Project Zomboid

Project Zomboid

Bandits Extra Options
9kgsofrice  [developer] 23 Jan @ 6:45pm
BUG REPORTS
Please include:
Game version
Mods loaded
Mod load order (check bottom right of mods screen)
A description of the error and how to replicate it
Any error messages from your debug log (located at c:/users/yourname/zomboid/logs)
Last edited by 9kgsofrice; 23 Jan @ 6:45pm
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Showing 1-15 of 24 comments
Malpelo 24 Jan @ 1:10pm 
"Friendly NPCs may not automatically join" option doesn't work.

game version: B42.1
Mods loaded: "Bandits", "Bandits Extra Options"
Mod load order: "Bandits Extra Options" are below "Bandits"

Friendly NPCs are still joining automatically.
The option box is ticked (same as default). I also tried it with un-ticked box, but it didn't make a difference.
9kgsofrice  [developer] 24 Jan @ 2:43pm 
Originally posted by Malpelo:
"Friendly NPCs may not automatically join" option doesn't work.

game version: B42.1
Mods loaded: "Bandits", "Bandits Extra Options"
Mod load order: "Bandits Extra Options" are below "Bandits"

Friendly NPCs are still joining automatically.
The option box is ticked (same as default). I also tried it with un-ticked box, but it didn't make a difference.

There was a lua error causing this. Should now be working!
Malpelo 25 Jan @ 9:59am 
I re-dowloaded it, but it still doesn't work for me.
Re-downloaded the "Bandits" and still nothing.
Last edited by Malpelo; 25 Jan @ 10:58am
I can second the neutral issue; all friendly NPCs that do spawn seem to be followers, though I suppose that could also be extremely bad luck.

What I think would help debug this issue (and be a good feature in general) is a separate customizable chance for the friendlies to be neutral or followers, instead of it just relying on the chance of being friendly itself. That way, people can set all of the friendly NPCs to be neutral both to get to the bottom of the problem and just to get rid of followers altogether if they so wish.
UPDATE: Did some more testing, and it turns out the neutrals are spawning just fine! The issue seems to actually be a bug with the icons. For some reason, neutrals have the red wandering bandit icon to indicate that they've spawned, which makes them look like hostile bandits.

I first noticed it when I saw that some of the "bandits" had green text over their heads when spawning waves in debug mode, and sure enough, they were actually neutrals seeing as they didn't attack me when I unchecked invisible.
9kgsofrice  [developer] 26 Jan @ 3:36pm 
Originally posted by anonymousalien602:
UPDATE: Did some more testing, and it turns out the neutrals are spawning just fine! The issue seems to actually be a bug with the icons. For some reason, neutrals have the red wandering bandit icon to indicate that they've spawned, which makes them look like hostile bandits.

I first noticed it when I saw that some of the "bandits" had green text over their heads when spawning waves in debug mode, and sure enough, they were actually neutrals seeing as they didn't attack me when I unchecked invisible.

The new update should have this working properly, please let me know if it is still an issue.
Xayalynn 26 Jan @ 10:52pm 
Noticed that with this mod, bandits are not spawning (B41)
also got this
`attempted index: ModOptions of non-table: null
function: SpawnWave -- file: BanditAddOptionsScheduler.lua line # 311 | MOD: Bandits Extra Options
function: CheckEvent -- file: BanditScheduler.lua line # 911 | MOD: Bandits
java.lang.RuntimeException: attempted index: ModOptions of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
Xayalynn 26 Jan @ 11:31pm 
After some testing seems that the issues makes it so no notification appears when bandits spawn
Version 41.78.16
Mods: Bandits, bandits extra options, mod options, Weapon condition indicator and the compatibility patch
load order first bandits then bandits extra options
9kgsofrice  [developer] 27 Jan @ 12:35am 
Originally posted by Xayalynn:
After some testing seems that the issues makes it so no notification appears when bandits spawn
Version 41.78.16
Mods: Bandits, bandits extra options, mod options, Weapon condition indicator and the compatibility patch
load order first bandits then bandits extra options

Should be working now :)
spongie 1 Feb @ 10:45am 
It looks like the vanilla sandbox presets like apocalypse are being overwritten with the settings in this mod.

I think you should be able to fix it by renaming the files in media/lua/shared/Sandbox so they don't overwrite the original ones, and instead insert your settings into the vanilla files with something like this:
local apocalypse = require(Sandbox/Apocalypse) apocalypse.Bandits = { General_DestroyDoor = true, General_SmashWindow = true, ... }
9kgsofrice  [developer] 1 Feb @ 12:28pm 
Thank you, I have removed the difficulty presets for now while I work on a better implementation.
hallo, i want to reflect a bug. i found that the bandits automaticly join player isnt work, despite i set it ''never''.
9kgsofrice  [developer] 9 Feb @ 3:48pm 
Originally posted by i_Pigeon_i:
hallo, i want to reflect a bug. i found that the bandits automaticly join player isnt work, despite i set it ''never''.
I found and fixed this, but the option is now deprecated with changes to BANDITS base and has been removed.
Originally posted by 9kgsofrice:
Originally posted by i_Pigeon_i:
hallo, i want to reflect a bug. i found that the bandits automaticly join player isnt work, despite i set it ''never''.
I found and fixed this, but the option is now deprecated with changes to BANDITS base and has been removed.
ok, thanks your efforts, love you:)
Mr.Mike 14 Feb @ 5:06pm 
Getting massive spam with errors after the most recent update.

[14-02-25 17:03:33.580] LOG : General f:2024, t:1739581413580> -----------------------------------------
STACK TRACE
-----------------------------------------
function: FindLightSwitch -- file: BWOObjects.lua line # 316 | MOD: Bandits Week One
function: Main -- file: ZPInhabitant.lua line # 275 | MOD: Bandits Extra Options Week 1
function: GenerateTask -- file: BanditUpdate.lua line # 1284 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1427 | MOD: Bandits.
[14-02-25 17:03:33.581] LOG : General f:2024, t:1739581413581> -----------------------------------------
STACK TRACE
-----------------------------------------
function: FindLightSwitch -- file: BWOObjects.lua line # 316 | MOD: Bandits Week One
function: Main -- file: ZPInhabitant.lua line # 275 | MOD: Bandits Extra Options Week 1
function: GenerateTask -- file: BanditUpdate.lua line # 1284 | MOD: Bandits
function: OnBanditUpdate -- file: BanditUpdate.lua line # 1427 | MOD: Bandits.
[14-02-25 17:03:33.581] ERROR: General f:2024, t:1739581413581> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: Object tried to call nil in FindLightSwitch at KahluaUtil.fail(KahluaUtil.java:82).
Stack trace:
se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
zombie.Lua.Event.trigger(Event.java:81)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
zombie.characters.IsoZombie.updateInternal(IsoZombie.java:3689)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
zombie.characters.IsoZombie.update(IsoZombie.java:3557)
zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:159)
zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058)
zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
zombie.iso.IsoCell.updateInternal(IsoCell.java:5942)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
zombie.iso.IsoCell.update(IsoCell.java:5884)
zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3955)
zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4055)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
zombie.iso.IsoWorld.update(IsoWorld.java:3979)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1611)
zombie.gameStates.IngameState.update(IngameState.java:1361)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
zombie.GameWindow.logic(GameWindow.java:377)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
zombie.GameWindow.frameStep(GameWindow.java:909)
zombie.GameWindow.run_ez(GameWindow.java:802)
zombie.GameWindow.mainThread(GameWindow.java:600)
java.base/java.lang.Thread.run(Unknown Source)
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