I've been slaving away the last two days working on the biggest feature added to minecraft yet; multiworld. Something the whole community has been itching for; either to finally get those rare materials from the nether onto your survival server, or to go save a girl named Daisy. But suffice to say, thanks to Bukkit, it's here at last.
Bukkit now supports multiple worlds of various types, either normal or nether. You can have a normal world, a creeper-filled world for hardcore survival, and two nethers with and without monsters. It's all up to the plugins to let you decide what you want to happen and where.
I'm certain that very shortly a plugin or three will be available to let you access different worlds, such as the nether, which you may try and enjoy to your hearts content. However, I must confess we couldn't get it to work 100%. If you go from a normal world to a nether world, you will not see the red fog usually present. We need Mojang to release a client update to fix this....
Gremlins are feisty little creatures. It takes a strong administrator to have the courage to command even the weakest of them. Fortunately, thanks to our new Bustin' Ultimate Kapturator and Kontroller Integrated Trap, we've figured out a way to help tame them and help you shape them to do your bidding for you.
Any plugin that utilizes onCommand can now take commands from a variety of sources; players in chat, the CLI console, rcon, other plugins, etc. Built in with Craftbukkit, we have chat commands and console commands. Plugins can provide other sources easily, with or without native support for the calling plugin.
The currently console doesn't look so pretty, so we may look into ways of making that better, such as colours or indentation. However, with Bukkit build 100 and Craftbukkit build 200, you can give them a try and tell us what you think for now!
On Wednesday morning, as I'm sure most of you already know, the Bukkit team had a meeting with Mojang Specifications regarding their popular game, Minecraft. Going into the meeting, we were hoping to tackle the licensing issue right out of the door. Unfortunately, due to some people being unable to make it, it turned out to be a different type of meeting than we had intended.
With only the developers of Minecraft able to attend, the meeting quickly turned into a technical discussion about what ideas we all had for Minecraft, how modding should work and so on. As we learned a lot from this meeting, we felt we should share some of the points with you. However, please understand that absolutely nothing said in the meeting is set in stone or final and can change at any time.
So, here's what we learned:
Modding support will likely start as server-side only at first, then later is hoping to expand to the...
When we first announced the existence of Bukkit to everyone, we mentioned that we were pushing hard to get a preview release out for everyone to play with. I'm sure a lot of you are or have been wondering just what happened to that. If it was entirely up to us, you'd have a preview release in your hands right now. Unfortunately, we have to resolve some licensing issues before we can release anything, so that means no preview too.
Still, our project is open-source and can be followed code change, by code change. For testing purposes, we also have a continuous build system that compiles a new build of Bukkit every time we make some changes to the code, to make things convenient for us to test our changes. If you want to make sure everything will be working fine before you switch over to Bukit,...