#[SOLVED] How to detect which mod causes the crash

1 messages · Page 1 of 1 (latest)

fallen night
#

I play with a bunch of mods and recently my world always crashes and tells me to look in the console-log file but when I try to search in there, I only find a bunch of errors which I don't understand. Anyone got an idea on how to find out which mod causes the game to crash except restarting it over and over with every single mod only...

sour geode
#

look for the error right before the crash. You should see a workshop ID somewhere around there. That's the mod that's crashing the server.

fallen night
# sour geode look for the error right before the crash. You should see a workshop ID somewher...

i cant find any IDs. Please correct me if im wrong

ERROR: General      f:0, t:1775153457111> GameLoadingState$1.run> Exception thrown
    zombie.world.WorldDictionaryException: World loading could not proceed, there are script load errors. (Actual error may be printed earlier in log) at IsoWorld.init(IsoWorld.java:2704).
    Stack trace:
        zombie.iso.IsoWorld.init(IsoWorld.java:2704)
        zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:335)
        zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:295)
        java.base/java.lang.Thread.run(Unknown Source)
sour geode
#

maybe search java:2704 if IsoWorld.init pops up too many things

fallen night
# sour geode maybe search java:2704 if IsoWorld.init pops up too many things

IsoWorld.init only showed me this (except the end)

ERROR: General      f:0, t:1775153449020> ScriptManager.PostWorldDictionaryInit> Exception thrown
    java.lang.Exception: Reload_223 item not found: Base.223Box at OutputMapper.getItem(OutputMapper.java:98).
    Stack trace:
        zombie.entity.components.crafting.recipe.OutputMapper.getItem(OutputMapper.java:98)
        zombie.entity.components.crafting.recipe.OutputMapper.OnPostWorldDictionaryInit(OutputMapper.java:124)
        zombie.scripting.entity.components.crafting.OutputScript.OnPostWorldDictionaryInit(OutputScript.java:445)
        zombie.scripting.entity.components.crafting.CraftRecipe.OnPostWorldDictionaryInit(CraftRecipe.java:814)
        zombie.scripting.ScriptBucketCollection.OnPostWorldDictionaryInit(ScriptBucketCollection.java:188)
        zombie.scripting.ScriptManager.PostWorldDictionaryInit(ScriptManager.java:1666)
        zombie.iso.IsoWorld.init(IsoWorld.java:2254)
        zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:335)
        zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:295)
        java.base/java.lang.Thread.run(Unknown Source)

sour geode
#

ngl I can't see a workshop ID anywhere in those screenshots. Are these the last errors in the log before the crash?

#

typically you'll see a 'server stop' or something like that right after

#

how many mods do you have?

fallen night
#

there are a few errors give me a minute to look for more

fallen night
sour geode
#

ok not too bad. like I said earlier, it's typically the last error before the crash that shows the reason (if it's mod related then it would have errors loading the mod).

#

also, make sure you've added in all the required mods for the mods you have, and check the load order. It's important that your core libraries (damn lib, phunserver, tsar's common lib, etc.) are loaded in first.

fallen night
#

i thought the mods activate the libraries automatically

#

but they should be all on as I checked my list like 10 times

#

that was thr last error i could find talking about a mannequin idk

ERROR: Lua          f:0, t:1775153450455> Lua(Vanilla).handleMannequinZone    > ERROR: Mannequin zone missing properties in media/maps/Muldraugh, KY/objects.lua coords: 13583, 1299, 0
#

wait

#

what does "SEVERE" mean?

sour geode
#

uhh idk 😅

fallen night
#

there are a bunch of these at the end let me take a closer look rq

sour geode
#

did you add map mods?

fallen night
#

yes

#

but its only 1

#

i think

sour geode
#

maps are a bit tricky

#

what steps did you take?

fallen night
#

wow ive been timeouted for "links" which I didnt send wth

#

anyways

fallen night
sour geode
#

did you add the name of the map to the Map line? (typically line 78)
and sometimes you need to add the map folder to the maps folder in media

fallen night
#

no i just activated it as usual

sour geode
#

remove it and restart

#

see if the server starts up

fallen night
#

ok

sour geode
#

if it does, then do some research on how to add maps

fallen night
#

where is the line if I may ask

sour geode
#

maybe talk to your host if you're using a dedicated server

sour geode
fallen night
#

im on sp

#

not mp

fallen night
sour geode
#

line 75 & 218 for me

fallen night
#

in what file?

sour geode
#

that's the workshop id and mod id

#

the zomboid.ini file

fallen night
#

alr

sour geode
#

.cache > Server > Zomboid.ini

fallen night
#

uh i cant find that file 💀

#

nor the .cache folder

#

i looked in both the zomboid folder and in the steam pz folder

sour geode
#

C: > users > (your name) > Zomboid > Server > you should see the ini file there

#

sry I was directing with the mp path lol

fallen night
#

oh its the files to the dedicated presets that I made long ago

#

do i need them in single player?

sour geode
#

I'm not sure where to find it in single player. you might have to look that up

fallen night
#

ok

sour geode
#

it says what I said so I'm not sure why it isn't showing up for you shrug

fallen night
#

is it named mapline?

sour geode
#

where to add the map details?

fallen night
#

yeah

sour geode
#

it should just be 'map=muldraugh,ky'

fallen night
#

you said its typically line 78 but there is only a voidbox or smth like that

sour geode
#

or something like that

#

you'll add it before muldraugh

fallen night
#

there is no map=

sour geode
#

(new map);Muldraugh,KY

#

there should be

#

in the ini file

#

search muldraugh

fallen night
#

perhaps im in the wrong file

#

couldnt find muldraugh either

sour geode
#

yeah you're in the wrong file

fallen night
#

let me look rq cuz it seems its the general settings of the game

#

oh right...

#

when I try to create a world it just crashes and therefore doesnt create a world

#

it looks like this
just a usual crash

sour geode
#

hmm ngl that's about as much as I know

#

sry

fallen night
#

alright maybe someome else knows smth about it thanks for the help tho

#

[NOT SOLVED] How to detect which mod causes the crash

fast harness
fallen night
#

An ammo mod can cause that?!

#

I‘ll definitely take a look on that tomorrow. I‘ll update in here afterwards

fast harness
# fallen night An ammo mod can cause that?!

yup, I had a similar issue a few updates ago, and it was because they added/changed some ammo types...

btw, any mods that add scripts can prevent the server from loading if the script is flawed/not updated.

fallen night
#

It FINALLY worked! I checked every single mod page at the end and then turned on the error magnifier mod (should've done that way sooner tbh) and it told me about all the broken mods and then it worked! Finally able to play PZ again :D

#

thank you all for the help btw