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Maris

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  1. How to reproduce: 1) Start new challenge "You Have One Day". 2) Go back to main menu. 3) Enable any mod in main menu, e.g. "Mod Template". 4) Load the game using "Continue" button. Don't press "Load" button. 5) You will see the red error (bug): ----------------------------------------- STACK TRACE ----------------------------------------- function: preLoadLastStandInit -- file: LastStandSetup.lua line # 7 ERROR: General, 1596264292792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at KahluaThread.tableget line:1684. ERROR: General, 1596264292792> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1684) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1807) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:50) at zombie.iso.IsoWorld.init(IsoWorld.java:1980) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:242) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:201) at java.lang.Thread.run(Thread.java:745) To reproduce the bug you should enable the mod either in the main menu or in the save, but not in two places at the same time. Anyway load the game using "Continue" button, because "Load" button is buggy at this moment (I've reported it here).
  2. How to reproduce: 1) Start new challenge "You Have One Day". 2) Go back to main menu. 3) Load game. But don't press "Continue". Press "Load" button exactly. 4) Wait for 24 hours. (Actually 25 hours, because zombies should spawn at 10:00). 5) No zombies! This is the bug. P.S. Probably this topic may be helpful.
  3. For example, ClothingRecipesDefinitions.lua by now: ClothingRecipesDefinitions = {}; ClothingRecipesDefinitions["Sheet"] = {materials="Base.RippedSheets:4" } --ClothingRecipesDefinitions["Belt2"] = {materials="Base.LeatherStrips:1"} ClothingRecipesDefinitions["FabricType"] = {} ClothingRecipesDefinitions["FabricType"]["Cotton"] = {}; ClothingRecipesDefinitions["FabricType"]["Cotton"].material = "Base.RippedSheets"; ClothingRecipesDefinitions["FabricType"]["Denim"] = {}; ClothingRecipesDefinitions["FabricType"]["Denim"].material = "Base.DenimStrips"; ClothingRecipesDefinitions["FabricType"]["Denim"].tools = "Base.Scissors"; ClothingRecipesDefinitions["FabricType"]["Denim"].noSheetRope = true; ClothingRecipesDefinitions["FabricType"]["Leather"] = {} ClothingRecipesDefinitions["FabricType"]["Leather"].material = "Base.LeatherStrips"; ClothingRecipesDefinitions["FabricType"]["Leather"].tools = "Base.Scissors"; ClothingRecipesDefinitions["FabricType"]["Leather"].noSheetRope = true; Should be: ClothingRecipesDefinitions = { Sheet = { materials="Base.RippedSheets:4" }, --Belt2 = { materials="Base.LeatherStrips:1" }, FabricType = { Cotton = { material = "Base.RippedSheets", }, Denim = { material = "Base.DenimStrips", tools = "Base.Scissors", noSheetRope = true, }, Leather = { material = "Base.LeatherStrips", tools = "Base.Scissors", noSheetRope = true, }, }, };
  4. They will only add multiplayer if there are no questions about multiplayer. Oh, now the multiplayer is postponed again.
  5. Maris

    [WIP] Mod Options

    Not yet. I'm waiting for multiplayer in B41. But client mods work fine. It's possible to change options right through the game. As a side effect, host may change options right through the game, but each mod must handle its own server options using "not isClient()"
  6. Maris

    [WIP] Mod Options

    What you think about mod options ingame? I was making the mod options as a part of another mod but now it's a separate mod. So any author of a mod can add their custom options to their mod. There is a tab in game options menu. So user may click checkboxes and press Apply.
  7. OnTickEvenPaused event isn't working while the game is paused.
  8. Maris

    Exit Game Event?

    Is there any event when the game (dedicated server) is about to go down just before saving the game?
  9. Maris

    Really Real Time?

    Nevermind. I've got it.
  10. Maris

    Really Real Time?

    I'm trying to set current real time. local SEC_TO_HOUR = 1 / (60 * 60) function makeRealTime() local tm = getGameTime() local t = os.time() --utc local day = tm:getDay() --8 local month = tm:getMonth() -- 6 local year = tm:getYear() -- 1993 local current = tm:getTimeOfDay() --in hours local hour = round(current) --9 local game_t = os.time{year=year, month=month+1, day=day+1, hour=0, min=0} --utc local diff = round(t - game_t) --in seconds current = current + diff * SEC_TO_HOUR -- OK to increment days (tested) tm:setTimeOfDay(current) end Events.OnCreatePlayer.Add(function() makeRealTime() end) But it doesn't work: zombie.ui.UIManager render SEVERE: null java.lang.ArrayIndexOutOfBoundsException: 16425 at zombie.ui.Clock.render(Clock.java:153) at zombie.ui.UIManager.render(UIManager.java:431) at zombie.gameStates.IngameState.renderFrameUI(IngameState.java:1126) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.gameStates.IngameState.renderframeui(IngameState.java:1114) at zombie.gameStates.IngameState.renderInternal(IngameState.java:1266) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.gameStates.IngameState.render(IngameState.java:1217) at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.renderInternal(GameWindow.java:327) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:745) What am I doing wrong?
  11. Maris

    Mod collision

    What if two mods have an item with the same ID but different properties? What definition will be stronger? Is there any rule about how Zomboid decides which mod is stronger?
  12. 0.05 means 0.05% in general. But it depends on may other factors. For example, there is a limit of items in container, so many items with high drop chance will compete to each other. Also loot is increased in areas with high zombie density.
  13. Don't delete topics. Ask other users (e.g. EnigmaGrey) if they want their messages to be deleted.
  14. Maris

    [WIP] more mod tags

    At the very beginning, I just wanted to add the tag "Build 41". For myself, I solved this issue. But then I decided to go further and make a real mod "more_mod_tags" for other modders to add custom tags. https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719 But which tags should be there? This is the question. So I ask you about your ideas. I don't like too many tags, so I want to add just most popular and useful. Currently there are these tags: Build 41 Build 40 Multiplayer Interface Textures Models Vehicles Items Clothing Weapons Food Literature Medical Traits Building Bugfix Tweak Framework Language Easier Harder Realistic
  15. Is it shown as 41.38? I've got update via Steam but it's still 41.38
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