Fluidlogged API

Fluidlogged API

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[SUGGESTION] Print all unknown registry names

Shazuli opened this issue ยท 7 comments

commented

Is your feature request related to a problem? Please describe.
I have a pretty heavy modpack, so it takes a hot min to launch. Issue with that is if Fluidlogged API doesn't find a registry name it crashes, but it only prints out the first unknown name. I usually add a lot of blocks simultaneously, and if there are multiple misspelled entries in the configs I have to relaunch the game multiple times to find them all.

Describe the solution you'd like
When it crashes it should continue looking through the list and print out all unknown registry names, not just the first one it can't find.

commented

Even more ideal would be if Fluidlogged could reload the config at runtime, and thus save you from having to relaunch the pack to make a block be fluidloggable.

True, unfortunately I'm not good enough with guis to add this :(

any way to mitigate the crashing? if it finds an unknown block in the array, ignore it and print a message in console saying which block definitions are invalid perhaps

Yeah I can do this, it'll be a part of the next update for sure!

commented

True, unfortunately I'm not good enough with guis to add this :(

A GUI isn't necessary. Just a simple /fl_reload server-side command that ops can run would suffice.

commented

yeah a command is more than enough tbh

commented

I find the idear of embeddedt with "/fl_reload" very good a simple name for a command and it is easy to build this and I find it will work then you have this build

commented

Even more ideal would be if Fluidlogged could reload the config at runtime, and thus save you from having to relaunch the pack to make a block be fluidloggable.

commented

id like this too, also any way to mitigate the crashing? if it finds an unknown block in the array, ignore it and print a message in console saying which block definitions are invalid perhaps. it is a little annoying to have to wait 5 mins for almost the entirety of a large modpack to load only for it to crash near the end due to a block id being misspelt lol.

it also makes testing individual mods with fluidlogged a bit of a pain too since disabling mods with ids in the list will also cause a crash

commented

added in v1.8.1d, forgot that I never closed this ๐Ÿ˜