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Additionally i'd recommend turning off the raider event. It's a shame since when it executes properly its a fun time, but more often than not they spawn in and just end up getting stuck. It can be especially frustrating when this happens in places you can't see (like a forest) because it
creates a functional deadspot on your map tanking your framerate anytime you are in the area.
If you'd like to keep your existing save but reduce the lag from extra npcs here are two ways I've found to do that.
1) Change the name of your save file:
- The NPCs are linked to the filename so by changing it, you functionally wipe all the survivors off the map.
- Note: I'm currently unaware of any side effects this may cause on the back end, since technically they still exist somewhere in your savefile, but when I first discovered this (through a hard crash and loading a recovered save) my performance seemed to go back to normal.
2) Turn on the mods debug mode and manually cull the extra NPCs:
- When interacting with an npc in debug mode you should gain the option to "Debug: Infect&Murder Character". Obviously this is more time consuming, but if you don't want to lose the survivors you've grown attached to, this can be a secondary option.
You may also find some useful info looking through the github[github.com]
Finally for some extra performance boosts, outside of this mod specifically, you could increase how much ram your game can use. Video Tutorial
and / or
checkout the BetterFPS mod.
Good luck, hope this is somewhat helpful.
`attempted index: skip of non-table: null
function: QuestManagerKeyDownHandle -- file: QuestManager.lua line # 498 | MOD: Superb Survivors
java.lang.RuntimeException: attempted index: skip of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
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:92)
at zombie.input.GameKeyboard.update(GameKeyboard.java:65)
at zombie.GameWindow.logic(GameWindow.java:249)
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)
`
`attempted index: getWeight of non-table: null
function: getLoadedWeight -- file: GunFighter_02Function.lua line # 1206 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
function: calcRecoilDelay -- file: GunFighter_02Function.lua line # 4412 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
function: Apply_Effect -- file: GunFighter_03Transform.lua line # 2376 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
Callframe at: setPrimaryHandItem
function: LoadSurvivor -- file: SuperSurvivorManager.lua line # 140 | MOD: Superb Survivors
function: SuperSurvivorsLoadGridsquare -- file: SuperSurvivorsMod.lua line # 247 | MOD: Superb Survivors
java.lang.RuntimeException: attempted index: getWeight of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
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:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
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: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.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:3333)
at zombie.iso.IsoChunkMap.processAllLoadGridSquare(IsoChunkMap.java:155)
at zombie.gameStates.IngameState.enter(IngameState.java:715)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
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)
`
I was playing today. I was downstairs reading books, helicopter event is going on. I had four survivors in one room on 'stand ground'. I heard the SQUISH sound, just assuming a zombie wandered near my base and one of my barn survivors (I let some wander around that aren't hostile but not in my group.
Anyway, went upstairs, found my favorite survivor dead on the ground. What the hell? They murdered her? I'm so confused. Is there something that can randomly cause a survivor to turn hostile? It's a dumb idea when you consider how doomed a one person mutiny is, given how I like to have friendlies around.
The only quote-unquote legit thing I can think of is that she might have been infected, but that doesn't make sense. I have infection set to 'none', and even if survivors aren't affected by that sandbox setting, I left the infection mortality rate at the base of 1-3 days, and she lasted for 7. I have no f'ing clue.