Project Zomboid

Project Zomboid

Never Add Null Items
15 kommentarer
Burryaga 6. aug. kl. 19:26 
@yashoku Order doesn't matter. It's extremely unlikely any other mod could prevent this mod from behaving properly. Loading last would be safest in theory but the odds that it would ever matter in practice are near zero.

@Kenpa This mod is very light and it does not seem possible to me that it could be related to your issue at all.
Burryaga 6. aug. kl. 19:18 
@Ryan Yes.

@Laypeople Sometimes, mods run code that attempts to add an item to a game container, like a crate. In rare cases, the variable that they intend to reference the item they mean to add is not properly formed. Instead of being the item, the variable will be undefined, i.e., null. Adding null to a container in Project Zomboid will throw a "red box error" or "red number error" (generating a stack trace and a red number in a box on the screen). But in a running server, this is generally not necessary, because all that happens is nothing gets added to the container. This mod just stops the game from attempting to add null to a container so that no error is thrown under those conditions at all.
Ryan 11. okt. 2024 kl. 8:16 
does this work?
Kenpa 4. sep. 2024 kl. 17:58 
I have zero coding ability but it sounds like this may help those little errors with NULL references I see. May new problem is why I'm on the Workshop today, all day. Feel free to ignore because it may be completely unrelated to what this mod does, but there's a chance someone recognizes the symptoms...

The game ran as normal until I turned Steam Online Mode again, and the updates came flooding in. Now I get a 1-2 second lag spikes, like it's on a timed pattern every 5-6 seconds. It also happens when moving/turning, but even if I sit and do nothing the timely lag happens.

All I did was start a save that was doing just fine (other than performance reducing over time but nvm that). Anyhow, maybe someone recognizes that timed lag spike behavior. It happens if I sit and do absolutely nothing.

Again, feel free to ignore. I know this isn't a bug forum. It just looks like the right type of people may come by here. Thanks for the mod that may fix those NULL errors. o7
yashoku.shade 23. juli 2024 kl. 12:22 
Should this mod be placed at the beginning of your mod order or at the end? Currently resolving freezing issues and have turned this on and off several times trying to figure out if its helping or not and where it should go.
theharber  [ophavsmand] 24. juni 2024 kl. 13:08 
@Lazarus, you betcha!
Lazarus 24. juni 2024 kl. 7:43 
can this be used on a dedicated server and/or multiplayer?
theharber  [ophavsmand] 23. juni 2024 kl. 14:17 
@Gabriel Calamity, thanks for your explanation! Those who know, know .

@Krilton, I wouldn't be surprised! While it was originally designed to resolve the issue stemming from the MftEofW mod, it fixes the same error occurring regardless which mod would have caused the issue.
Krilton 23. juni 2024 kl. 14:02 
this then could resolve my problem although i've put PZ on the backburner for now.
Gabriel Hawkins 23. juni 2024 kl. 12:59 
Like the freeze don't last long, but its unexpected, never know how much it gonna last, then, it comes back, and you crash because ou looked to the side to drink some water, even though i drive at 50 miles.
Gabriel Hawkins 23. juni 2024 kl. 12:56 
@Krilton yes i have times the game freezes but i don't have to force the game to close, sometimes that freeze causes me to almost die to zombies or crash my car. and the error pop just break immersion to my friends but im used to it.
Krilton 23. juni 2024 kl. 12:30 
@Gabriel Calamity so i'm guessing you have times when the game freezes and you have to force the game closed only to have several game hours and "x" # of items disappear?
theharber  [ophavsmand] 23. juni 2024 kl. 12:30 
@ИعşŞ & @Gabriel Calamity
Both correct <3
Gabriel Hawkins 23. juni 2024 kl. 11:43 
oh i understand what this does, now i can explore without the occasional freeze and error pop.
Ness 23. juni 2024 kl. 8:57 
So if I understand, this mod avoid to java send some kind of error exception caused of a mod right?