Project Zomboid

Project Zomboid

[B42] Survival
 This topic has been pinned, so it's probably important
Balance  [developer] Jan 7 @ 11:38am
Bugs/Errors
1
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Showing 1-14 of 14 comments
MrComp Jan 14 @ 11:52am 
I am subscribed to the workshop item but it's not showing up in the B42 modloader.
Not sure if this is a bug in the game or the mod.
Balance  [developer] Jan 14 @ 11:59am 
I would unsubscribe and resubscribe, double check that you are running in B42 unstable, and it should be listed as [B42]Survival in your mods menu. I just double checked and was successfully able to subscribe and load it without issues, but I will investigate further if you receive any errors or others experience the same. Sorry to hear it's not appearing as expected :spiffo:
MrComp Jan 14 @ 12:08pm 
Originally posted by Balance:
I would unsubscribe and resubscribe, double check that you are running in B42 unstable, and it should be listed as [B42]Survival in your mods menu. I just double checked and was successfully able to subscribe and load it without issues, but I will investigate further if you receive any errors or others experience the same. Sorry to hear it's not appearing as expected :spiffo:

Thanks for the quick reply.
I am on B42 unstable, re-subbed and it's not showing up. The only other mod I have is "They knew", which does show up.

Weird. Maybe the problem is still on my side somehow. But thanks for the help.
MrComp Jan 14 @ 12:23pm 
Heya, I'm back with a fix before you spend hours on trying to bugfix this.

So apparently steam decided to "halt" the download of this mod in my download queue. For some reason the content was stopped. Whatever that means, I'm sure it has something to do with B42 being unstable. It's a new mod manager after-all.

Manually starting the download again fixed it.
I can't seem to get the items and recipes to appear this and your hemp mod do show up on the mod loader but nothing seems to be showing up
found the problem needs to be part of a worl when first generated does not work on old saves
Balance  [developer] Jan 28 @ 11:11am 
@Umbra Animo If you select Load from the main menu then select your save and select 'mods' then you can add mods to an already existing playthrough, it should be completely safe to add mid-game. Hopefully this helps! :spiffo:
Originally posted by Balance:
@Umbra Animo If you select Load from the main menu then select your save and select 'mods' then you can add mods to an already existing playthrough, it should be completely safe to add mid-game. Hopefully this helps! :spiffo:
will test this thanks I had been careful with any mods I had when starting a new save. early tries ended up crashing a few updates ago unless it was like a trait mod
it worked thank you for that did not know I can edit a world like that know my ability to use locations is expanded
Balance  [developer] Jan 28 @ 11:23am 
No problem! Just be careful adding maps to existing saves, any maps added will not load properly if any of the cells have already been visited :spiffo:
OxTailSafu Apr 10 @ 12:19am 
Hello there, I want to say this is what appeared in my console txt. Please let me know if it looks like i'm missing something, as it is really hard for me to tell when something starts/ends.

LOG : General f:0, t:1744269409318> WorldStreamer.create() start
LOG : General f:0, t:1744269409358> WorldStreamer.create() end
LOG : General f:0, t:1744269409358> CellLoader.LoadCellBinaryChunk start
LOG : General f:0, t:1744269409578> CellLoader.LoadCellBinaryChunk start
LOG : General f:0, t:1744269409579> MapItem.LoadWorldMap() start
LOG : General f:0, t:1744269409596> MapItem.LoadWorldMap() start
LOG : General f:0, t:1744269409596> WorldStreamer.isBusy() loop start
LOG : General f:0, t:1744269410366> InventoryItemFactory.CreateItem() cannot create item: TYPE = item,registryID = 3957,fulltype = "Base.Torchunlit",modID = "\B42Survival",existsAsVanilla = false,isModded = true,obsolete = false,removed = true,modOverrides = 0,
LOG : General f:0, t:1744269410367> InventoryItem.loadItem() item == null, skipped bytes. itemtype: Base.Torchunlit
LOG : General f:0, t:1744269411104> WorldStreamer.isBusy() loop end
LOG : General f:0, t:1744269427744> Recipe AutoLearned AnySkills - MakeFlintFirestarter
LOG : General f:0, t:1744269427753> MetaTracker.load() start
LOG : General f:0, t:1744269427837> MetaTracker.load() start
ERROR: General f:0, t:1744269428114> ExceptionLogger.logException> Exception thrown
zombie.world.WorldDictionaryException: World loading could not proceed, there are script load errors. (Actual error may be printed earlier in log) at IsoWorld.init(IsoWorld.java:3425).
Stack trace:
zombie.iso.IsoWorld.init(IsoWorld.java:3425)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:300)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:250)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1744269428122> LuaEventManager: adding unknown event "OnPreUIDraw"
LOG : General f:0, t:1744269428122> LuaEventManager: adding unknown event "OnPostUIDraw"
LOG : General f:0, t:1744269430453> LuaEventManager: adding unknown event "OnKeyKeepPressed"
Mentat Apr 10 @ 5:50am 
I think I found the culprit:

