Bukkit: The Next Chapter

Discussion in 'Bukkit News' started by EvilSeph, Feb 28, 2012.

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    What follows is a written account of Bukkit's story. If you'd rather know what the big news is, skip to the bottom. However, we'd appreciate it if you read through our entire story as it gives us an opportunity to show appreciation and give thanks to the many people, groups and companies that helped us throughout our adventure.

    When we started up Bukkit in December of 2010, we decided we wanted to do things right. Right from the beginning we wanted to be sure we were bringing about a positive change to Minecraft, one that Mojang themselves would approve of. To that end, we set up a meeting with Mojang to get a feel for their opinions on our project and make sure we weren't doing anything they didn't like. The gist of the meeting was that Mojang "liked what we were doing" but not how we had to go about doing things. Unfortunately, we both knew that we had no alternatives, so we continued along - albeit now with the reassurance that our project would most likely not be shut down any time in the future. We decided to create Bukkit to provide the Minecraft community with better tools to manage and extend their server, but our ultimate goal has always been to give the Minecraft community what it needed and wanted to make our favourite game even more enjoyable and being able to do so in an official capacity is our dream.

    Shortly after the launch of Bukkit, after I had posted an innocent announcement to get developers interested in Bukkit, our project exploded with activity. While I had anticipated developer interest and had planned for such, the added interest from the community as a whole was simply overwhelming. So much so that it had begun to put a strain on my dedicated server and actually was pushing it to the point of hardware failure. Luckily, it was around this time that Curse approached us and offered to set-up a temporary Amazon EC2 instance while they purchased new servers for our use. Unfortunately, the Amazon EC2 instance also could not keep up with the demand and was proving to be too costly. So, we asked around for help and Multiplay's Steve Hartland put us on one of their boxes free of charge while we waited for new servers to be purchased and delivered.

    One of the goals of the Bukkit project, or maybe just my personal goal, was to solve what I felt was a big problem within the Minecraft community: it was largely impossible for someone new to Minecraft to discover the unlimited potential of Minecraft modding. Not only would they have to deal with unwieldy and clunky forums, but there was also no central place for sharing your work. In answer to this problem, we endeavoured to create a new service dubbed Fill which we hoped would address all the needs of the community but were unable to gain any ground. We were simply not experienced enough to run something of this magnitude nor did we have the resources to pull it off. One day we were discussing the idea of Fill and our desire to provide a central download solution for the modding community and the WoW players on the team brought up Curse and the success they've had with WoWAce. At that point it all came together, not only did Curse have the resources to pull off something as large as we were envisioning in Fill, but they had the success, experience and scalable software with WoWAce to do so. With that, it was clear to everyone that Curse was the best route to take and dev.bukkit.org was born.

    When news broke out about Mojang organising a Minecon, the entire community was alight with excitement and anticipation. Even today, I still find the sheer dedication from the fans unbelievable and overwhelming. Though we were also excited about Minecon, there was no way we would be able to go since Bukkit is an open source, free project. Much to our surprise, though, Curse had other plans in mind. They decided to fly us over, cover our tickets and accommodation, host us in their booth and setup a panel for us. I've never met a company that cares more about gaming than Curse: when the possibility of their supporting the Bukkit project first came up, we were all blown away. Curse wanted to throw themselves behind our project. They wanted to provide us with the support and resources we needed to continue functioning, no questions asked and their desire to send us to Minecon further reinforced this opinion we had of them. Thanks to their support, we were able to go to Minecon, have a great time and put together a panel filled with our fans, as well as sneak off to a secret meeting with Mojang.

    Back in December of last year, my team and I were invited to Stockholm, Sweden by Mojang to discuss the future of Minecraft - and most importantly the future of Minecraft modding and the official Minecraft modding API. Having just recently met in Minecon, we mostly knew what to expect but were blown away by Mojang's hospitality and the surreality of actually being in Stockholm with them. Not only were we able to visit the Mojang HQ but we were also given the opportunity to be part of the launch of Cobalt (which was simply fantastic) and got to meet the entire team of talented individuals at Mojang. We spent the majority of our time with Mojang shooting ideas back and forth and getting a taste of what was to come and how we might be able to become involved.

    Which leads me to today. Our meeting at Minecon was just the beginning and after having flown us out to Stockholm to get to know each other, it was clear that the potential to do truly great things together was there and we were eager to explore it. After all, we had already been given a direct line to the Minecraft team, the source code and were actively providing Mojang with (exploit) patches and improvements. The next logical step was to figure out the best way to continue working together, perhaps in a more official and intimate capacity. After careful and lengthy consideration, the best course of action became clear. My team and I had already achieved what we wanted to when we started the Bukkit project: provide server admins with the means to easily customise and run their server and provide developers with an easy to use, properly designed API to bring their insane and cool ideas to life. The next obvious step was to make it more official and with news breaking out that Mojang was interested in developing an official Minecraft API, we knew just how to do that.

