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Incariuz

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  1. Alright, so sorry for the double post, but wanted to make the update on situation easier. Searching the conole.txt more I came across "WARN : Recipe , 1660054876191> RecipeManager.resolveItemModuleDotType> WARNING: module "Base" may have forgot to import module Base" which got me thinking perhaps it was my script files that override some vanilla items, so I went and removed them for a moment and no more stack trace errors. I'm confused why it's happening, but here are details if it helps anyone help me. I have 5 script.txt files - BaseContainerChanges - BaseFarmingChanges - BaseFoodChanges - BaseRecipeChanges - BaseWeaponChanges 4 of which are "module Base", and one "module farming". I attempted to add "imports { Base }" to some those without it to see if that would fix based on the WARN, but didn't resolve issue. I'm not sure if there has been a change on how you override vanilla items in the game, so I'm open to suggestions if anyone does know of a change in how it works. For the time being, I'm going to compare all my changes to vanilla items and see if some of them need to be updated. Edit: All errors gone now, updating all the vanilla items I made changes to has solved the issue. In addition, I got to see some new changes to items which will actually reduce a lot of vanilla changes due to the new "Tag" system.
  2. UPDATE IN POST BELOW Errors Resolved, All Good Now I'm having some issues with a mod I've been working on for a long time, I've just updated for the new build, but everytime I right click any item (including vanilla items) in inventory, I get the error below. However, every item and recipe I've used so far appears to work fine regardless of it, though I have a lot of things to test still. STACK TRACE ----------------------------------------- Callframe at: getEvolvedRecipe function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 233 function: onRightMouseUp -- file: ISInventoryPane.lua line # 1444 ERROR: General , 1659987390203> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor361.invoke. ERROR: General , 1659987390203> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at jdk.internal.reflect.GeneratedMethodAccessor361.invoke(Unknown Source) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.base/java.lang.reflect.Method.invoke(Unknown Source) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1458) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1416) at zombie.ui.UIManager.update(UIManager.java:902) at zombie.GameWindow.logic(GameWindow.java:261) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:764) at zombie.GameWindow.run_ez(GameWindow.java:680) at zombie.GameWindow.mainThread(GameWindow.java:494) at java.base/java.lang.Thread.run(Unknown Source) Caused by: java.lang.NullPointerException: Cannot invoke "String.contains(java.lang.CharSequence)" because "this.resultItem" is null at zombie.scripting.objects.EvolvedRecipe.getResultItem(EvolvedRecipe.java:517) at zombie.inventory.RecipeManager.getEvolvedRecipe(RecipeManager.java:1486) I'm wondering if anyone knows what files could be causing this. I've updated all my lua files for the new build, none of which are referenced in this. I've not modified any of the lua's in this error, and the only thing to do with evolved recipes I've done is adding new vegetables, fruits, canned goods ect to existing evolved recipes through item script files. Here's a list of stuff I've done with my mod if it helps give an idea what things might have cause this issue with recent updates. Before now, it was last updated early Build 41. Modified Vanilla Lua's - farming_vegetableconf, SFarmingSystem, SPlantGlobalObject (to add new crops, I've updated the entirety of each file to match changes in current build. Crops are growing and harvestable) - TrapDefinition (added new animals to catch in traps, and new foods to be used for some traps, again updated to match current build.) - XPSystem_SkillBook (added some additional skill books.) Custom Lua's (not exact name of files, just name to indicate what they do) - CarMechanicOverlay (For added cars) - ClothinigAdjust (Just changes weight for clothing) - Scavenge Definition (Added new foragables) - CrabCage (basically a FishTrap replica used to catching crabs) - Procedural, Suburbs, Vehicle Distributions (I completely redid this as my original setup was busted due to earlier distributions being mostly suburbs file) - Vehicle Distributions (For spawning new vehicles) - recipecode (a bunch of OnCreate and TestIsValid checks for recipes) Scripts - Some base item and recipe changes - Vehicle changes, mainly trunks, added more variety based on appearance and what I thought logical. - My new items and recipes. I'm honestly at a loss for how to solve this issue, based on updating all my lua's, I don't see how they could be the culprit, but perhaps I'm missing something. Personally I'm questioning if it would be the item scripts, but I've added hundreds of items and recipes, so checking each one is a time consuming task I haven't gotten too yet. If anyone has any ideas, I'd appreciate it.
  3. Just getting started on learning to make buildings and maps, wanted to know if their is a way to load vanilla cells in World Editor so I can just plop buildings onto it instead of having to recreate the entire cell to avoid overriding existing structures, roads, etc? Edit: I end up finding a world and vegetation map for the entirety of the game world, so although not the solution I hoped to find as I'd need to recreate and place buildings if doing cells in towns, it's still going to be a huge help. Here's a link in case anyone else ends up needing.
  4. Local Disk (C:) / Users / YourUserName / Zomboid / mods You can create a folder inside there for a custom mod. You'll want to make a mod.info file inside the folder, you can view the example mod to see how to do this (maybe just copy it over and edit details inside). Then make a new series of folders inside your mod folder like such. media / scripts Inside, make a new notepad file, name it MyItemChanges or something, and inside you add your changes. An example. module Base{ item Apple { HungerChange = -15, Weight = 0.2, Type = Food, DaysTotallyRotten = 8, DisplayName = Apple, Icon = Apple, DaysFresh = 5, EvolvedRecipe = Pie:15;Cake:10, FoodType = Fruits, } item Lemon { HungerChange = -15, Weight = 0.2, Type = Food, DaysTotallyRotten = 9, DisplayName = Lemon, Icon = Lemon, DaysFresh = 7, EvolvedRecipe = Cake:8;Pie:8;Stir fry:8;Roasted Vegetables:8, FoodType = Fruits, }}In that, I changed it so Apples and Lemons could be used to make pie with the evolved recipe. By having it set to module Base, it will overwrite these items in the base file. Edit: I'd recommend getting Notepad++ if you don't already have it. Edit 2: Still sorta waking up so not fully alert, but yah, this can be done with lua files as well naturally, as for priority between mods, no idea how that works. I personally only use one other persons mod at this time, and I compiled it into my mod. Never liked having tons of mods, and like to do things my way, so having tons of stuff in one is just simpler for me.
  5. Incariuz

    Imports Question

    When making a mod which adds evolved recipes, it seems that having the file import data from other files I've created renders the mod broken. Curious is anyone would be able to elaborate on the issue. Example of the script. module Base{imports { AdditionalItems } evolvedrecipe Hotdog { BaseItem:BreadSlices, MaxItems:6, ResultItem:HotdogRecipe, Cookable:true, }}Specifically imports { AdditionalItems }When removed, then it will work, but it won't update the image accordingly, instead using the bread slices image. Other then that, I have no issues with imports on other files, so I'm slightly confused. Running 32 build, not 33 beta.
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