Summary
On every session load, the mod throws a LUA error on its first `update` tick. The error fires once and does not repeat, but indicates a nil function reference that is only hit at runtime — likely a method that isn't available yet at the point in the update cycle where it's called.
Log Evidence
From `log.txt` (2026-05-22, 11:25:04 — approximately 3 minutes after map load):
2026-05-22 11:25:04.932 Error: Running LUA method 'update'.
C:/Users/.../mods/FS25_RandomWorldEvents/RandomWorldEvents.lua:1044: attempt to call a nil value
The error fires exactly once per session and does not recur. Despite this, the mod continues to run (NPC integrations, MarketDynamics integration, and CropStress integration all reference it successfully later in the log).
Timing Context
The error fires at 11:25:04, which is approximately when the player character finishes loading into the world (flashlight i3d loads at 11:25:04.944 immediately after). This suggests the update tick hits before some external dependency is fully initialised.
Likely Root Cause
Line 1044 calls a method (or indexes a table method) that is `nil` on the first update tick. This could be:
- A method on `g_currentMission` or a sub-system that isn't ready yet
- A callback registered by another mod that hasn't finished loading
- An internal method that was renamed/removed and the call site wasn't updated
- A conditional guard missing before the call (e.g., should check `if self.someSystem ~= nil then`)
Expected Behaviour
The first update tick should be guarded against nil references. A typical pattern:
-- RandomWorldEvents.lua around line 1044
if self.someSystem and self.someSystem.someMethod then
self.someSystem:someMethod(...)
end
Or defer first-tick logic until after `onStartMission` / `loadMission00Finished` has confirmed all systems are ready.
Impact
- One error line per session — low severity in isolation
- If the nil call path is part of an important initialisation, some event state may not be set up correctly on first tick, potentially causing subtle bugs (e.g., a world event that should have triggered at session start being skipped)
- The error makes it harder to trust the log is clean
Steps to Reproduce
- Load any savegame with FS25_RandomWorldEvents installed
- Wait for the player to fully load into the world
- Check log.txt — the error fires within the first few seconds of gameplay
Files Affected
- `RandomWorldEvents.lua` — line 1044, the nil method call
Summary
On every session load, the mod throws a LUA error on its first `update` tick. The error fires once and does not repeat, but indicates a nil function reference that is only hit at runtime — likely a method that isn't available yet at the point in the update cycle where it's called.
Log Evidence
From `log.txt` (2026-05-22, 11:25:04 — approximately 3 minutes after map load):
The error fires exactly once per session and does not recur. Despite this, the mod continues to run (NPC integrations, MarketDynamics integration, and CropStress integration all reference it successfully later in the log).
Timing Context
The error fires at 11:25:04, which is approximately when the player character finishes loading into the world (flashlight i3d loads at 11:25:04.944 immediately after). This suggests the update tick hits before some external dependency is fully initialised.
Likely Root Cause
Line 1044 calls a method (or indexes a table method) that is `nil` on the first update tick. This could be:
Expected Behaviour
The first update tick should be guarded against nil references. A typical pattern:
Or defer first-tick logic until after `onStartMission` / `loadMission00Finished` has confirmed all systems are ready.
Impact
Steps to Reproduce
Files Affected