#Trying to configure a new server to host and I've broken my direct game, launch menu empty

1 messages · Page 1 of 1 (latest)

grave marlin
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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

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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

frank fiber
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remove the mods from the files directly before loading into the game

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go to steam -> zomboid -> properties -> workshop

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then either delete or disable

grave marlin
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I don't suppose you'd be able in guidance regarding hosting a new server properly

frank fiber
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i hosted a modded server, but through a provider. are you hosting your own server or renting it?

grave marlin
frank fiber
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gotcha. what's the goal and what's the blocker? are you trying to add new mods to your stack?

grave marlin
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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

frank fiber
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i see, that's a very good idea. mod conflicts are a pain to resolve once you've started the world

grave marlin
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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)

frank fiber
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does indifferent broccoli provide FTP access? like, can you upload local files?

grave marlin
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i have access to the ini and lua and a file manager

frank fiber
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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?

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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

grave marlin
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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

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thats how far I got, haven't been able to get to testing methods yet

frank fiber
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there might be missing dependencies for mod libraries and mod loading order issues if you've done it all manually

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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

grave marlin
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I did see i needed chuckleberryfin alert system and neatui so I subbed to those before I got nuked

frank fiber
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what i see from the error logs are still a lot of outdated mod issues

grave marlin
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i think it had enabled every mod I ever subscribed to

frank fiber
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b42.13 made massive changes to file structures so a lot of b42 mods are still breaking since they're calling non existing features

grave marlin
frank fiber
grave marlin
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I'm reading about mod load orders

grave marlin
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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?

frank fiber
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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

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and i've used plenty map mods, like the furnature strore, frankfort etc

grave marlin
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keep crashing on load,

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is it best to just delete these that are giving errors :\

grave marlin
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Dynamic Traits identified as the game breaker. I am mid first launch right now. Furthest I've gotten ever PopePraygi

frank fiber
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makes sense occupations and traits work differently in the code now

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so most mods that build on the old system don't work anymore

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common sense afaik also doesn't work

grave marlin
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It was required for a b42 patch

frank fiber
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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

grave marlin
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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

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I wonder if CS is #21

frank fiber
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normal

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just terminate and do that again

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happens all the time, especially with 100+ mods

grave marlin
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ive been staring at that for so long lmao its now at 35

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if it gets stuck again best to just do that again?

frank fiber
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yes, it runs through it much faster next time

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i had that all the time when launching a modded host session

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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

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but anyhow, go to sleep my guy 😄

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this isn't done yet, i'm online tomorrow most likely as well, so just ping me

grave marlin
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back at it - just trying to get these to download before i have to go to brunch

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im loading into the world for the first time finally im excited PopePraygi

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how that i've hosted it personally how do I migrate this to a dedicated server?

frank fiber
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go to C:\Users\(username)\Zomboid\Server

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find the .ini and _SandboxVars.lua that you created with your hosted session

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once you've found them, open and copypaste into the dashboard editor

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this will of course not migrate the save, only the settings, but afaik that's what you're after