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1.13.2 - No Console Output?


IceMetalPunk

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I just set up Forge for 1.13.2, and in an effort to ensure I set everything up correctly (since it's a bit different than older versions of Forge), I just ran the example mod under the Client configuration. It runs just fine... but I'm not seeing any of the example output. (I removed debug-level logging from the Java arguments, but as you can see, info-level logging shows up fine, just not the logs from the mod itself). I've attached the entire console logs from starting it, then quitting from the main menu without doing anything. In the main example mod code, there are logs like "HELLO FROM PREINIT" and such, but those didn't show up anywhere in the console.

Is there an extra step that I need to do besides importing the Gradle project and running the "eclipse" task? (The fact that the project shows in my Package Explorer just fine and also runs just fine would suggest I set it up mostly correctly... I just don't know why I'm not getting any of the mod output.)

forge_1.13_test.log

Whatever Minecraft needs, it is most likely not yet another tool tier.

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have you tried the latest MDK?

Be warned, there are build.gradle changes

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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1.13.2 is still very much in development and a build is created for each commit on the github so there will be many many versions.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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Hm... the latest version won't build at all. I've gotten everything setup for Eclipse, and the project imported into Eclipse, but there are no configurations. When I try to run the Gradle "build" task, it fails, because it's looking in my JRE folder instead of my JDK folder. My JAVA_HOME environment variables are set to point to the JDK directory... is there somewhere else I need to change a path definition?

Edited by IceMetalPunk

Whatever Minecraft needs, it is most likely not yet another tool tier.

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On 2/23/2019 at 3:02 AM, IceMetalPunk said:

Hm... the latest version won't build at all. I've gotten everything setup for Eclipse, and the project imported into Eclipse, but there are no configurations. When I try to run the Gradle "build" task, it fails, because it's looking in my JRE folder instead of my JDK folder. My JAVA_HOME environment variables are set to point to the JDK directory... is there somewhere else I need to change a path definition?

You can change it via gradle.properties in project root. Just put

org.gradle.java.home=<path>

into it

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37 minutes ago, drcrazy said:

You can change it via gradle.properties in project root. Just put


org.gradle.java.home=<path>

into it

That worked, thanks! And now I'm going to have to ask what is likely a very stupid question... Until now, whenever I've worked with Forge (including the previous build for 1.13 from like a week or two ago), the Gradle build process has set up run configurations automatically. So I never really paid attention to the settings for the Client and Server run configs. This build didn't seem to do that; is there a quick rundown of what the various options need to be for each configuration? (That is, that main class for each, any required arguments, and any required environment variable setup.) I'm fine with the coding, but when it comes to IDE settings, I tend to feel a bit like a 5-year-old sometimes -_- But of course I can't test if I can't run, so... yeah.

Whatever Minecraft needs, it is most likely not yet another tool tier.

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13 hours ago, drcrazy said:

As for eclipse  - there is issue currently with eclipse not able to launch your mod using launch configuration. Use gradlew runClient instead.  In 1.12 eclipse is fine to both build and run. Hope same will be for 1.13.2

That's unfortunate... as far as I can tell, Eclipse doesn't have a terminal, and trying to look through output in PowerShell is... ugh. Well, I'll try and sort through it all and see if the problem is solved in the latest (ish) revision. Thanks to both of you!

Whatever Minecraft needs, it is most likely not yet another tool tier.

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On a bright side there is an update about eclipse. You need to edit launch and remove excessive mod mentions. It is mentioned in this commit:

Build: 1.13.2-25.0.57 - Tue Feb 26 02:11:50 GMT 2019
	john816_:
		Update MDK Readme to describe new FG3 procedures. (#5553)
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