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Silence console output with a "silent" flag in /q command #620
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Messages about firing events shouldn't ever be displayed in the console unless they're fired with a command. Is that what you're doing? |
Yeah, running 'q e {player} {event}'. I've pretty much set up a unique system that runs BetonQuest events through other plugins when their conditions are met. It just happens so frequently that the console gets overrun with spam of the same message. |
Hey there, I don't know what exactly you are doing, but if the plugin is selfmade (I think it is. ) you should probably use this method https://github.com/Co0sh/BetonQuest/blob/master/src/main/java/pl/betoncraft/betonquest/BetonQuest.java#L879 to run your events. €: Please note, that this method itself checks for all conditions of the event before firing the event. |
Or you can simply brute force filtering console messages with something like this: |
Thanks for the suggestions! I'm not much of a coder, unfortunately, so I don't really understand how to make that first method work. What I'm doing is kinda like stitching together the functionalities of multiple plugins. If there's conditions that BetonQuest don't support that I need to be met for a certain unique achievement on the server, then I can check the conditions with something else like SkillAPI, then have those plugins start the BetonQuest event. I actually did try using Console Spam Fix, but for whatever reason, putting in "Event fired" or even "Event" as the blocked message didn't work. There's no errors or anything, but the plugin won't even let me use its reload command, so there's a bug that I simply don't understand with it. Just so you're aware, I am using custom plugins in some instances, but I didn't program them myself. I wish I was that smart! Like I said, I'm just stitching together multiple plugins' functionalities. EDIT: Maybe an interesting suggestion... what if there was an argument you could add to certain events, like mute:true. That way, you can ensure that events which would typically be run quite frequently won't actually send a message to the console, regardless of how they were activated. Just an idea I had. |
It was most likely just an example but what skillapi condition do you need that is not in Betonquest? |
Well, for one, SkillAPI has a Value/Flag system integrated into its skills. Meaning, in combat, I can assign values to the target of certain abilities, or flag them with a string (like "On_Fire"). SkillAPI uses these to check for some of its mechanics before firing them typically. But, instead of having it be a combat ability, I've made a hidden skill the player is unaware of that checks for certain values or flags on the player every 30 seconds. If the player has that flag or value, then I have SkillAPI run the command "q e {player} {event}" so that the achievement unlocks through BetonQuest events with messages/permission adding. Each value is a custom achievement I've added to make the server more unique... sorry if that doesn't make much sense though. It's kind of a convoluted system, I'll admit. Note: I did once try making timed events through BetonQuest with folders/delays, but I think that it significantly lagged my server, and even began to crash it. BetonQuest is incredibly versatile, but I don't think it enjoys timed events. |
Nope, folder and delay is not a good solution to such problems. I'm thinking of expanding static events so they can not only run on certain real-world time, but also on minecraft-world time and every n ticks. Then you could use it that way 😛 Anyway, I think I can add a flag for the command to make it silent. Let's make it a feature. |
You can start adding |
Will it be an automatic update? Sorry, I'm unfamiliar with the differences between dev builds and their counterparts. |
Nope, you need to either manually download that new dev build or use |
this don't work anymore? |
It hasn't been implemented yet. If it is implemented this issue will be closed. That way you always know which of these features are implemented and which still need to be coded. |
Merged into #1356 |
To clarify the title a little better, I'd like to know if there's any way to "mute" the messages that are sent to the console when an event is fired. There's one event that I've set to fire quite consistently, but I don't want the messages clogging up all of my logs. It'll make verifying information from the console a lot more difficult; it'd be lost in all the repeated messages of events being fired.
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