Build: 42.19.0 — 1aa820d7bb66c4e55513cae04022bdacdac5b34e (2026-06-01)
Mode: Dedicated server (client → server command path)
Severity: Low (debug-only tool), but the action is fully broken — nothing gets added.
Summary
The in-game debug option that fills a FluidContainer (e.g. a rain barrel) with water throws a RuntimeException server-side. addFluidDebug passes the fluid as a Java String ("Water") to FluidContainer:addFluid(...), but the exposed Java method has no overload taking a String — it expects a FluidType. Kahlua's MultiLuaJavaInvoker cannot resolve an overload, so the call aborts and the container is left untouched.
Steps to reproduce
1. Start a dedicated server with debug enabled; join as a client.
2. Place/select a rain barrel (any FluidContainer).
3. Use the debug menu to fill it with water.
4. Server throws; the container is not filled.
Expected: container is filled with fresh water.
Actual: RuntimeException, nothing added.
Server stack trace
ERROR: General Lua(Vanilla).addFluidDebug> Exception thrown java.lang.RuntimeException: No implementation found for function:
addFluid(class zombie.entity.components.fluids.FluidContainer [component: FluidContainer],class java.lang.String Water))
at MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:113).
se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:113)
se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:177)
Lua(Vanilla).addFluidDebug(ClientCommands.lua:304)
Lua(Vanilla).OnClientCommand(ClientCommands.lua:1253)
...
zombie.network.GameServer.receiveClientCommand(GameServer.java:2429)
zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1606)
zombie.network.GameServer.main(GameServer.java:905)
Root cause
At ClientCommands.lua:304, addFluidDebug calls FluidContainer:addFluid(<container>, "Water") with the fluid as a String literal. The Java-exposed FluidContainer.addFluid(...) signatures take a FluidType (e.g. FluidType.Water), not a String, so no overload
resolves → "No implementation found". The debug command is dispatched client → server (OnClientCommand → addFluidDebug), so it fails on the server.
Suggested fix
Pass a FluidType rather than a string in addFluidDebug, e.g. container:addFluid(FluidType.Water, amount) — or resolve the fluid name to a FluidType via the fluid registry before the call. Worth auditing other debug helpers that may still pass fluid names as strings.
Notes
Reproduced through the standard OnClientCommand → addFluidDebug path. Our server runs a few mods (PSR/PFR/PIP/OrgCatFix); none appear in the stack — the trace is pure Lua(Vanilla), so this is not mod-related.
Some new crashes. I changed the minimum and maximum ram usage to 6Gb and 8Gb in the ProjectZomboid64.json and at first it looked like the crashes stopped in game, but i got new ones today and yesterday on startup or 5 mins after loading my save. Im putting them there in case it can help.
Version: [42.19.0 ]
Mode: [Singleplayer]
Server settings: [N/A]
Mods: [None]
Save: [New Save]
Reproduction steps:
1. Equip long gloves.
2. Walk througth bush cause long gloves damage with hole on it.
3. Fix it with needle、thead and rag.
4. Repeat step 2~3, then long gloves auto drop on floor wth boeken status.
5. Pick it up, fix it with needle、thead and rag, euqip it again.
6. Repeat step 2~5 , then long gloves auto drop on floor with condition bar empty.
7. Can't pick it up T T.
screen record
On the new unstable patch, when I try to update the mods used for a MP server using the Host option in the main title screen the mods don't update when I add new mods. I haven't tried removing mods out of fear they would be impossible to put back. When creating a new server setting, none of the mods except for 1 loads properly. The solution found here: https://steamcommunity.com/app/108600/discussions/0/3198115500363908004 and I tried to re-sub to all my mods.