Before you even start, I'll stop you right there. I go through this every update, and nothing is going to change about how I do things, so don't bother trying to convince me otherwise:
I am not updating Eagleworld to version 1.7 until it is damn good and ready. It will stay on 1.6.6 until most or all plugins are running nice and stable on the latest version.
If you're not sure what to do about it, please read this post regarding backing up your files. If you already updated your Minecraft installation, then there is nothing I can do to help you. I also recommend reading this post I made a while back regarding this exact situation.
And if you have no clue why it is so elaborate and takes so long to upgrade the server when it is "just updating it," expand the spoiler below and read what I have to do every update:
Spoiler Inside: Minecraft Beta 1.7 Upgrade Plan
Prepare the testing environment for Beta 1.7 once it is released
Clean environment and duplicate the production environment
Tweak settings so environment will not touch production data
Run test server under Beta 1.6.6 to ensure no issues pre-upgrade
Install Minecraft Beta 1.7 and perform testing as a vanilla server
Download all necessary files/configs for Beta 1.7 SMP
Perform and validate all new configs necessary for latest version
Test vanilla server for bugs/configuration issues and fix as needed
Move on to next steps once bugs are eliminated or minimized
Document any persistent bugs/issues from Minecraft SMP
Install Craftbukkit (Bukkit API) once stable version is released
Check Bukkit.org for a recommended build compatible with Beta 1.7
Download and install craftbukkit once recommended build is released
If recommended build is not released in acceptable time, test with a build preferred by plugin developers
Move on to next steps once craftbukkit successfully launches SMP 1.7
Check for Essential build compatible with version of craftbukkit
Download and install all modules of Essentials used, including GroupManager
Test server with old configs for server stability
Play with versions of Essentials/craftbukkit until acceptable level of stability is achieved
Redo configuration of Essentials to take advantage of latest features
Redo configuration of GroupManager to provide new functionality to user groups
Move on to next steps once bugs are eliminated or minimized
Document any persistent bugs/issues from Essentials plugin
Install core group of plugins on top of existing server install
Core group of plugins to install: iConomy, Townymod, LWC, and BigBrother
Copy all configs from production server and make sure to tweak as to not affect production databases
Download and install latest builds of each plugin one-by-one and test each one for stability/functionality
Tweak version of craftbukkit and releases of each plugin to find a balance of functionality across all core plugins
Document any bugs/loss of functionality from core plugin group
Install secondary group of plugins on top of existing server install
Plugins that depend in iConomy: SimpleShop, LocalShops
Other secondary plugins: CreativeStick, FlatEarth
Copy all configs from production server and make sure to tweak as to not affect production databases
Download and install latest builds of each plugin one-by-one and test each one for stability/functionality
Tweak version of craftbukkit to work with plugins only if it does not break functionality of Essentials and core plugins
Test a migration of SimpleShop and LocalShops SQLite Databases to MySQL Databases
Document any bugs/loss of functionality from secondary plugin group
Make a determination whether or not server is ready for live use
Check documented buglist and and see if any bugs can be eliminated
For bugs that require developer work to fix, determine whether or not bug is release-critical
Once buglist is acceptable for production use, proceed to live rollout
Roll out new server build to production
Back up server state completely for failback purposes
Back up all pertinent databases
Bring down server and lock down network from users
Move all plugin versions to production
Deploy all server configs, ensuring all configs are set for the production environment, not the test environment
Migrate databases from SQLite to MySQL if applicable
Bring server up and perform tests on all plugins/functionality
Perform health checks on the server and application
Bring network up and allow users to log in
Update and install Dynmap to work with latest version
Dynmap cannot be worked on from the test environment due to its configuration
Once Beta 1.7 is in production, Dynmap plugin can be updated/tested
If Dynmap does not work after rollout, add to buglist
Over time, update craftbukkit and plugins to reduce/eliminate buglist
As bugs are fixed in future versions of craftbukkit and the plugins, rollout new versions
Perform testing in test environment to ensure no regressions occur
If regressions do occur between plugins after rollout, weigh regressions to functionality gained and determine which rollouts are desired
Make rollouts over the days after server is live on Beta 1.7 to improve server state over time
And yes, all that crap is really necessary, at least if you want a server that runs properly and all the time (otherwise it doesn't matter).
So, needless to say, bugging me about updates will only piss me off and possibly slow me down. Otherwise, you are doing no good by complaining that the server is outdated. I have to not only wait for Bukkit to get up to speed, but every plugin we depend on as well. So, it is going to take time. This is why I mention to everyone that joins this server that patience is a requirement for playing on Eagleworld.
In exchange for that patience you will get a server that hardly ever goes down (usually only 1-2 minutes a day for nightly maintenance), a well-backed-up map, and a multi-level anti-griefing system that has not failed to perform yet. So, continue to enjoy 1.6.6 until 1.7 is ready!
