Project Zomboid

Project Zomboid

Somewhat Traits [B42 Compatible]
somewhatfrog  [developer] 13 Jun @ 10:15am
B41 bugs go here
Don't forget to post that one part of the log where it happens
Please use [code][/code] formatting
< >
Showing 1-9 of 9 comments
dpear 28 Jun @ 12:47pm 
Hello! Loving the mod so far, but there is one bug that I've found which prevents carpentry :(
Whenever I try to build anything onto a wall frame, I get the error below. I retested it in a game with no other mods, and it kept giving me the same error message. Building other stuff seems to work fine, just anything that builds onto wall frames do not work

STACK TRACE ----------------------------------------- function: new -- file: SWSomewhatTraitsCoreOverrides.lua line # 382 | MOD: Somewhat Traits Core function: onMultiStageBuildSelected -- file: ISBuildMenu.lua line # 376 | Vanilla function: create -- file: ISBuildCursorMouse.lua line # 6 | Vanilla function: tryBuild -- file: ISBuildingObject.lua line # 202 | Vanilla function: DoTileBuilding -- file: ISBuildingObject.lua line # 177 | Vanilla. [28-06-25 12:06:52.243] ERROR: General , 1751137612243> 10,756,574,931> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __mul not defined for operands in new at KahluaUtil.fail line:82.. [28-06-25 12:06:52.244] ERROR: General , 1751137612244> 10,756,574,931> DebugLogStream.printException> Stack trace:. [28-06-25 12:06:52.247] LOG : General , 1751137612247> 10,756,574,934> ----------------------------------------- STACK TRACE
somewhatfrog  [developer] 28 Jun @ 12:55pm 
Originally posted by dpear:
Hello! Loving the mod so far, but there is one bug that I've found which prevents carpentry :(
Whenever I try to build anything onto a wall frame, I get the error below. I retested it in a game with no other mods, and it kept giving me the same error message. Building other stuff seems to work fine, just anything that builds onto wall frames do not work

STACK TRACE ----------------------------------------- function: new -- file: SWSomewhatTraitsCoreOverrides.lua line # 382 | MOD: Somewhat Traits Core function: onMultiStageBuildSelected -- file: ISBuildMenu.lua line # 376 | Vanilla function: create -- file: ISBuildCursorMouse.lua line # 6 | Vanilla function: tryBuild -- file: ISBuildingObject.lua line # 202 | Vanilla function: DoTileBuilding -- file: ISBuildingObject.lua line # 177 | Vanilla. [28-06-25 12:06:52.243] ERROR: General , 1751137612243> 10,756,574,931> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __mul not defined for operands in new at KahluaUtil.fail line:82.. [28-06-25 12:06:52.244] ERROR: General , 1751137612244> 10,756,574,931> DebugLogStream.printException> Stack trace:. [28-06-25 12:06:52.247] LOG : General , 1751137612247> 10,756,574,934> ----------------------------------------- STACK TRACE
Thank you! Sorry, will be fixed in the next update! Please let me know after that if everything is fine

Added: updated
Last edited by somewhatfrog; 28 Jun @ 1:07pm
dpear 28 Jun @ 1:19pm 
Thanks for the fast response! It works now :)
Gojita 4 Oct @ 3:15am 
@somewhatfrog: I’ve come across another issue, though I’m not sure whether it’s caused by your mod or by SOTO. Details:

- Character is seen and heard screaming constantly with multiple text prompts above the head, then gets kicked by type 22 anti-cheat.
- Console log shows nonstop emote spamming (player reported they weren’t doing this).
- Traits involved: Nyctophobic (fear of the dark) + Claustrophobic (fear of enclosed spaces) - Depressed.

My theory: when Nyctophobic and Claustrophobic trigger together (dark, enclosed areas), the depression level spikes rapidly. Combined with the Depressed trait, the character jumps from 0% to 100% depression almost instantly, creating a cascade effect the server can’t handle — resulting in a forced disconnect.

This doesn’t happen consistently, only occasionally under specific, unknown circumstances.
Last edited by Gojita; 4 Oct @ 3:16am
somewhatfrog  [developer] 4 Oct @ 3:21am 
Originally posted by Gojita:
@somewhatfrog: I’ve come across another issue, though I’m not sure whether it’s caused by your mod or by SOTO. Details:

- Character is seen and heard screaming constantly with multiple text prompts above the head, then gets kicked by type 22 anti-cheat.
- Console log shows nonstop emote spamming (player reported they weren’t doing this).
- Traits involved: Nyctophobic (fear of the dark) + Claustrophobic (fear of enclosed spaces) - Depressed.

My theory: when Nyctophobic and Claustrophobic trigger together (dark, enclosed areas), the depression level spikes rapidly. Combined with the Depressed trait, the character jumps from 0% to 100% depression almost instantly, creating a cascade effect the server can’t handle — resulting in a forced disconnect.

This doesn’t happen consistently, only occasionally under specific, unknown circumstances.
The traits you mentioned here are unrelated to this mod.

Also thanks for moving it here from the mod page.
Gojita 4 Oct @ 4:32am 
@somewhatfrog: Actually it somewhat does, since your mod also modified:

Claustrophobic - Gets panicked when indoors. Can be lost with enough days survived. (30 default)
Last edited by Gojita; 4 Oct @ 4:34am
somewhatfrog  [developer] 4 Oct @ 4:38am 
Originally posted by Gojita:
@somewhatfrog: Actually it somewhat does, since your mod also modified:

Claustrophobic - Gets panicked when indoors. Can be lost with enough days survived. (30 default)
No. This doesn't change how trait functions in any way, just removes it when conditions are met.
Gojita 4 Oct @ 5:22am 
@somewhatfrog: So you suggesting that this is caused by SOTO? Since this mod and SOTO are almost 2 mod that overhaul alot of vanilla trait and added more traits to the game.
somewhatfrog  [developer] 4 Oct @ 5:40am 
Originally posted by Gojita:
@somewhatfrog: So you suggesting that this is caused by SOTO? Since this mod and SOTO are almost 2 mod that overhaul alot of vanilla trait and added more traits to the game.
Maybe. There is a game bug which can cause certain events to trigger multiple times instead of once. This means that whatever is running on the affected event can be executed multiple times. It is pretty rare and hard to reproduce. Only way to avoid it for sure is to not use such events for anything that can be stacked and overflow. As well as implementing proper rail guards like checking that newly set value is less than the max allowed value before setting it. I would guess that the overflow is possible because vanilla code checks for new value being over max value only after setting it, which is a flaw in logic but it works for vanilla game and falls short if some mod blindly bases its approach on vanilla code.
Last edited by somewhatfrog; 4 Oct @ 7:05am
< >
Showing 1-9 of 9 comments
Per page: 1530 50