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I added it to mods.... not workshop..... thats why it didn't have the files. Nothing online said that was a symptom of it.... which i feel like is weird, thats probably a common issue new people have and i haven't played in like a year.
That's strange, but maybe its a known issue with dedicated servers you can try looking up. Regardless, I would double-check if the dedicated server actually downloaded the mod correctly in its mod folder, which has a very long file path and needs some exploring. If not, I would manually copy the files over from your workshop mod folder which is also has a very long file path and needs some exploring. You can keep your comment afterwards, I would rather have it here in case it helps someone else.
Could you please not flood the comment section and move everything into the proper discussion? At first glance I am seeing that your mod problem is Light-Switch Overhaul, not Portable Televisions.
-----------------------------------------
function: bulbContext -- file: z_SwitchWorldContext.lua line # 54 | MOD: Light-Switch Overhaul
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@b8d8905e
function: createMenu -- file: ISWorldObjectContextMenu.lua line # 1543 | Vanilla
function: createMenu -- file: BB_FAO_ISWorldObjectContextMenu.lua line # 32 | MOD: First Aid Overhaul - No Antizin
function: createMenu -- file: BC_ISWorldObjectContextMenu.lua line # 23 | MOD: Braven's Camouflage
function: createMenu -- file: LimitActionsController.lua line # 292 | MOD: The Only Cure
function: createMenu -- file: ISMenuContextWorld.lua line # 50 | Vanilla
function: createWorldMenu -- file: ISContextManager.lua line # 28 | Vanilla
function: doRClick -- file: ISObjectClickHandler.lua line # 60 | Vanilla
function: onObjectRightMouseButtonUp -- file: ISObjectClickHandler.lua line # 379 | Vanilla
ERROR: General , 1731299569861> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getProperties of non-table: null
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
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.pcallvoid(KahluaThread.java:1812)
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:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:214)
at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:228)
at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:3086)
at jdk.internal.reflect.GeneratedMethodAccessor1084.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.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:79)
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.pcallvoid(KahluaThread.java:1812)
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:64)
at zombie.ui.UIManager.update(UIManager.java:938)
at zombie.GameWindow.logic(GameWindow.java:262)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:667)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
Got it, thanks for the explanation ;)
It *shouldn't* but it could. The only scripting IIRC is associated with the items, so if that behavior started once you started using the item, it's plausible.
I otherwise don't know how to control the radios and TVs. My code is pretty much a hack, and the voodoo Java implementation of their functionality is only understood by the original TIS dev who is unreachable.
I’m guessing it might be how the game handles TVs, but I was wondering if your mod has anything to do with this? Also, any chance you could make it so TVs and radios start off instead of on when the game starts? That might help with the issue.
Weird, I've been able to watch at an angle at the lowest volume.
You might have a mod conflict.
You did face the TV, right? I believe the volume has an effect, but there's just too much voodoo magic going on with how TVs have been implemented.
Go ahead and do that. I don't mind compatibility patches.
I looked into your incompatibility situation. I don't know how to check for adjacent tiles in regards to dropped items, but they use a different class from normal furniture and inventory items. The entire nature of using TVs is bugged, but if you find some lead, let me know.
Build 42 is out????????
No, probably not, I would have to find time to test it.
thanks for that
No
Added Brazilian Portuguese (PTBR) translation (thank you Corsa!)
Yes, there is a game limitation where the TV must be placed for the channels to actually play.
Added icon to "Switch Mode" context menu action (forgot to update this...)
Added German (DE) translation (thank you SirJas0n!)
Cleaned up translation file formatting
It has been a while since I have taken a look at this mod, and I did not test my changes, so let me know if a translation is not displaying correctly or if the items no longer work for you (but did in the past)
In terms of the TV mechanic, I haven't made any progress, and frankly I stopped caring. Maybe Build 42 will include some secret changes, but goddamn making mods is soul-draining.
I hope you have a great day, thank you all <3
It's been turned on for some saves now. I'll try to unsub and sub again after my next death
I have never seen that happen before. Did you add the mod to an existing save?