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NovaShrugs

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Everything posted by NovaShrugs

  1. I did some further research with buddies, someone opened up a new save with zero mods and found the throwable football, Football2.
  2. Oh dang, I didn't know this! The item did not say it was modded. I apologize for the inconvenience.
  3. (Log file is too big to be attached, I will put the exceptions here instead.) 41.78.16 Multiplayer Dedicated Yes mods New save Reproduction steps: 1. Throw a throwable football around (got mine through foraging) 2. Nearby people crash seemingly at random, with an error and fade to black then title screen. Everyone in the certain area will crash at the same time. From this example, two players right nearby both crashed at the same time. I only got the console logs from one of them, though. It happened twice. EXCEPTIONS: ERROR: General , 1698895944915> 491,367,129> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getMovingObjects()" because the return value of "zombie.iso.objects.IsoBall.getCurrentSquare()" is null at IsoBall.Fall line:145. ERROR: General , 1698895944915> 491,367,129> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getMovingObjects()" because the return value of "zombie.iso.objects.IsoBall.getCurrentSquare()" is null at zombie.iso.objects.IsoBall.Fall(IsoBall.java:145) at zombie.iso.objects.IsoBall.collideWall(IsoBall.java:104) at zombie.iso.IsoPhysicsObject.update(IsoPhysicsObject.java:51) at zombie.iso.objects.IsoBall.update(IsoBall.java:109) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:162) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750) 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:5696) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499) 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:3427) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617) at zombie.gameStates.IngameState.update(IngameState.java:1333) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:298) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:765) at zombie.GameWindow.run_ez(GameWindow.java:681) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1698895944917> 491,367,131> EXITDEBUG: WorldStreamer.stop 1 LOG : General , 1698895944917> 491,367,131> EXITDEBUG: WorldStreamer.stop 2 LOG : General , 1698895944927> 491,367,141> EXITDEBUG: WorldStreamer.stop 3 LOG : General , 1698895944927> 491,367,141> EXITDEBUG: WorldStreamer.stop 4 LOG : General , 1698895944927> 491,367,141> EXITDEBUG: ChunkSaveWorker.SaveNow 1 LOG : General , 1698895944927> 491,367,141> EXITDEBUG: ChunkSaveWorker.SaveNow 3 LOG : General , 1698895944928> 491,367,142> EXITDEBUG: WorldStreamer.stop 5 LOG : General , 1698895945628> 491,367,841> Saving GlobalModData LOG : General , 1698895945717> 491,367,931> removing all player data LOG : General , 1698895945718> 491,367,931> - player: 0 ERROR: General , 1698896159800> 491,582,071> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getMovingObjects()" because the return value of "zombie.iso.objects.IsoBall.getCurrentSquare()" is null at IsoBall.Fall line:145. ERROR: General , 1698896159800> 491,582,071> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getMovingObjects()" because the return value of "zombie.iso.objects.IsoBall.getCurrentSquare()" is null at zombie.iso.objects.IsoBall.Fall(IsoBall.java:145) at zombie.iso.objects.IsoBall.collideWall(IsoBall.java:104) at zombie.iso.IsoPhysicsObject.update(IsoPhysicsObject.java:51) at zombie.iso.objects.IsoBall.update(IsoBall.java:109) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:162) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2955) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5750) 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:5696) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3499) 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:3427) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1617) at zombie.gameStates.IngameState.update(IngameState.java:1333) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:298) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:765) at zombie.GameWindow.run_ez(GameWindow.java:681) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1698896159801> 491,582,073> EXITDEBUG: WorldStreamer.stop 1 LOG : General , 1698896159802> 491,582,073> EXITDEBUG: WorldStreamer.stop 2 LOG : General , 1698896159870> 491,582,141> EXITDEBUG: WorldStreamer.stop 3 LOG : General , 1698896159870> 491,582,141> EXITDEBUG: WorldStreamer.stop 4 LOG : General , 1698896159870> 491,582,141> EXITDEBUG: ChunkSaveWorker.SaveNow 1 LOG : General , 1698896159870> 491,582,141> EXITDEBUG: ChunkSaveWorker.SaveNow 3 LOG : General , 1698896159870> 491,582,142> EXITDEBUG: WorldStreamer.stop 5
  4. 41.78.16 Multiplayer Dedicated Yes, mods Unknown old or new. Reproduction steps: Unknown -- Don't know if this is a bug or not, and I doubt I can replicate it as it seems to be extremely rare (There were only 7 like this out of 200+) Some of the lemongrass I've collected has 0 hunger granted and an unhappiness and boredom rating of +20. I have no clue how this happened, when it happened, or why it happened. There were only 7 of our 200+ pieces of lemongrass like this. I figured this out while trying to make soap, (unknown if it's a mod recipe or not, I think it is.) and it would not let me use the lemongrass I had. I would attempt to replicate this without mods if I had an idea on how to, and if it didn't seem so rare. The afflicted lemongrass. Normal lemongrass on the left, afflicted on the right.
