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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    Amazing! Gratz!
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    Congrats Guys, you are all now proof that if you work hard towards something and show real dedication you will get what you deserve. I have always supported you guys on any server i ran or set up and i will continue to do so, even under the Mojang name. I appreciate all the hard work you have done and will continue to do. Good luck guys, and again congratulations yall deserve it.
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    Seems to work perfectly fine for me. And just to throw in my 2 cents, I think all this speculation has gone too far. I think the best thing is to see how everything turns out and hope for the best, then this mad arguing thing can commence once we all know the facts.
  6. IS 1.2 server craft bukkit out so i can update my server
  7. ok, i think it is nice that you join mojang.
    but: i am a (lonely) server admin, players want to play and minecraft 1.2 is out.
    what am i supposed to do?
    will bukkit be continued or will it merge into the official minecraft server?
    where am i supposed to find plugins?
    how can i update?
    will it take much time?
    will it be hard to update?

    i do not know what is happening. i just want to continue running my server on the latest version with the plugins i always had.
    can any1 answer my questions?

    sorry for my bad english
  8. Can I update my minecraft Bukkit server cause IDK if it is out yet
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    Don Redhorse

    well the point is WITHOUT trolling, how does the bukkit team know what we want... they don't ask or listen.

    I think what we will see is this:

    • bukkit will be taken over by some of the moderators and bleeding devs
    • bukkit will loose a lot of developers
    • mojang will come out with an initial api first which will support basic plugins
    • bukkit will die
    • mojang will come out with a second version of the api which will support some more sophisticated plugins
    I left out spout... not because it is not important, but because spout doesn't matter in this list. The above will happen with or without spout.
    And as long as Mojang (which they can but probably don't do because of the backslash if spout is still the nice guy to that time) doesn't play false games with Spout, Spout will the the gameserver for awesome Minecraft and Minecraft the Server for decent minecraft.
    I doubt any of the big mods will really work without still hacking the minecraft code this year, except if Mojang will code for that mod explicitly... like they did for vanish.. And if they do that it will further divide the community as one mod is preferred over the other.
    but as you said time will tell
    ledhead900 likes this.
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    Celtic Minstrel

    Frankly, I think Notch is more of a designed than a developer; that is, he wanted a modding API but didn't really know how to go about. I don't see that it really matters that the API is overdue; at least it is coming, right?

    That's not open source. That's releasing the source to a priveleged few. It's completely different from releasing it as open source. That said, I think he proposed that because the idea of a proper API was daunting, and now that a proper API is planned I wouldn't be surprised if the source plan is cancelled. We can only wait and see. :)

    True, it may defeat the point a bit.

    Considering that the people working on it are the same ones who have in the past pushed RB's within 24 hours, I think it's safe to say that this concern is (mostly) unfounded. :) Do you really think EvilSeph, Dinnerbone, Grum, and Tahg are suddenly different people now that they work for Mojang? :p I don't see any reason they would behave any differently at least on this point.

    From what I understand, jailbreaking an iPhone can be done by simply visiting a website... don't quote me on this though. As for the SDK, I'm pretty sure you can obtain the SDK for free; you only need to pay for the right to publish to the App Store if I recall correctly... however I was thinking more of the MacOS SDK when I initially responded to your post. The iOS SDK does fit the analogy a little better, particularly if my memory is faulty.

    Yeah, several of them would require you to mod both the client and the server, but with the Minecraft API I think you'll find client modding ends up being at least as easy as server modding currently is with Bukkit.
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    Don Redhorse

    uups... wrong forum... whatever, I can stay to my words... and I know that the pull for the vanish option wasn't from the team direclty...

    no comment..

    btw: did you know that no comment means that you did comment?

    bugger... another one of those..

    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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    I have a question.
    I heard from someone that plugins will be working only with servers with online-mode=true.
    Is it true?
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    This server just crashed my server. It crashed norway's biggest build server too. You've gotta fix that! Alot of servers just got crashed because of this! Please fix the build. Thanks. -Jimbo8.
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    I rarely post here, but I actively maintain a server that relies on CraftBukkit and supports a 20-30 user community. I don't post because things work, except when they don't - and when they don't a dozens others have already reported it, so why post it?

    Congratulations to you, and I hope this ends up being a positive change for the Bukkit team, Mojang, and the players. Please ignore those who are blowing up at you for possibly changing things around.

