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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    Celtic Minstrel

    Huh? Where? :p
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    Drama, the building blocks of society
    Inscrutable likes this.
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    Celtic Minstrel

    Block ID 124: The Drama Block.
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    Bukkit will die.......
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    Will the new API be in MC version 1.3?
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    Celtic Minstrel

    Will it? :p
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    Celtic Minstrel

    I dunno, it doesn't seem like that's a 100% certainty yet. ;)
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    no, it will fade away...
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    In a while, to be replaced by a much better API - synchronized between client and server - and released at the same time as other Minecraft updates.

    All in all, everything will simply get better.
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    I hope so :)
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    My thoughts at this moment:

    Vanilla Server: What will an improved version of what Bukkit is right now

    Bukkit: Future Bukkit will be a compatibility bridge(as Bukkit can just hook into Vanilla methods)

    So my thoughts slightly more explained about Bukkit in the future? All the classes will be there, all the packages will be there. Any difference? Most likely only the NMS package and classes will be missing, but it most likely the Vanilla API will have a replacement.
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    ^ optimistic person there ;P
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    Celtic Minstrel

    Well, there needs to be someone to balance out all the pessimists in this thread! ;)
    NuclearW, Tanite and robxu9 like this.
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    For all who dont know, Bukkit is NOW DEAD.
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    The Bukkit is falling! The Bukkit is falling!

    *zips around frantically, to and fro*
    Inscrutable likes this.
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    Sarcasm does not transfer well over the internet, but I really hope that is sarcasm.
    troed likes this.
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    My guess is ignorance.
    troed likes this.
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    Bukkit is dead yet they keep releasing updates?

    This guy is dumb.
    Congratulations to the Bukkit team!
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    whoa whoa. Sorry, its just a bit of a overreaction. I am a HUGE fan of Bukkit, I used to host a public server with Bukkit. I just sort of want things to stay the same, I don't want this to turn out like the transition from heyO to Bukkit. I just personally think that what is here already is amazing, redoing it all will destroy lots of servers for quite a while. Personally, I think the new API you guys are working on should be compatible with Bukkit's current one, keeping Bukkit's plugins always working and alive. That would save the day in my opinion.
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    Well in any case you should probably do some reading before proclaiming death.
    As to the other stuff, Large audiences, better integration, faster (day 0) updates, WORKING WITH MOJANG! > Compatibility. And that's all I really have to say on that.
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    congrats guys. that's one BIG step you just took, and an awesome one at that. Thanks for all your hard work I couldn't live without bukkit I'd go insane
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    There creating a project where it will incorperate all the good stuff about Bukkit plugins and reove the bad. for example, a wooden ax is a ax not a design tool. The game might have a standard setup with basis stuff already added, and then ad mods are approved, or approved after modifing them a bit, are added to list for down load. This all means that with the 2 working together, we can get more people on the game design and developing which means more stuff and a better game for 2012. What we need to be doing right now is sending in new ideas to be added, instead of debating on wgat might happen.
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    Celtic Minstrel

    dopatrick1 — What on earth are you talking about? I haven't seen any basis for anything you've said there... the parts that make sense, at least.
    h31ix likes this.
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    Bukkit... You destroyed my maps... Your griefing protection sucked... You tried to replace hey0... Finally you are dead. Don't return. We've got Spout and Canary now, I hope the Canary recode doesn't take so much time anymore.
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    Celtic Minstrel

    Pretty sure Canary is deader than hMod... though admittedly that's all from hearsay...
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    Destroyed your maps? Do explain... I think you mean Minecraft? Or maybe bugs that occur in any software?
    Bukkit isn't a griefing protection system, that's why there are plugins.
    Tried to replace hey0? Or made a project way more popular and better than hey0 (I know, I was there..)
    Dead? I just. I don't even. Okay.
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    That was special...good laugh for a Friday afternoon.
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    i love you!
    TnT likes this.
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    ok ive been reading all this crap thrown together in this thread
    I see most of this thread is speculation
    I started a bukkit server 3 months ago and went through the 1.8 to 1.0 to 1.1 to 1.2
    I did a lil research and decided to go with bukkit for mainly one reason the mods
    some of the other reasons is mod support by the mod devs

    ik what open source is and know that mods can be made at a whim basically by any one who can write the code

    So my questions are

    The servers that run bukkit and the mods attached will the devs of those mods be able to update and submit the mod for approval or will the current mod system that bukkit uses juts fade away

    when the new api is written will we be able to convert are bukkit servers over

    quote from evilsteph

    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.

    a replacement for bukkit he says sounds like bukkit is dead to me maybe not now but eventually

    I really do hope when bukkit joined up with mojang that bukkit takes its users that owns bukkit servers and makes the transition for us a priority and not just whats best for mojang
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