Well, the best thing Notch could do to assist this is to create a modding API that plugin developers can use. The problem is the Bukkit team has to create a server wrapper to produce this API. The wrapper basically needs to hook in to all the different functions in the Minecraft server application to provide additional features, such as warps, iConomy, etc. The problem is every version, the functions in the Minecraft application change slightly, just enough to break Bukkit from working. They have to redo the API to work with all the functions again, which changes the API slightly, just enough to cause most plugins to stop working. Then, plugin developers need to redo their application to work with the new API.
Notch has taken a “it doesn’t matter that much” approach to the modding API, which means we have to follow the same approach every upgrade. Once we have a full-fledged server API, plugins will not necessarily break every update, and will usually only need to be updated to take advantage of new game features (such as new items, monsters, etc.). That will take a lot of steps out of this and make it very streamlined to upgrade the server safely and in a stable manner. Until then, we get to follow the same rigamarole every time.
It’s supposed to, but then again, he wanted to bring out the modding API back in 1.6. It keeps getting pushed back. I remember a tweet where Notch was saying how much more fun it is to develop cool new items rather than the API…that told me everything I needed to know about the priority the modding API has.
DO………….NOT………….UPDATE…. I will have to redo all My TNT traps around moosecreek and the one I put under eagle manor. Wait, I mean “The other traps I left in other non specific, unlabeled places.”
I have NO problem with waiting as long as you want to update. we already know this is beta stuff. I don’t know why people would want to make the problem worse by having bleeding edge stuff.
if someone really needs to play with the latest toys, they can look up how to switch between versions and play single player or other servers. much easier than what you will need to do to update the server.
Am I understanding correctly that updating the client will cause it not to work on eagleworld? if yes then I feel bad for those who can’t join. not much we can really do about it, would be nice if notch and co would let people download the last couple versions. seems to me that is common practice for software that is updating often.
As Tim said, updating is not the issue. Updating with no way to roll back the update is the issue. Almost incessantly, I would get people bitching at me that they can’t play on the server anymore and they want me to update ASAP. So, update all you want…as long as you have the backup. Check out this post:
June 30th, 2011 - 13:24
i wish notch would take the same approach
June 30th, 2011 - 13:37
Well, the best thing Notch could do to assist this is to create a modding API that plugin developers can use. The problem is the Bukkit team has to create a server wrapper to produce this API. The wrapper basically needs to hook in to all the different functions in the Minecraft server application to provide additional features, such as warps, iConomy, etc. The problem is every version, the functions in the Minecraft application change slightly, just enough to break Bukkit from working. They have to redo the API to work with all the functions again, which changes the API slightly, just enough to cause most plugins to stop working. Then, plugin developers need to redo their application to work with the new API.
Notch has taken a “it doesn’t matter that much” approach to the modding API, which means we have to follow the same approach every upgrade. Once we have a full-fledged server API, plugins will not necessarily break every update, and will usually only need to be updated to take advantage of new game features (such as new items, monsters, etc.). That will take a lot of steps out of this and make it very streamlined to upgrade the server safely and in a stable manner. Until then, we get to follow the same rigamarole every time.
June 30th, 2011 - 17:09
doesnt the modding api come out next update?
June 30th, 2011 - 17:29
It’s supposed to, but then again, he wanted to bring out the modding API back in 1.6. It keeps getting pushed back. I remember a tweet where Notch was saying how much more fun it is to develop cool new items rather than the API…that told me everything I needed to know about the priority the modding API has.
So, long story short…I am not holding my breath.
June 30th, 2011 - 13:39
DO………….NOT………….UPDATE…. I will have to redo all My TNT traps around moosecreek and the one I put under eagle manor. Wait, I mean “The other traps I left in other non specific, unlabeled places.”
YOU are not allowed to 1.7 Ever.
That is all.
June 30th, 2011 - 14:54
I have NO problem with waiting as long as you want to update. we already know this is beta stuff. I don’t know why people would want to make the problem worse by having bleeding edge stuff.
if someone really needs to play with the latest toys, they can look up how to switch between versions and play single player or other servers. much easier than what you will need to do to update the server.
Am I understanding correctly that updating the client will cause it not to work on eagleworld? if yes then I feel bad for those who can’t join. not much we can really do about it, would be nice if notch and co would let people download the last couple versions. seems to me that is common practice for software that is updating often.
July 1st, 2011 - 12:19
++++++++++1
June 30th, 2011 - 20:31
Lol anyone who updates has SNS Syndrome.
July 1st, 2011 - 10:46
I updated, and hmm. I can still play on eagleworld. doesn’t mean I have SNS, you just need to learn to backup your files
July 1st, 2011 - 10:53
As Tim said, updating is not the issue. Updating with no way to roll back the update is the issue. Almost incessantly, I would get people bitching at me that they can’t play on the server anymore and they want me to update ASAP. So, update all you want…as long as you have the backup. Check out this post:
http://web.eagleworld.net:8000/minecraft/?p=321