    I am extremely pleased and proud to announce that, as of today, the Bukkit team has joined Mojang. When discussing the possibility of a modding API publicly, Mojang was concerned that they would be unable to provide the community with a suitable and powerful enough solution and we honestly feel that our experience building Bukkit will help them do so. Thanks to our work with Bukkit, we have a years worth of experience, failures and lessons to help us develop a proper modding API and intend to do whatever it takes to produce one that satisfies the needs of the community. Now that we have an opportunity to design the official Minecraft API, we intend to make it a suitable replacement for Bukkit, if not a significantly better one, while bukkit.org will remain a community for modders for the foreseeable future.

    Official announcement from Mojang with more information: http://mojang.com


    A big "thank you!" is due for the many sponsors we've had over the life of the project:
    eXophase.com - for hosting the project at the beginning and helping us get off our feet
    Multiplay - especially Steve Hartland
    AllGamer - especially Clinton and Scott
    Our Staff who work tirelessly and thanklessly to keep everything in order
    and, of course, Mojang for giving us a chance, taking us seriously and supporting what we’re doing.

    And to you, our community and our family: thanks for sticking by us through thick and thin, we really would not be where we are today without you.
    jflory7, Acharige, iiHeroo and 88 others like this.
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    Don Redhorse

    Thanks for that information I didn't know that.
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    So .... we will be needing a new bukkit team? I'd hope not, only I just can't see this as such great news really.
  4. Correct.


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 24, 2016
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    No. The Bukkit team will continue to work on bukkit, along with the Minecraft API. After the Minecraft API's functionality has surpassed bukkit's, the team will gently phase it out.
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    Yeah, I honestly think that this will be the last "true" update to bukkit. I dont see anyone stepping up to replace the developers hired by mojang to take this project over.
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    During this time a new A-team called phukkit will get together to apply bandage wrappers around all casualties of the Minecraft API :)
  8. face schmejs

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    Good luck to breaking all worldwide bukkit servers! I wont get that 1.1-r5.. It broke all my useful plugins i use on my server. Nor 1.2 too unless all plugins I have are updated but I'm still running out old plugins. Like CraftIRC and nSpleef. You removed all the good bukkit functions like playerlistener or config/configuration. there's more I can list, I noted them.

    Note to all: Don't update your server to 1.1-R5, all plugins you have will break until the plugins authors updates them :/

    Thanks for killing out my server, bukkit team :mad:

    p.s for the plugins I wont update: CraftIRC: the latest release, the colors broke and the 2.0-prev10 colors works; nSpleef: the author didnt updated it for the lastest RB.


    Edit: tested the lastest craftIRC v3. It works :)
    elias79 likes this.
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    I don't get when people say R5 will break their server. I got around 25-30 plugins and they are all updated except like 1 or 2. Learn to use the new plugins and not stay with old and inefficient plugins not being maintained.
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    yeah! bukkit! Y U PROGRESS?! you better wait for every freaking dev on earth to return from... RL ... sickness... vacation... death... power loss... and what ever can happen to distract devs to not update their plugin... in fact thats your fault, BUKKIT! Why you improve yourself to work better, smoother, more logical? Don't do that! Never touch a running system. Do NOT update to 1.2, we don't need that. I want to use CraftIRC, I don't need Anvil and.. erm... Inventory Events... who needs NPCs and.. erm... whatnot


    Maybe you want to play classic if you dislike progress, mh?

    Stop ranting and start bugging the devs that still didn't update their plugins. Or use alternatives, there are alternatives for anything. ;)
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    No matter how many times I tell people "keep your plugins up to date", there are always those who ignore my advice.
    ACStache likes this.
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    I don't see the developers leaving this project... Rather, They've been slaving over updating to R5 for weeks. Today I don't think any of them have slept, as per norm before a Minecraft Release.
    slipcor likes this.
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    Celtic Minstrel

    CraftIRC updated very recently. Why don't you try downloading it from BukkitDev?
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    Dinnerbone posted on Twitter that he fixed his first Minecraft bug today. So involved already!
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    Well, I will not mind if Bukkit is replaced by a Minecraft API. I will mind though if the Bukkit team does not take what they've learned form Bukkit, and apply it to the new API correctly.

    What am I talking about? Security, Permissions, Database Persistence, Documentation... etc etc etc.

    Right now the plugins don't have a security manager to ensure plugins don't do naughty things.

    Permissions should have been thought about from the beginning.

    An easy way to specify database information, as well as accessing it.

    Documentation. Bukkit has this, but not enough of it concerning certain features. However, I'm sure the community can fill in as long as a workable API pops ups.

