Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
[Issue] Errors pile up (2 errors / second)
So basically my game has started throwing errors around, like two errors a second, and they don't seem to want to stop, no matter how long I play on that save. Sadly they also seem to tank my FPS somewhat.

Error code:
`attempted index: getType of non-table: null function: onComplete -- file: ZAGeneratorRefill.lua line # 26 | MOD: Bandits function: ProcessTask -- file: BanditUpdate.lua line # 1356 | MOD: Bandits function: OnBanditUpdate -- file: BanditUpdate.lua line # 1556 | MOD: Bandits java.lang.RuntimeException: attempted index: getType of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790) 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:81) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315) at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:3689) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102) at zombie.characters.IsoZombie.update(IsoZombie.java:3557) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:165) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058) at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5955) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102) at zombie.iso.IsoCell.update(IsoCell.java:5897) at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3954) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4054) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102) at zombie.iso.IsoWorld.update(IsoWorld.java:3978) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1750) at zombie.gameStates.IngameState.update(IngameState.java:1443) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:377) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76) at zombie.GameWindow.frameStep(GameWindow.java:924) at zombie.GameWindow.run_ez(GameWindow.java:817) at zombie.GameWindow.mainThread(GameWindow.java:615) at java.base/java.lang.Thread.run(Unknown Source) `

EDIT:
Okay, there is some new info. I went around my base, and found out I have a new friendly guy. The error seems to mention generator refill... Could it be because I have too many generators? I have three, one is the yellow one, the other blue, and the other is red, but they ain't connected yet - perhaps the script doesn't take into account that the gennies could be not connected?

EDIT 2:
Apparently stashing the gennies away in a crate didn't change a thing. Killing the friendly stopped the errors though - kind of a shame I had to put him down :c
Last edited by Bednar12; 9 Feb @ 12:35am