed too close to walls or right on top of each other so you can't go down them) and a lot of missing floor pieces in multi-story buildings which have led to more than a few broken legs.
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