  5. Figured it out, there's supposed to be an underscore there and I overthunk, haha
  6. With the line tool, do I have to connect everything to make it work? I already did most of my roads with the poly tool but I'm having difficulty with roads that continue between chunks.
  7. In the list, spiffo dining is done with a space. It didn't work when I tried it, and I tried any other combination I could think of for it but it's not working.
  8. I have some power lines I'm trying to connect with the base map, but they won't go all the way out to the map edge and they don't connect. Any way I can get them to connect?
  9. I'm trying to mark my roads and I have several curved roads. Somehow they didn't go to the in game map once I finished and wrote the map, etc. I went to make the roads again, then they don't want to connect to others to line up. I go to manually adjust it, the dot goes all the way to the edge of the map and I can't move it. I restart Worlded and all the ingamemap markings are gone. I have to do this all again for the third time, I'm frustrated, and would really appreciate help if it's me doing something wrong.
  10. I have no clue what caused this corruption, if any devs want to ask me questions about the corruption, go ahead. I also saved the corrupted version of the TMX if anyone would like to look into that as well.
  11. Deleted the TMX, opened worlded again and it doesn't crash, but I have to redo every bit of terrain. Better than having to redo everything about the chunk, I suppose.
  12. My friend did some research and prying into the files themselves. The TMX has completely changed everything to "NUL" Is there any automatic backups for TMX files? This chunk is totally lost.
  13. I launched worlded, it gave me an error for one of my chunks, saying it "wasn't a map file" upon attempting to read it. I tried to open it in tilezed, but it gave me another error. I went to restart worlded to try and see if that would fix my issue, and now it crashes, regardless of where I open it from. Please help. I don't want to lose my map.
  14. Alright, I'll just keep tinkering with the spawn map, then.
  15. Partly resolved - The BMP I had the map using was not up to date. Issue has slightly improved with lots of tinkering, but there's still not as many in the buildings as I would like, as they seem to heavily favor to spawn in the parking lots. Any that spawn in buildings spawn in clumps rather than distributed equally, and I'm not sure if that's a normal type of spawning or if I'm doing something wrong.
  16. (the BMP in the image I gave is the unscaled one)
  17. They seem to like to spawn more in the parking lot instead of inside the building itself, no matter how many changes I make to the zombiespawn BMP. This seems to mainly be happening in stores like a Gigamart and a store strip, as well as the school rather than my houses, which tend to be a bit more packed than I'd like. I notice this issue with not spawning as much as I'd like is usually in places I put ZombiesType zones. Below is an image of my zombiespawn BMP with labels and the black background semi transparent to get an idea of the buildings I am having issues with. In the school, I only found 3 zombies, one in the offices, one in the doctor's office, and one in a hallway. The rest were in the parking lot and surrounding areas. The school is decently large, about 50x30. I'm testing this on the default Apocalypse settings. In the store strip there were 2 zombies. It's 88x21. One was in the doctor's office and one was in a cafe kitchen. The parking lot had a moderate amount of zombies. The Gigamart Spiffo's combo parking lot had 2 small groups. There were 0 zombies inside. The Gigamart is about 32x32.
  18. 41.78.16 Multiplayer [Menu Hosted] No mods New save Reproduction Steps: Two lines bug: Place down 3D radio and listen to a broadcast Icon bug: Open device options on a TV or HAM radio, then open device options of a 3D radio HAM radios not working: Place down radio, place down ham radio, set to same frequency and talk. Initially I thought it was one of my mods messing everything up, so I was going through every mod trying to find what was going on. I then started a vanilla multiplayer server and still had the same issues. I've tried the admin/gm radio options, I've tried everything I can think of, but they just don't work. They've worked occasionally, I don't know how, but sometimes friends from a distance can see the text. (The HAM radio is turned off in the image with double text.)
  19. I redid all my zones and everything's working now, thank you!
  20. To add onto above, cars are not spawning either. I've named everything exact and even added properties, but nothing's working. (I'm testing this on high car spawns and zombie spawn. The car that's there was manually spawned.) Edit: The only spawn I've seen to actually consistently work is "mccoy," and that's up by a construction site.
  21. I'm experiencing issues with zombie types. I've done everything exact, even looking at two different tutorials (it's all I could really find) and none of those types of zombies are appearing. I've been stumped for over an hour. Please help!
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