Project Zomboid

Project Zomboid

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Braven  [开发者] 2023 年 6 月 26 日 下午 12:06
Bug Reports
If you find any bugs, please do let me know here so that I can fix it asap!
Please keep in mind I might take some time to fix a bug.

How to file a report?
Be thorough. I need to know whether it happened in Singleplayer or Multiplayer, if you have any related mods installed, what you were doing, how, when, etc.

"I have 400 mods, some must be causing issues. Fix plz" doesn't help anybody.
If you suspect a mod incompatibility, find out which mod is causing the issue and discuss with whoever developed it.

In order to preserve my sanity and not waste anybody's time, Bug Reports that do not follow these guidelines will be ignored.

Stay Updated!
Remember to always read the release notes each update so you can keep up to date with the latest bug fixes! 💖
最后由 Braven 编辑于; 2023 年 8 月 31 日 下午 1:22
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正在显示第 1 - 8 条,共 8 条留言
Metsu 2023 年 7 月 10 日 下午 8:21 
if an event has enough zombies in it to go over the area's max allowed zombie count (500 i think) it will despawn all other zombies in the area. The game will then add all the despawned zombies to the event group, causing the event horde to spiral out of control as it respawns all the areas zombies inside the event group when zombies killed bring the count under 500. this can turn a 200 zombie horde event into a 2,000 zombie horde event.

also worth noting that the event proc range doesnt stack on the zombie pawn event radius. if the spawn circle is 20 wide and the proc range is also 20, they will spawn in front of your face.

If possible, it would nice to have a horde manager proc mode that can be enabled/disabled when setting events to avoid accidentally activating them while setting them.

Great mod, fun using with server events
BlackFox205 2023 年 7 月 10 日 下午 8:32 
Hey, as the commissioner of this mod, I have not experienced this issue yet on our dedicated server. The way I have been spawning the zombies is doing 50 - 250 at a time with short cooldowns between multiple loops.

I'll work with Braven on a dedicated test server we have for testing mods and see if we can recreate and get the logs for it.

Thanks for highlighting!

引用自 Metsu
if an event has enough zombies in it to go over the area's max allowed zombie count (500 i think) it will despawn all other zombies in the area. The game will then add all the despawned zombies to the event group, causing the event horde to spiral out of control as it respawns all the areas zombies inside the event group when zombies killed bring the count under 500. this can turn a 200 zombie horde event into a 2,000 zombie horde event.

also worth noting that the event proc range doesnt stack on the zombie pawn event radius. if the spawn circle is 20 wide and the proc range is also 20, they will spawn in front of your face.

If possible, it would nice to have a horde manager proc mode that can be enabled/disabled when setting events to avoid accidentally activating them while setting them.

Great mod, fun using with server events
Metsu 2023 年 7 月 11 日 上午 2:52 
引用自 BlackFox205
Hey, as the commissioner of this mod, I have not experienced this issue yet on our dedicated server. The way I have been spawning the zombies is doing 50 - 250 at a time with short cooldowns between multiple loops.

I'll work with Braven on a dedicated test server we have for testing mods and see if we can recreate and get the logs for it.

Thanks for highlighting!
[/quote]

i recorded it via obs and i have screenshots of the aftermath, as well as a screenshot of the horde event spiral in progress if theres a way i can send it to you
Stormbox 2023 年 7 月 29 日 上午 8:40 
引用自 Metsu
if an event has enough zombies in it to go over the area's max allowed zombie count (500 i think) it will despawn all other zombies in the area. The game will then add all the despawned zombies to the event group, causing the event horde to spiral out of control as it respawns all the areas zombies inside the event group when zombies killed bring the count under 500. this can turn a 200 zombie horde event into a 2,000 zombie horde event.

also worth noting that the event proc range doesnt stack on the zombie pawn event radius. if the spawn circle is 20 wide and the proc range is also 20, they will spawn in front of your face.

If possible, it would nice to have a horde manager proc mode that can be enabled/disabled when setting events to avoid accidentally activating them while setting them.

Great mod, fun using with server events

I can confirm this happens.

Had at least 100+ horde events spread out in cell, of 50 - 100 each event. Made sure they where at a good distance from each other. I would trigger around 5 - 8 of them which caused at least one to bug out and continue respawning the zombies on that same event spot over and over again until it removes all or half the horde events placed in the same cell.
Zefirr 2023 年 8 月 28 日 上午 3:36 
ERROR: General , 1693207078281> 863,405,456> DebugLogStream.printException> Stack trace:
java.lang.NullPointerException: Cannot invoke "se.krka.kahlua.vm.KahluaTable.rawget(Object)" because "zombie.Lua.LuaManager.env" is null
at zombie.Lua.LuaEventManager.AddEvent(LuaEventManager.java:417)
at zombie.Lua.LuaEventManager.checkEvent(LuaEventManager.java:47)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:60)
at zombie.iso.IsoWorld.init(IsoWorld.java:2309)
at zombie.network.GameServer.main(GameServer.java:702)
at zombie.SSROverride.main(SSROverride.java:75)
KodeMan 2023 年 9 月 12 日 下午 12:41 
Sep 08 22:32:45 STACK TRACE
Sep 08 22:32:45 -----------------------------------------
Sep 08 22:32:45 function: AddEvent -- file: BB_Horde_Event_Server.lua line # 42 | MOD: Horde Event
Sep 08 22:32:45 function: onClientCommand -- file: BB_Horde_Event_Server.lua line # 100 | MOD: Horde Event.
Sep 08 22:32:45 [09-09-23 03:32:45.301] ERROR: General , 1694230365301> 8,141,773,455> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: index of non-table: null at KahluaThread.tableget line:1689..
Sep 08 22:32:45 [09-09-23 03:32:45.301] ERROR: General , 1694230365301> 8,141,773,455> DebugLogStream.printException> Stack trace:.
Sep 08 22:32:45 [09-09-23 03:32:45.302] LOG : General , 1694230365302> 8,141,773,456> -----------------------------------------
Sep 08 22:32:45 STACK TRACE
Sep 08 22:32:45 -----------------------------------------