    Whatever. Good Luck Bukkit team. I hope everything works out for the best.
    Skyve, Tanite, se1by and 1 other person like this.
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    Well, downloaded the lastest one, it works. my bad, didnt tested it out, I remember with the 2.5 one didnt worked.
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    Don Redhorse

    mobarena, openwarp and minebackup are also not updated atm.

    any takers? I will do minebackup, as I already have a pull waiting for FTP integration
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    Netto Hikari

    Congratulations, Bukkit & Mojang! That's a milestone many of us were waiting for! I'm happy.
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    MobArena has dev builds linked in it's OP that are being updated (last one was within the last week) and should be R5 ready :p
    slipcor likes this.
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    Don Redhorse

    ACStache likes this.
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    I haven't read all 17 pages of this thread, as I don't have enough hours in the day, but from what I can tell this is a really good step forward for Minecraft as a whole, not just Bukkit. I can see some serious lag issues getting fixed here, and only 5 or 10 minutes work on my part to get my custom plugins updated. Congrats Bukkit Team.
    On a side note: When does a gaming company become an actual company and not just indie if that makes sense? When they pay for advertising? Just that Mojang is pretty big now.
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    Wolvereness Bukkit Team Member

    When they publish a game written by programmers who are not actual employees they are no longer indie. Indie -> self published everything.
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    Please keep in mind I do have the utmost respect for the guys and I wish them all the best but I feel I just have to to say something.

    My experience in server modding over the past 3 years has shown me that Mojang and like wise even this wrapper have some big big issues to iron out in terms of community and managing the ideas being thrown around and this is why I fell I have to voice my concerns.

    Show Spoiler

    About the integration, It just keeps on happening as soon as modding takes off someone decides to go and kill what is, forcing all server owners that wish to keep modding to move along.

    It has happened with every wrapper to date, Hmod was by far the biggest example of this and yet the mistakes just keep being made, Slack code, Slacker updates, Worse user feedback integration, Moving this to Vanilla client is going to KILL everything I can see it already no if's or but's about it.

    Once it moves it will be closed source locked down by Mojang and the REAL power behind what made it the most used wrapper, the developers are forced to move on. While I respect the Bukkit team I just wish people would stop the lies, a modding API and wrapper is only as good as its supporters and it's the plugin developers that make it shine not the creators of bukkit they only patch it so it works on updates try to integrate feedback they accept and is deemed responsibly easy do (eg: small event updates optimizations but nothing that would be a long rewrite) without supporters it would have been a dead end project.

    Reality has shown me that the supporters should be the ones who say where the wrapper should head and how it should be improved, I hope the next system realizes this and takes a bloody good hard look at the past and makes an attempt to fix lack of community involvement.

    For the record I dis approve of the move, not is it going to add more weight to the game that is already been left buggy and prone to breakage for far too long, it means we now will have a HUGE overhead on top of what ever the NEXT best server will be, whether it be Spout Server or Tom's Lucky Batwing Server API, makes near no difference and does not exclude that fact we will have to permanently deal with the weight of this thing being attached to Minecraft vanilla code that is clearly under high enough stress as it is.

    If they can promise us that that Craftbukkit and Bukkit are being merged and take the time to finally get around to all those pull requests that would do world of good to the project in terms of API and speed then fine it is worth having some faith, but if they cannot make any promises on these two things then imo its as good as dead.

    While I can see the sense as to why this merger would take place I still somewhat see that Mojang are just wanting to keep the control and moving the worlds most "currently" used modding group into the team is a +1 from a business standpoint but is usually a bad thing for the community as whole.

    I am just really concerned as it is a hell of a lot of work running a maintaining a server, I just with the information given so far just it is going to get a whole less user friendly and people are going to move on, and this makes my work load much much higher.

    I don't think some of you are thinking this through, you cannot just move it to Vanilla and things will work as is and hunky dory it does not work that way, at lot plugins already in existence for this wrapper rely strictly on CUSTOM API that provides functionality that Bukkit has simply failed to integrate via either pull requests or other means, and once this moves to Mojang the TOS will change and this project will become a Copyrighted source owned by Mojang.

    This will make it extremely hard for plugins that rely on on custom hooks and API's as the source of the game is obfuscated and I am not entirely sure at this point how this will effect things as a whole but I can say for certain that plugins that require custom events and user made API that hook into Craftbukkit will surly die.

    Not only is will it kill them but it will also kill any plugin that is released under the current system that does not move to the new event system built in to the vanilla client. A lot of us still use plugins that are made for up to 3 versions of Minecraft below current they still work and in most cases we do so because no one has made a replica that is maintained and updated.

    Here is an example
    MC1.1 FPS 45-100
    MC1.2 FPS 100-400
    Go figure why is a snapshot version and more importantly an after thought of a finished game performing in excess of 200 fps better than its fully released and supposedly bug free counterpart.

    The future is uncertain but we shall see what makes of this. Again congrats on the agreement you guys deserve it.
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    Congratulations Bukkit!
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    true true but i dont code so i dont know but... would turning mods like that into plugins be alot harder than just making the .jar compatible? :p
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    Hm, why can't the Minecraft Mod API be open source? Can't the actual server software be closed source and the API open source?
    Avarice likes this.
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    The API is interwebed through the rest of the code, so by seeing the API code, most of the mine craft code would be revealed or could be inferred.
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    Amazing news! Congrats guys! :)
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