ERROR: General f:0, t:1744288907500> ExceptionLogger.logException> Exception thrown
java.io.IOException: Duplicate Prop2 in recipe CrushStone at CraftRecipe.OnScriptsLoaded(CraftRecipe.java:675).
Stack trace:
zombie.scripting.entity.components.crafting.CraftRecipe.OnScriptsLoaded(CraftRecipe.java:675)
zombie.scripting.ScriptBucketCollection.OnScriptsLoaded(ScriptBucketCollection.java:166)
zombie.scripting.ScriptManager.loadScripts(ScriptManager.java:1830)
zombie.scripting.ScriptManager.Load(ScriptManager.java:1736)
zombie.core.Core.ResetLua(Core.java:4936)
java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
java.base/java.lang.reflect.Method.invoke(Unknown Source)
se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:60)
se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1902)
se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104)
zombie.ui.UIElement.onMouseUp(UIElement.java:1633)
zombie.ui.UIElement.onMouseUp(UIElement.java:1588)
zombie.ui.UIElement.onMouseUp(UIElement.java:1588)
zombie.ui.UIElement.onConsumeMouseButtonUp(UIElement.java:1695)
zombie.ui.UIManager.updateMouseButtons(UIManager.java:844)
zombie.ui.UIManager.update(UIManager.java:706)
zombie.GameWindow.logic(GameWindow.java:332)
zombie.GameWindow.frameStep(GameWindow.java:928)
zombie.GameWindow.run_ez(GameWindow.java:821)
zombie.GameWindow.mainThread(GameWindow.java:619)
java.base/java.lang.Thread.run(Unknown Source)
Mentat Apr 10 @ 5:51am 
At the end of the same log

ERROR: General f:0, t:1744288978927> ExceptionLogger.logException> Exception thrown
zombie.world.WorldDictionaryException: World loading could not proceed, there are script load errors. (Actual error may be printed earlier in log) at IsoWorld.init(IsoWorld.java:3425).
Stack trace:
zombie.iso.IsoWorld.init(IsoWorld.java:3425)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:300)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:250)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1744288978931> LuaEventManager: adding unknown event "OnPreUIDraw"
LOG : General f:0, t:1744288978931> LuaEventManager: adding unknown event "OnPostUIDraw"
LOG : General f:0, t:1744288982887> LuaEventManager: adding unknown event "OnKeyKeepPressed"
May have an issue; seems like in my current run (mod added into world rather than pre-generated) I can no longer retrieve large flat rocks from the naturally spawning objects (the large flat rocks embedded into terrain). Stones and Large Rocks work fine, and I extensively removed all mods, tested one by one, even with no mods on new world (all tests were with new char's and new worlds). I suspect an issue with base game Zomboid, but I report this as this mod is the only one I have that actively uses a large flat rock. Might I suggest a tiny recipe to chisel/knap a large rock into a large flat rock? My apologies if this seems jumbled, just wanted to do my due diligence.
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