Project Zomboid

Project Zomboid

[B42] Knox Event Expanded NPC mod [alpha v0.3.14-1]
 Toto téma bylo přilepeno, takže je nejspíš důležité
Snejk  [vývojář] 31. pro. 2024 v 16.19
Known Issues thread
First, please check the list of known issues below before making any reports.

Current known issues
  • The rendering bug introduced in 42.12.0 where some models disappear and the game spams errors seems to have been fixed in 42.12.2. The bug stemmed from npc firing guns while being culled and unculled over and over again. Please let me know if this issue happens again.
  • Pathing while clearing corpses can cause npcs to become stuck, since the pathfinding assumes they can jump over a fence.
  • Some corpses are not identified as needed to be cleared, even if within the corpse clear zone.
  • The npcs will try to dump animal corpses, which doesn't work for some reason.
  • Even with a lot of issues related to saving data being addressed in this patch, some issues may still exist. If you run into any issues, please report it here with logs. This is the highest priority for me at the moment and I appreciate any logs I can get.
  • The static faction implementation is still fairly new and needs more work. Please let me know if you run into any issues related to the army.
  • Sometimes when a npc dies, whoever attacked them last is cleared for some reason. This means that we can't know who killed a specific npc and thus the wrong memory is created and the wrong dialogue is displayed.
  • The procedural generation UI has a safeguard in itself where if a tick takes more than 1 second, it will auto stop. This number of npcs will 100% not work with your PC, but the actual cutoff is lower. This will be improved in coming patches.
  • Some seed types are not identified correctly when npcs try to plant.
  • Seeds have to be unpackaged for npcs to identify them correctly.
  • Npcs can't refill any fluid container so that they can water plants.
  • Npcs will use up all magazines for ranged weapons until they run out. When they run out, they will spawn in a full magazine to reload. Don't give npcs magazines to use.
  • There is a memory leak that becomes very evident after reloading saves with npcs a couple of times. Restarting the game eliminates this issue.

To report a bug, please join the Discord[discord.gg] and make a post in the bug-report channel.
Naposledy upravil Snejk; 20. říj. v 10.40
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happens when i try to start a new game with max npc pop 5000 (unrealistic, I know, just want to see what happens.) Npc generation will get up to 2000 and will throw an error in shortly after and stop npc generation.

ERROR: General f:0, t:1746853748794> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "java.util.Collection.toArray()" because "<parameter1>" is null at ArrayList.<init>(null:-1).
Stack trace:
java.base/java.util.ArrayList.<init>(Unknown Source)
knox.event.procgen.KnoxEventProcGen.assignSafehouse(KnoxEventProcGen.java:822)
knox.event.procgen.KnoxEventProcGen.putGroupInWorld(KnoxEventProcGen.java:901)
knox.event.procgen.KnoxEventProcGen.proceduralWorldInit(KnoxEventProcGen.java:1272)
knox.event.meta.KnoxEventMetaMainLoop.init(KnoxEventMetaMainLoop.java:77)
knox.event.KnoxEventMainLoop.init(KnoxEventMainLoop.java:70)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:364)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:258)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1746853748836> LuaEventManager: adding unknown event "OnPreUIDraw"
LOG : General f:0, t:1746853748836> LuaEventManager: adding unknown event "OnPostUIDraw"
LOG : General f:0, t:1746853769133> LuaEventManager: adding unknown event "OnKeyKeepPressed"
Got this error, maybe some conflict with other mods?

Couldnt find Bullet.9mm

"ERROR: General f:0, t:1746970545786> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot assign field "container" because "item" is null at ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2809).
Stack trace:
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2809)
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainer(ItemPickerJava.java:2803)
zombie.inventory.ItemPickerJava.metaNpcAddItemToContainerCount(ItemPickerJava.java:2797)
zombie.inventory.ItemPickerJava.doVirtualNpcAutoRollItem(ItemPickerJava.java:2744)
zombie.inventory.ItemPickerJava.rollVirtualNpcProceduralItem(ItemPickerJava.java:2554)
zombie.inventory.ItemPickerJava.rollVirtualLootForNpc(ItemPickerJava.java:2783)
knox.event.procgen.KnoxEventProcGen.putGroupInWorld(KnoxEventProcGen.java:937)
knox.event.procgen.KnoxEventProcGen.proceduralWorldInit(KnoxEventProcGen.java:1272)
knox.event.meta.KnoxEventMetaMainLoop.init(KnoxEventMetaMainLoop.java:77)
knox.event.KnoxEventMainLoop.init(KnoxEventMainLoop.java:70)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:364)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:258)
java.base/java.lang.Thread.run(Unknown Source)"
Naposledy upravil Aryan.Musika; 11. kvě. v 6.55
Resolve it by disabling some Firearms mods
Custom guard zones are "a" or "the" cause for NPC wandering off in a straight line from the safe house, when the player is not near the safe house.
This happened to all 10-15 safe houses in the last saves, if I assigned a custom guard zone.
If no custom guard zone is created NPC stay in base.
This wandering leads to a secondary problem, NPC too far away from the base can't reach the kitchen zone for food.