Multiplayer server log. Not sure on how to reproduce.
Coot 2024 年 7 月 1 日 下午 11:08 
Had to remove this mod on my MP server "Cooterville"

Set a number of small spawn triggers in the winchester map hospital building 15 zeds 1 tile radius 4 tiles trigger radius.
None of these trigger zones overlapped.
Was a second floor zone.
With a lot of zeds already on the map I can stand on the small trigger spot and it would let out and endless flow of zeds non stop.
Mod List, copy paste not sure what you might conflict with.

BTSE_Base;BTSE_Blueprints;BTSE_Economy;BTSE_Farming;BTSE_Legacy_SecExp;BTSE_Locks;BTSE_Tools;CVMarket;82oshkoshM911;AdditonalFirearmsR;AdditonalFirearmsR rebalance;AnotherVehicleClaimSystemB41;MonmouthCounty_new;Authentic Z - Current;amclub;ATA_Petyarbuilt;BedfordFalls;BetterFlashlights;Brita_2;BuildingMenu;ModTemplate;BB_CommonSense;Diederiks Tile Palooza;DeadinHongKong;DylansTiles;EasyConfigChucked;ExpandedHelicopterEvents;FRUsedCars;FRUsedCarsFT;FRUsedCarsNRN;FWOFitnessWorkoutOverhaul;FWOBenchPress&Treadmill;FH;FunctionalAppliances2;GunrunnersWeaponPack;Lifestyle;Machines11;MoodleFramework;MoreLockManagementSA;MoreLootSettings;fhqMotoriusZoneRVInt;PZKArmorForMotoriousZone;noirrsling;Pitstop;BION_PlainMoodles;ProximityInventory;RV_Interior_MP;RV_Interior_Vanilla;BLTRandomZombies;RidingMower;SimpleOverhaulTraitsAndOccupations;SkillRecoveryJournal;SpnHair;BB_SprinterZones;Taylorsville;TheyKnew;Trelai_4x4_Steam;TMC_TrueActions;TrueActionsDancing;truemusic;1962_to_1993_music_collection;TrueMusicJukebox;TrueMusicRadio;tsarslib;UH60Helicopterfast;UdderlySafeLogin;VFExpansion1;fhqExpVehSpawn;fhqExpVehSpawnGageFarmDisable;fhqExpVehSpawnM911FarmDisable;fhqExpVehSpawnP19AFarmDisable;fhqExpVehSpawnNoVanilla;fhqExpVehSpawnRedRace;Winchester;ZombieZones;FixMapDownload;errorMagnifier;fhqMotoriusZone;fhqMotoriusZoneImports;fhqMotoriusZoneExotics;fhqMotoriusZoneRealNames;fhqMotoriusZoneUSDM;damnlib;tkTiles_01;ChunkList;StandardizedVehicleUpgradesCore;StandardizedVehicleUpgradesFR;StandardizedVehicleUpgradesTC;StandardizedVehicleUpgradesTS;StandardizedVehicleUpgradesV;StandardizedVehicleUpgradesZI;fuelsideindicator;FRUsedCars;FRUsedCarsFT;FRUsedCarsNRN;ZombieZones;ZoneAPIChucked;pkszTH;TuckandRoll;TheStar;modoptions;rideabletrucks;AutoCook;RavenCreek;RedRacer;BigZombieMonkeys_tile_pack;PertsPartyTiles;melos_tiles_for_miles_pack;jiggasAddictionMod;jiggasGreenfireMod;Petroville;lakeivytownship;EN_Newburbs;OujinjinTiles;simonMDsTiles;TryhonestyTiles;DylansTiles_Elysium;VehicleRepairOverhaul;SimonMDLVHarbor;FixTooltipLag;noirrsling;New Era KillScore;FixSurvivorKillsMP;UBPropFix;mileage-expansion;MMtoBF;WakeThemUp;snowiswater;AutomaticGateMotors;VehicleRepairOverhaulAVCSCompatibilityPatch;BB_HordeEvent;ReloadAllMagazines;CootsFlight
supercid87 1 月 17 日 下午 3:04 
Same issue as Metsu
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