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LOG : General , 1675955922784> 88.075.742> -----------------------------------------
STACK TRACE
-----------------------------------------
function: createPartInventoryItem -- file: Vehicles.lua line # 1056 | Vanilla
function: Default -- file: Vehicles.lua line # 363 | Vanilla
ERROR: General , 1675955922784> 88.075.742> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getConditionMax of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1675955922785> 88.075.743> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getConditionMax 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:1842)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:128)
at zombie.vehicles.BaseVehicle.callLuaVoid(BaseVehicle.java:8991)
at zombie.vehicles.BaseVehicle.createParts(BaseVehicle.java:1211)
at zombie.vehicles.BaseVehicle.createPhysics(BaseVehicle.java:795)
at zombie.vehicles.BaseVehicle.addToWorld(BaseVehicle.java:8458)
at zombie.vehicles.VehicleManager.clientReceiveUpdateFull(VehicleManager.java:870)
at zombie.vehicles.VehicleManager.clientReceiveUpdate(VehicleManager.java:934)
at zombie.vehicles.VehicleManager.clientPacket(VehicleManager.java:1314)
at zombie.network.GameClient.receiveVehicles(GameClient.java:5107)
at zombie.network.PacketTypes$PacketType.onMainLoopHandlePacketInternal(PacketTypes.java:1028)
at zombie.network.GameClient.mainLoopHandlePacketInternal(GameClient.java:644)
at zombie.network.GameClient.mainLoopDealWithNetData(GameClient.java:621)
at zombie.network.GameClient.update(GameClient.java:431)
at zombie.GameWindow.logic(GameWindow.java:232)
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)
LOG : General , 1675955922787> 88.075.745> -----------------------------------------
STACK TRACE
"Oh no, it seems the game didn't load the map..."
this line is displayed under two conditions. the first is if the basement did not load in time and the second is if the basement location is considered void.
if it work 1/10 of the time then the issue is certainly that its taking too long to complete the action. i cant explain why this is the case. its just the game engine being bogged down with tasks associated with generating a new map area. MAYBE from insane amounts of zombie migration/movement, bulky mods or unloading complicated/detailed chunks(?)
the only solution is to allow more time for the basement to load before the fail safe coding kicks in, sends your character back to a safe location and display the "Oh no, it seems the game didn't load the map..."
do this by moving the basements mod to local and editing the following file for both users.
mods\Basements\media\lua\shared\BasementMod\Basement.lua
line: 332 if ticks < 300 then
Change it to
if ticks < 600 then
cant guarantee a fix and this may affect other things im over looking
does the fix work for multiplayer? Or what I wanted to ask, does this need to be edited on the serverside and also on all player who join?
just use bestments patch
Maybe it doesnt work in a modded map?
onde encontro o documento do mod ?
And if this doesn't work out for you, try larger value. For me, value of 6000 instead of 300 worked!