Project Zomboid

Project Zomboid

Game crashing after character selection
I'm hosting a server on Shockbyte for my friends and I with about 70 mods installed. Whenever I finish my character creation and would EXPECT to go to the spawn point selection, it instead black screens and crashes before I can reach that point.

I can load the same mods and host the server through the game no problem, but for some reason there's an issue when it comes to using a third party.

This is the end of the crash log in my console.txt file. It seems it has something to do with the spawnregions, but I have no clue how to fix this - or if that's even the correct thing I'm looking at.

I have 5-6 of the custom maps enabled.
----------------------------------------- Callframe at: getServerSpawnRegions function: getSpawnRegionsAux -- file: SpawnRegions.lua line # 76 | Vanilla function: getSpawnRegions -- file: SpawnRegions.lua line # 92 | Vanilla ERROR: General , 1679094030426> 0> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General , 1679094030427> 0> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.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:1096) 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.pcall(KahluaThread.java:1782) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.iso.SpawnPoints.initSpawnRegions(SpawnPoints.java:61) at zombie.iso.SpawnPoints.initSinglePlayer(SpawnPoints.java:48) at zombie.iso.IsoWorld.init(IsoWorld.java:2621) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:268) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:225) at java.base/java.lang.Thread.run(Unknown Source) Caused by: java.lang.NullPointerException: Cannot invoke "se.krka.kahlua.vm.KahluaTable.iterator()" because "<parameter1>" is null at zombie.network.GameClient.copyTable(GameClient.java:1668) at zombie.network.GameClient.getServerSpawnRegions(GameClient.java:1680) at zombie.Lua.LuaManager$GlobalObject.getServerSpawnRegions(LuaManager.java:2132) ... 19 more LOG : General , 1679094030433> 0> Requested 0 chunks from the server LOG : General , 1679094030434> 0> Received 0 / 0 chunks ERROR: General , 1679094030438> 0> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: can't create player at x,y,z=0,0,0 because the square is null at IsoWorld.init line:2799. ERROR: General , 1679094030439> 0> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: can't create player at x,y,z=0,0,0 because the square is null at zombie.iso.IsoWorld.init(IsoWorld.java:2799) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:268) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:225) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1679094030477> 0> LuaEventManager: adding unknown event "OnPreUIDraw" LOG : General , 1679094030478> 0> LuaEventManager: adding unknown event "OnPostUIDraw" LOG : General , 1679094032626> 0> EXITDEBUG: Core.quit 1 LOG : General , 1679094032627> 0> EXITDEBUG: Core.quit 3 LOG : General , 1679094032628> 0> waiting for UdpEngine thread termination LOG : Network , 1679094032639> 0> [17-03-23 18:00:32.639] > ZNet: [-> CZombienet: RakNetPeerInterface_Shutdown LOG : Network , 1679094032639> 0> [17-03-23 18:00:32.639] > ZNet: CZombienet -> CZombienet: shutdown LOG : Network , 1679094032639> 0> [17-03-23 18:00:32.639] > ZNet: CZombienet -> CZombienet: CancelAuth LOG : Network , 1679094032640> 0> [17-03-23 18:00:32.640] > ZNet: CancelAuth LOG : Network , 1679094032640> 0> [17-03-23 18:00:32.640] > ZNet: Shutdown: CloseP2PSessionWithServer LOG : Network , 1679094032641> 0> [17-03-23 18:00:32.641] > ZNet: CZombienet -> CZombienet: CloseConnection LOG : Network , 1679094032641> 0> [17-03-23 18:00:32.641] > ZNet: CloseConnection: Shutdown (1204) LOG : Network , 1679094032641> 0> [17-03-23 18:00:32.641] > ZNet: CZombienet -> CZombienet: CancelAuth LOG : General , 1679094032841> 0> EXITDEBUG: Core.quit 4

* I've made sure the MOD ID's and WorkShop ID's are all correct, same with the Map= folders in the world.ini file that Shockbyte provides. I've followed their instructions to a tee, but no luck.

Coming to Steam for support since Shockbyte support is offline :/ I would appreciate any help.

Thank you.
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In the off chance somebody wants to see the mods I'm using in the event it may help:
https://steamcommunity.com/sharedfiles/filedetails/?id=2938933359
Enjoy the NFS: Hot Pursuit picture
Thanks again
Make sure you did not delete the Muldraugh, KY map from the map list, as it has to always be enabled.
Originally posted by Beard:
Make sure you did not delete the Muldraugh, KY map from the map list, as it has to always be enabled.
Thank you for the reply.

The Muldraugh, KY map is still enabled. This is currently how I have the setup for the map portion:

Map=Grapeseed;RavenCreek;Legacy_Louisiana;Legacy_VineGrove;Legacy_California;Blackwood;BedfordFalls;Muldraugh, KY

I've also triple-checked to make sure I have the MOD ID and Workshop ID for the maps put in correctly as well.

EDIT: I'm going to start fresh with the mods, but exclude all of the map mods and I'll report back if anything changes.

EDIT 2: Reinstalled all mods but the map mods and everything is going smooth, so it's definitely something to do with how I'm setting them up. Does the order count? I'm loading tilepacks and libraries first since from my understanding those should be loaded first, then maps, then the rest of the fun mods that have no other dependencies.
The order would matter, the Muldraugh map has to always be loaded last. You also have to make sure not to delete any spawn points from your spawn file, I am not familiar with Shockbyte so I am not sure if you get any sort of UI to edit the files or if you are manually editing them? Based on the logs it seems to just be a spawn issue since it seems to spawn the character at a nonexistent coordinate, as if there were no spawn points to choose from or as if the main map did not exist.
Did you ever figure it out? I am going crazy as I have the exact same problem, even using the same hosting site.
Originally posted by sio2:
Did you ever figure it out? I am going crazy as I have the exact same problem, even using the same hosting site.

I didn't, no. I honestly think it was the hosting site - something on their end, but I couldn't tell you for sure. Their customer support was terrible and I got so frustrated that I just gave up in the end.

Only thing I know for sure is that it would work perfectly fine when I'd host it on my own network/PC, but not with the hosting website.

From what I remember, their hosting site was missing files compared to videos/tutorials I'd watch.. their customer support told me to add certain files because they were missing and that was a red flag to me so I ended up cancelling and never tried again.

Good luck my friend.
If you have an invalid map that won't load or doesn't exist in your Map= segment you will get that error. Try removing things from map= until it works, then you'll have your culprit.
Originally posted by Valithor:
If you have an invalid map that won't load or doesn't exist in your Map= segment you will get that error. Try removing things from map= until it works, then you'll have your culprit.
Brother, why did you bring up a 6 month old post that's been solved. It must've taken awhile to get to 6 months ago.
Originally posted by Decrepit Old Man:
Originally posted by Valithor:
If you have an invalid map that won't load or doesn't exist in your Map= segment you will get that error. Try removing things from map= until it works, then you'll have your culprit.
Brother, why did you bring up a 6 month old post that's been solved. It must've taken awhile to get to 6 months ago.


Nah, just Google 😜
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Date Posted: Mar 17, 2023 @ 4:12pm
Posts: 9