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Because of the tweaks to Lard that you've done, namely giving it an expiration, causes the calculations done by Eris' mod to bug the fuck out and display a "Rots in" value of like...27 billion years or something ridiculous like that. Straight up crashed my game a few times.
I know it's a mod incompatibility and all, but I wanted to at least bring it to your attention.
Fix for the failure to find ItemTweaker_Core.
The game has code in three folders: client, shared, and server. Shared folder executes code both for client and server. It seems that once I restructured the mod to use the shared folder, the game could not find the Item Tweaker API as it was within the "client" folder, even if it was its own mod.
Installing Better Sorting fixed the issue and allowed the game and mod to function as it contained a copy of ItemTweaker_Core in its own shared lua folder. I have now done the same, the mod now includes ItemTweaker functionality on its own.
My suggestions are:
1. Use Mod Loader mod and Mod Loader Load Order plugin mod, sort your mods to make sure the item tweaker is somewhere near the top of your mod load order and all of my mods below.
2. Make sure that not only the item tweaker was enabled in the main menu/mods, but for your savegame as well.
3. Unsubscribe from ItemTweaker, then open the game, this will delete the mod, then quit and resubscribe to ItemTweaker.
4. Download Better Sorting: it uses its own ItemTweaker except it is copied into the mod so you don't have to download it. My mod won't recognise it, but the point is, see if the error gets thrown at Better Sorting and your java is glitching out somehow or whatnot...
at zombie.Lua.LuaManager.RunLua(LuaManager.java:510)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:496)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:342)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:264)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:391)
at zombie.GameWindow.init(GameWindow.java:1206)
at zombie.GameWindow.mainThreadInit(GameWindow.java:576)
at zombie.GameWindow.mainThread(GameWindow.java:489)
at java.base/java.lang.Thread.run(Unknown Source)
java.lang.RuntimeException: Object tried to call nil in sensiblebalancefoodmodcomphl.lua
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
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 se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:117)
Same happens with other "Sensible" mods.
Especially when you want items to be special or rare because the loot is the heart and core feature of the game.
There are ways to completely replace a loot table with another, which will definitely conflict with things, but my mods simply insert extra lines which does not overwrite anything. An example that I can think of is Loot Table Fixes https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3033301901 , it evidently replaces existing attributes as it corrects the spelling of existing loot tables, and so on.
In debug cheats menu there's "LootZed", you can right click on any nearby container icon in the drop down menu and click see loot table or reroll, so one can balance mods during testing. From my experience items saved as "Base." (which a lot of mods do, but some of the big ones do not) seem to be more influenced by the custom settings than those that aren't - idk why. I may be wrong though.
Nice work btw. I'll try this out and see how she goes.
Also, wasn't an existing save. Fresh save on a MP server.
If you have installed the mod upon an existing save, then items may have generated in nearby areas out of sight before you looted them (maybe 250 tiles/500 tile radius or so?). I cannot edit items that have already been generated by the game.
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