There are no errors or other helpful logs to this issue as far as I can see.
Naposledy upravil mad-rooky; 13. kvě. v 11.49
so after running game for about 30 min i hit unplayable lag spikes. i am running other mods but fairly simple ones. k15 vehicles, common sense, and some military gear mods.
dialog option is messed up, they don't properly die, and command option on the side is messed up
I have a few bugs to report, using v0.2.27:

1. When I give a npc a firearm, they have unlimited ammo it seems and never seem to run out. To reproduce this bug, I gave them a M9 pistol with a full magazine and wait for them to expend all their ammo. They will continue to shoot after using up all their magazines.


2. When a npc expends all ammo from the magazine and reloads, the empty magazine disappears and is no where to be found. To reproduce this bug, open the npc's inventory and observe their inventory while they are shooting at zombies.
Naposledy upravil Nuka Cola; 16. kvě. v 16.08
Nuka Cola původně napsal:
...unlimited ammo...
This is not a bug, this is the state as is. NPC also have unlimited bandages and alcohol.
There is simply no sufficient resupply logic currently to support these kind of things.
mad-rooky původně napsal:
Nuka Cola původně napsal:
...unlimited ammo...
This is not a bug, this is the state as is. NPC also have unlimited bandages and alcohol.
There is simply no sufficient resupply logic currently to support these kind of things.
I thought supurb survivors had that or maybe not
ERROR: General f:1, t:1747763407199> GameWindow.uncaughtException > Unhandled java.lang.NoSuchFieldError thrown by thread MainThread.
ERROR: General f:1, t:1747763407199> ExceptionLogger.logException> Exception thrown
java.lang.NoSuchFieldError: MusicNpcsHostile_Nearby at MusicThreatStatuses.update(MusicThreatStatuses.java:78). Message: Unhandled java.lang.NoSuchFieldError thrown by thread MainThread.
Stack trace:
zombie.audio.MusicThreatStatuses.update(MusicThreatStatuses.java:78)
zombie.characters.IsoPlayer.updateMusicThreatStatuses(IsoPlayer.java:11643)
zombie.characters.IsoPlayer.updateInternal2(IsoPlayer.java:2603)
zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2267)
zombie.characters.IsoPlayer.update(IsoPlayer.java:2254)
zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
zombie.iso.IsoCell.update(IsoCell.java:5892)
zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4181)
zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4301)
zombie.iso.IsoWorld.update(IsoWorld.java:4215)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1696)
zombie.gameStates.IngameState.update(IngameState.java:1450)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
zombie.GameWindow.logic(GameWindow.java:384)
zombie.GameWindow.frameStep(GameWindow.java:917)
zombie.GameWindow.mainThreadStep(GameWindow.java:643)
zombie.MainThread.mainLoop(MainThread.java:76)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:1, t:1747763407200> GameThread exited.
ERROR: General f:1, t:1747763407200> MainThread.uncaughtException > Notifying InvokeOnMainQueue...
Dialogues freeze - 50-70% of NPCs freeze during dialogue and stop talking.
Multiple NPC's sit on the same chair/bench while resting, not gamebreaking but it looks weird
Gun projectiles don't do any damage at all, same for the npc's that are welding guns.

Errors are generated when pressing the button to summon a raid in the knox expanded debug menu as well
Naposledy upravil Zen; 21. kvě. v 10.20
It seems on v0.2.28 NPC "In safehouse" will automatically go scavange the area.
I just started a new game, occupied a farm with multiple buildings around. As soon as there is nothing to do my spouse start scavanging the area. And that is an issue as I want to use the buildings for certain storage. I am afraid now that the NPC in the base will totally mess with the storage I plan to use in the external garage and shack.
Also I would not want for the NPC to randomly wander off and get into trouble.
If this is a regular problem it might require a hotfix as it can mess up bases a lot and how players organize their stuff.

/edit: Its seems to be a hickup in the job priority system. Typically I set corpse dumping and cleaning higher, and guard only on M. When setting guard on C the NPC stops scavanging and goes on guard duty.
Naposledy upravil mad-rooky; 21. kvě. v 11.37
Hi @Snejk, thanks for patching this mod for yesterday's 42.8.1 B42 update. I can confirm that the it's all working nicely so far.

I did notice however that I'm unable to aim at NPCs with firearms - when trying to aim at them, my crosshair doesn't lock onto them at all (it's as if I'm aiming at the ground), and no red circle appears in the centre of my crosshair like it normally would when aiming at zombies.
If I attempt to shoot at them, no bullets ever hit.

This issues occurs when the green/red "PvP" button is both enabled and disabled.

Would you be able to see if you can reproduce this issue? I saw one or two other people here report a similar bug, so it would be great if you can look into it.
To reproduce, simply aim at an NPC with a firearm and see if you can aim at them/shoot them.

I do have other mods installed btw
Naposledy upravil NBA youngboy; 21. kvě. v 12.03
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