Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-----------------------------------------
function: PocketKitten_IsKittenEquipped -- file: PocketKitten_PocketLogic.lua line # 40 | MOD: Pocket Kittens
function: PocketKitten_OnLogin -- file: PocketKitten_PocketLogic.lua line # 79 | MOD: Pocket Kittens
ERROR: General , 1668103106789> 21,040,129> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getInventory of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1668103106790> 21,040,130> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getInventory 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:65)
at zombie.network.GameServer.main(GameServer.java:717)
LOG : General , 1668103106791> 21,040,131> -----------------------------------------
STACK TRACE
-----------------------------------------
function: PocketKitten_IsKittenEquipped -- file: PocketKitten_PocketLogic.lua line # 40 | MOD: Pocket Kittens
function: PocketKitten_OnLogin -- file: PocketKitten_PocketLogic.lua line # 79 | MOD: Pocket Kittens
None the less I've updated the logic in 1.1.1.4178 and should no longer cause log issues.
If you'd like a list of mods I can provide, although I don't run any mods that impact any of these variables, such as stress, etc.
Awesome mod by the way! Very cool concept, everyone is loving it. Thanks.
Check your sandbox variables and see what PocketKitten.ReduceStress is set to. It takes that value and divides it by 100. (Since stress is calculated as 0.000 to 1.000)
Ya if you can share your mod list I should have some free time this week to see what's going on. That's insanely bizzare unless the math is going haywire
Sure, orcicorn@gmail.com is a safe address to use
No sweat man, enjoy the holidays!
In my testing you gain roughly 9-10 stress an hour if covered in blood w/Hemo, hungry, etc. So you're gaining 9-10 an hour but kitties are only removing 5, so you're constantly going up and never able to go down until I wash myself and satiate my hunger.
Settting kitties to reduction to 10 and restarting seems to counteract the overall gain or at the absolute very least minimizes the stress gain to less than 1 an hour.
Unless you're able to direct me to something more erraneous I don't see any real bug here. Neglecting your moodles shouldn't be completely negated by having a kitten. HOWEVER if you do want to be able to live like htat, you can just set the Kitten stress reduction to 10-12 and should work the way you want it to.
Is there anything I'm missing here or unable to replicate?
To verify I am not crazy, I just hashed this out on a private server I host solely for figuring out mod issues/conflicts, for testing my own mods, etc. and I was still able to replicate the rapid stress gain immediately.
BUT, here's my mistake; I read through my previous posts and I see I forgot to mention that the rapid increase in stress gain never occurs until your character hits level 2 stress and above. Prior to that, gains are to be expected. But once my test characters become tier 2 and up stressed, it rockets to max within moments.
I'm not sure if that points to anything, or why myself and the other players seem to be the only ones reporting this, but if that info helps then great. If not, then great also, we still use the mod and everyone just avoids the hemo trait. Which is an annoying trait anyway honestly, lol
This time around I created a new character, then just squatted in a trailer and used cheats/debugs to instead artificially create the whole scenario and, of course, it works just fine. I cannot replicate the issue at all this way. Ugh.
I'm just going to drive myself mad, and pester you in the process, so I'll end it here. All I can do, if I were to bother with it anymore, is record it happening in OBS or something and drop the .mp4 somewhere so you can see at least, but it wouldn't shed any light on anything technically.
I would rather just call it a day! haha
Take care man, and thanks again for the mod and for entertaining our unique and silly issue.