Dear Mod Makers - clean your logs please...

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GreenZombie

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Jul 29, 2019
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Please, please, log less stuff.
Starting a DW20 server, and trying to diagnose a crash, I found the log file to be over a megabyte of text. Seriously?

I see many mods actually tag their messages as "WARN" or "INFO". I can work with that.

But many, many mods, do not tag their messages in any way. I don't know which mods made most of the text in there, and most of the warning messages have been emitted by those self same mods since MC version 1.4.7 or earlier.
Why exactly keep on emitting a warning about some condition you clearly have no intention to ever fix?

So, please PLEASE think about server operator/owners when deciding what to log in your release builds. And give us some way to disable your development logging.

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Also, a way to actually turn off your mods version checking when included in a modpack would be nice. A vast number of mods seem to have decided that version checks will always happen and the setting, if present, just prevents a message in the clients GUI.
 
I tend to find my logs filled with "MISSING TEXTURE", and that's with no resource pack. Been like that for as long as I can remember.
 
It'd be nice if each mod had its own tag for its own messages, too. That way you could find all the messages from a certain mod without scrolling through 8.5 MB. ;_;
I tend to find my logs filled with "MISSING TEXTURE", and that's with no resource pack. Been like that for as long as I can remember.
You can use INpureCore to remedy that, IIRC. "Shut up missing texture spam" or something like that.
 
I came close to pushing a release that included debug code that printed some debug check everytime a block updated, the log quite literally grew by upwards of 100 lines a second.
 
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Agreed also that gigantic wall of text you get when the microblocks load is just annoying (usually causing the launcher to get out of sync)

send from a thing
 
These logs, if they are intended to be anything, are intended to be useful to server owners, modpack builders and technically skilled SSP players in addition to mod developers.

Filling it with hundreds of rubbish entries like:

"remapping resource %s to %s"

makes it clear that a great many mod developers can't even be arsed to read their own logging. If a mod developer can't even look at their own logging, the chances that it will be useful to server ops or player is somewhat minimal.

In the context of a release mode build, in order to be useful, most of the logging messages emitted should actually be actionable by the modpack builder / server owner in some way.

It should be a mark of a quality modpack that the log has few to no errors logged - and each warning / error logged should be treated as something the modpack builder should really fix before declaring the modpack "done".
 
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Large parts of the errors in the logs are caused by Forge. What do you want modders to do? Hack Forge?
or maybe the forge devs can decrease the logging calls a bit

either way any mod that uses System.out.println for logging throughout the code should be burned, MC uses a logging framework already just use that
 
You don't really learn anything from most of them either.

If you start out knowing nothing than you typically do learn. If you already understand the basics, then you won't learn much if anything. Most of the modding tutorials out there for MC are the basics and rarely go beyond that.
 
If you start out knowing nothing than you typically do learn. If you already understand the basics, then you won't learn much if anything. Most of the modding tutorials out there for MC are the basics and rarely go beyond that.

What! Pad posted something!

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Sent From Something That You Won't Care About Using Tapatalk 2
 
The thing with tutorials being basic is that when you get to a level where you want to do more complex stuff, there's so much open source code you their to teach yourself from that you can pretty much do anything you set your mind on.
 
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