How to show plugin renderin errors

Hey,

I am currently trying to create a new Plugin for Kirby 6 but if I run npm run dev it only shows “Build failed” - How can I show the actual error? - I am not educated enough to find it on google since I am not sure if this is a problem with vue or something in between :smiley: (Same Problem with v5 - so I use simply the v5 tag since there isn’t a v6).

Basically I am trying to enable translations in my plugin but the documentation example does not work for my usecase and I want to know why ^^

Thank you for your help ^^

What’s your plugin dev setup? Are you using kirbyup as tool? Vite directly yourself? Doesn’t sound like a Kirby issue at first glance, more a dev setup problem here. Doesn’t mean we cannot try to help :slight_smile:

I am currently not sure - I had my troubles setting up kirby for dev.
I mostly copied the setup from simplestats and tried to “ChatGPT” it…

I can use the composer start and npm run dev command and my panel is rebuilding itself - but also I cannot see errors when they happen - there is only a warning containing “Build failed”.

The main problem currently is that I need to use multiple new techniques and Frameworks I never used before - thats slightly overwhelming :smiley:

I see. I think AI can be tough in these situations, cause it tries to jump way ahead into territory you have no understanding of. But then also hallucinates etc. - but now you cannot correct it or guide it, because you have no overview where what could’ve gone wrong.

And it also leaves us in a tough spot, cause from what you are saying I can only understand that you are trying to run the dev script from your package.json, but that doesn’t tell us if you’re using kirbyup to build your Panel plugin, Vite…

I would suggest to start with small steps. Following this guide Plugin setup for Panel plugins | Kirby CMS and maybe just a very simple custom field first: Fields | Kirby CMS

And when the setup and all seems to be stable and running, you could try to advance and tackle more complex things - but then you can at least already rely on having your development setup in order.

Also, if you are rather new to Kirby development and this is already slightly overwhelming, maybe do not jump directly on the Kirby 6 alpha - cause that is still so much in development flux, has probably a bunch of errors and regressions (as it is just a pre-release alpha). I would stick to the lastest Kirby 5 release for starting.