Our usual pz host has passed and my group is trusting me to host. It's really the blind leading the blind - I've broken the first server it's amazing it's operating at all. Now I've learned a tiny bit more I wanted to do a personal test for a wipe we plan. in doing so I triggered something client side and now cannot access my game. Please help
#Trying to configure a new server to host and I've broken my direct game, launch menu empty
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I don't know if the error magnifier is even relevant it is just literally the only thing I can click on in this state
remove the mods from the files directly before loading into the game
go to steam -> zomboid -> properties -> workshop
then either delete or disable
Thank you for such a fast and easy fix 
I don't suppose you'd be able in guidance regarding hosting a new server properly
happy to give it a try, but no promises
i hosted a modded server, but through a provider. are you hosting your own server or renting it?
renting through indifferent broccoli
gotcha. what's the goal and what's the blocker? are you trying to add new mods to your stack?
the original stack is absolutely disgusting. incomplete ModID's randomly spewed out, b41 addins that I'm shocked havenn't broken it. I just wanted a fresh start from verified b42 mods
i see, that's a very good idea. mod conflicts are a pain to resolve once you've started the world
what I have compiled is just a series of workshop id's and mod id's but I cannot tell if they will load since when I tried I broke my own game (start of ticket)
does indifferent broccoli provide FTP access? like, can you upload local files?
i have access to the ini and lua and a file manager
ah, ok. well, does the same effectively. how are you going about that at the moment? are you just playing around or follow some kind of method?
locally hosted MP sessions create the same files and output as the rented server. meaning if you can get a hosted MP session set up and working locally, you can just copy the content of both files/the two mod arrays
I literally went hand by hand in the original server's ini and saw that my friends had absolutely obliterated the server code. So I spent an hour going through what we had, what was compatible, and what was outdated. When I finished I was looking into a mod manager/loader combo that could give me a export code to set it up but then I crashed
thats how far I got, haven't been able to get to testing methods yet
there might be missing dependencies for mod libraries and mod loading order issues if you've done it all manually
i recommend to start from scratch tbh. add desired mods to a local hosted session bit by bit. you get the QoL of mod manager, loading order, dependencies, etc. and immediately see what mods break
I did see i needed chuckleberryfin alert system and neatui so I subbed to those before I got nuked
what i see from the error logs are still a lot of outdated mod issues
i think it had enabled every mod I ever subscribed to
b42.13 made massive changes to file structures so a lot of b42 mods are still breaking since they're calling non existing features
been going through re-enabling those that I know work.
let me know if i can help, i'll be checking in from time to time
I'm reading about mod load orders
Sorry I got timed out for hyperlinking a mod in my response :( I am using the mod loader/comparer/manager. I verified dependencies but now just trying to organize mod loading.
steam had a "recommended load order" and this ingame mod also does, but I know that the RV interior requires to be first. then I was previously told that after that should be all map mods but should it be QoL/traits?
i think i also dragged RV interior at the top of the mod loading order last time i used it, but it's the only mod i ever manually moved
and i've used plenty map mods, like the furnature strore, frankfort etc
keep crashing on load,
is it best to just delete these that are giving errors :\
Dynamic Traits identified as the game breaker. I am mid first launch right now. Furthest I've gotten ever 
makes sense occupations and traits work differently in the code now
so most mods that build on the old system don't work anymore
common sense afaik also doesn't work
It was required for a b42 patch
it's throwing lots of errors ingame though. at least last i tried. make sure to play your config locally and to observe both the mod error window as well as console.txt
I’m stuck on load currently but it’s so late and I have to be up in a few hours so I’ve left it running hoping it’ll budge
I wonder if CS is #21
normal
just terminate and do that again
happens all the time, especially with 100+ mods
ive been staring at that for so long
its now at 35
if it gets stuck again best to just do that again?
yes, it runs through it much faster next time
i had that all the time when launching a modded host session
it seem it gets stuck on downloading some mods, but keeps any that it had loaded up to that point when you terminate and try again
but anyhow, go to sleep my guy 😄
this isn't done yet, i'm online tomorrow most likely as well, so just ping me
back at it - just trying to get these to download before i have to go to brunch
im loading into the world for the first time finally im excited 
how that i've hosted it personally how do I migrate this to a dedicated server?
you find your local files and copy either the files, or parts of the content onto the server
go to C:\Users\(username)\Zomboid\Server
find the .ini and _SandboxVars.lua that you created with your hosted session
once you've found them, open and copypaste into the dashboard editor
this will of course not migrate the save, only the settings, but afaik that's what you're after