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`attempted index: items of non-table: null
function: removeVendingItems.lua -- file: removeVendingItems.lua line # 6 | MOD: Working Vending Machines
java.lang.RuntimeException: attempted index: items of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
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)
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:564)
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.gameStates.GameLoadingState.enter(GameLoadingState.java:97)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
`
Thanks a ton for the report. I looked into it, and it looks like some mods modify the structure of the loot table. My loot table code assumed one specific structure, which doesn't work if a user has a different mod set. I think that I can address this. Hopefully I can get an update out soon.
`attempted index: items of non-table: null
function: WVMRemoveVendingItems.lua -- file: WVMRemoveVendingItems.lua line # 27 | MOD: Working Vending Machines
java.lang.RuntimeException: attempted index: items of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
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)
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:564)
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.gameStates.GameLoadingState.enter(GameLoadingState.java:97)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
`
Thanks again for the reports.
The script name was updated for easier tracing. It also contained the last set of updates, so the line numbers may be different. It's still the same loot table modification script, otherwise.
Line #27 of the updated code only runs when it sees a familiar loot table structure and tries to set the item spawn rate for vending machines to zero. So the fact that it got to that line and crashed means that it found a matching structure but couldn't find the entries for the vending machines. My guess is that there's a naming conflict with another mod, but I can't be sure without setting up debugging in that environment.
For now, I tried to add some additional robustness on the loot table structure check, so hopefully it can handle naming conflicts. If a mod is really making heavy unexpected alterations to the table, at least the code should not throw an error. The result would be that you would still be able to use the vending machines, but you would see random item spawns in the containers at the start of the game.
Please give it another try if you have a chance. Hope that this at least partially resolves the problem this time!
Yikes, that doesn't sound good. Could you post the exact error? Does anything break in game, or is this just a silent error in debug? Also, was this multiplayer?
Great news! Thanks again for helping me track this down!
Thanks for the report. Multiplayer is not exactly supported for now. One person in the comments said that the mod worked on his server except when he moved a machine into a player-claimed location. Did you move the machine?
Thanks again, this helps. I'll think about it and see if I can find a way to fix it.
It's been a few months since you reported this, but the issue should be fixed in the latest version. Some code updates were needed to make this properly compatible with multiplayer.