    Plugins may have to be rewritten, so be it. It's been done before. People seem to have forgotten hey0. As long as there is enough overlap to avoid issues and the new API is an improvement over the current one, this is a net gain (just like it was with hey0's abandonment and the birth of bukkit's API in the following months.)

    The only thing I offer as feedback, the open-source development framework has been a huge positive in building this community and needs to continue.
    Don Redhorse likes this.
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    Don Redhorse

    its the plugins... kinda.. if you run messagechangerlite or dwarfforge you can find an update here. and later on dev.bukkit

    btw: don't you test a new build out before you run it officially?
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    Well, i forgot to do that... I pressed "update server"(i use volt-host) Then i thought it will update to a recommended build or nothing. But it actually updated to 1.2 unstable build.. :(
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    Don Redhorse

    oh sh**** well.. admincmd also pushed an update... check for plugins which normally don't have commands and remove them... if the server crash still happens you need to check the others... use winrar or 7zip to open the jar and look into the plugin.yml if there is something like:
    but nothing else remove that line and save the plugin.yml again... 7zip or winrar should put the file back into the jar.

    otherwise you will need to wait or remove the plugin till the bukkit fix comes out
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    I fixed the most of my problem, but bukkit broke nearly ALL of my plugins.. :( I have deleted like 12 plugins now, and still alot of errors in console..
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    Ty guys, you are amazing! and much greater than all the other server mods >.>!
    slipcor likes this.
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    Don Redhorse

    could you report them? where they outdated or did they crash the server?
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    Congrats guys on joining the Bukkit team!

    I am very concerned about a few things though. When this Mod API change over happens every single plugin dev is going to have to recode their plugins. This means about 90% of all the minecraft servers are gonna have a server wide black out. Most servers can't run without their plugins. I suggest you guys release a Bukkit 1.3 also if you do care about the community, because it will give us time to code our plugins and still be able to have our servers up. Then by 1.4 we can all be transferred over to the official Mod API and have our plugins. If you don't give developers time to develop plugins were all going to be screwed. Please don't do this to us and give us sometime to code plugins and still have our servers up. This has happen before with HeyO to bukkit and servers were down for quite some time. Don't let this happen again.
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    It says outdated. Thats kinda annoying, but i have fixed the major plugins... Now i am just waiting for Falsebook to be updated and some more plugins..
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    From what I've heard from Bukkit staff, this is exactly what they plan to do - make sure that there's a stable API (either Bukkit or the Mojang API) available at all times, so that there's never a "blackout" period.
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    So I heard R5 had some issues with crashes (plugindescfile?) is the newer CB 6 stable enough to test against?
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    Oh God EvilSeph... what about Spout?! The community as a whole is DYING for GUI menus and the ability to push custom themes and environments to the client to enhance our server environments and RPG themes.

    I'm concerned Spout will lose focus from Mojang. I'm concerned Mojang picked you guys when your not even focusing on these issues. Please tell us you are... oh please... :(
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    Don Redhorse

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    Don Redhorse Ow I never did that in any of my plugins (maybe Stream Remover, need to check). I'll start testing then...I fear the worst case scenario: 200 warnings, 600 errors xd
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    Don Redhorse

    perhaps there is also something wrong with getAuthors() don't know yet though
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    Just a comment on the legal issues, and a possible solution.

    You could continue to make the new API open source (obviously if Mojang allows it) by using a dual licensing scheme. For all developers, any time they submit code and as a condition of providing code to the project, they would be required to provide Mojang a license to use or re-license the code as Mojang see fit, and provide everyone else (who isn't Mojang) with a GPL license (or equivalent license). That allows everyone to have access to the code, but not to commercialize it, unless Mojang allows (which they could do by using their license to the code).
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    You'd have to get permission from every contributor.

    I for one am such a contributor. And I say no. And I know plenty of others who are not interested in handing our code to Mojang.
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    Exactly. That's why, as a condition of building the new API, you'd have to require that licensing scheme. I'm not saying that this will allow re-use of the existing Bukkit code, because you would have to get permission from every contributor, or remove the code from the non-supporting contributors, which would be a pain.

    But if this new API is going to rely on the community, and they want to give back to the community in the form of open-source code, then they could employ the dual licensing scheme for contributions. Like I said, make it a condition of contribution (the same way when you edit Wikipedia it says "blah blah you agree to license your contributions this way blah blah"). You wouldn't have to participate (I know I wouldn't, for the same reasons you said), but that's not the way that everyone feels.
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