CraftBukkit 1.6.4-R2.0 is now available!

Discussion in 'Bukkit News' started by EvilSeph, Oct 30, 2013.

Thread Status:
Not open for further replies.
  1. Offline

    EvilSeph

    A new CraftBukkit Recommended Build (1.6.4-R2.0) that provides Minecraft 1.6.4 compatibility is now available. As this new Recommended Build fixes an issue with structure saving in custom (non-default) worlds, updating is HIGHLY recommended.

    Also includes these notable changes from 1.6.4-R1.0:
    Preventing potential structure (stronghold, fortresses, etc.) loss in 1.7
    Along with a CRITICAL security fix, Minecraft 1.6.4 also contains a special fix for a problem that could potentially pop up in the future by enabling the saving of generated structures to disk. As such, it is recommended that everyone update to this Recommended Build and explore around the structures you wish to save. For more information on this feature and tips on how to save your structures (as well as a utility you can use to streamline the process), see this announcement.

    1.6.4-R2.0 fixes issues preventing structures in custom worlds being saved.

    Re-enabling the built-in auto-save
    We've also re-enabled the built-in auto-save by default to address the issue where newly created servers had no form of saving enabled. As the Minecraft default of 45 seconds is far too frequent and negatively impacts the performance of the server, we've opted to set the default to 5 minutes instead.

    Furthermore, I'd like to personally apologise for the poor decision we made at the time regarding auto-saving that has resulted in some servers losing their progress on their worlds. For more information on why this decision was made and how we're addressing the problems it has caused, see this commit's message here.

    Detecting and warning against auto-saving conflicts
    On top of re-enabling the built in auto-save, we've introduced a mechanism to detect when an auto-save plugin is being used while the built in auto-save feature is also enabled. This is to ensure that server admins are aware that they could be saving far more frequently than they intended to and that it may impact their server's performance.

    Will plugins break with this build?
    Provided the developers of the plugins you are using are keeping up with the development of Bukkit, all your plugins should work fine.

    Known Issues:
    • None.
    For more detailed information on what is contained in this update, please see the changelog here.

    Download CraftBukkit 1.6.4-R2.0 here
     
  2. Offline

    TnT

    Great question. It is covered here in the first post:
     
    1mpre55 and XD 3VIL M0NKEY like this.
  3. Offline

    Forgy

    What factors determine a custom world? Basically generators other than vanilla? Because, I had no issues in my custom worlds made by terrain control.
     
  4. Offline

    Wolvereness Bukkit Team Member

    All worlds not including the default three (normal, end, nether). Custom generators that don't use default structures wouldn't need the structure saver anyway; you don't have the structures to save to prepare for 1.7.

    /edit: CLARIFICATION. Any world not using a custom generator still needs structure saver. The bug present in R1.0 will increase system load and cause other issues with your normal world if you don't run structure saver on it with R2.0.
     
  5. Offline

    Forgy

    That makes sense about non default structures. I was saying that with the terrain control plugin world generator that uses default structures,I had no issues with saving the structures with the first RB and plugin. So what was fixed in this RB?

    OK thanks for clarifying that this was a system load fix instead of a structure saving fix. I didn't have the issue that you speak of, my system had no issues after using the plugin. This is probably because I used the plugin before installing the RB. I was using the dev build. Will I have to save them again because I used the plugin without the RB? The files were created in the proper directories and I did not experience a system load error. Although I am sure others could have experienced issues after using the plugin, I am not sure it was directly related to your plugin. Sorry to ask for clarification,but I still don't quite understand entirely.

    To summarize my above post in hopes of receiving a clear answer. I used the plugin before installing the RB. I was using the dev build. Will I have to save them again because I used the plugin without the RB? Files were saved in the proper directories and I didn't experience the system load errors others experienced.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jun 5, 2016
  6. Offline

    TnT

    To be safe you should run StructureSaver 1.2 with 1.6.4-R2.0 to be sure all your structures are saved for your worlds.
     
  7. Offline

    Forgy

    Will that duplicate the files that are currently present or will it remove/replace or overwrite the files?
     
  8. Offline

    TnT

    You can use "/save-structures force" which will redo saving structures (overwrite the files).
     
  9. Offline

    Forgy

    So by default it will make duplicate files. You should add that documentation for structure saver. Who knows what the consequences of having duplicate files in your world folder when 1.7 tries to access it would cause. The information is there, but it's not clear enough in it's explanation and what the consequences of having duplicate files would be. Which I am curious about.
     
  10. Offline

    TnT

    By default it assumes you've never ran it before. It won't duplicate files, but it won't rewrite the files either. Our documentation is covered in this post, which addresses that part.
     
  11. Offline

    Forgy

    To clarify if the files already exist then it will not change them,but only add ones that did not exist by default. With the force command it will overwrite them.
     
  12. Offline

    iSayCr4pAlot

    TnT
    Hey, i have a question reguarding the structure saver command, for my factions server. I heard from several users that it took hours, for it to save. However, when i used it, it only took 10 seconds? Should i call it ok now? Or just wait a few extra hours just incase?
    -----------------------
    Console:
    -----------------------
    03.11 17:11:07 [Server] WARNING Can't keep up! Did the system time change, or is the server overloaded?
    03.11 17:11:07 [Server] Startup Done saving structures for all worlds.
    03.11 17:11:07 [Server] Startup Done saving all structures!
    03.11 17:11:07 [Server] Startup Done saving structures for 'blackmarket'. Took 0 seconds.
    03.11 17:11:07 [Server] INFO Saving structures for 'blackmarket'
    03.11 17:11:07 [Server] Startup Done generating structures for 'blackmarket'. Took 0 seconds.
    03.11 17:11:07 [Server] INFO Generating structures for 'blackmarket'...
    03.11 17:11:07 [Server] Startup Done saving structures for 'world_the_end'. Took 0 seconds.
    03.11 17:11:07 [Server] INFO Saving structures for 'world_the_end'
    03.11 17:11:07 [Server] Startup Done generating structures for 'world_the_end'. Took 0 seconds.
    03.11 17:11:07 [Server] INFO Generating structures for 'world_the_end'...
    03.11 17:11:07 [Server] Startup Done saving structures for 'world_nether'. Took 0 seconds.
    03.11 17:11:07 [Server] INFO Saving structures for 'world_nether'
    03.11 17:11:07 [Server] Startup Done generating structures for 'world_nether'. Took 0 seconds.
    03.11 17:11:06 [Server] INFO Generating structures for 'world_nether'...
    03.11 17:11:06 [Server] Startup Done saving structures for 'world'. Took 2 seconds.
    03.11 17:11:04 [Server] INFO Saving structures for 'world'
    03.11 17:11:04 [Server] Startup Done generating structures for 'world'. Took 6 seconds.
    03.11 17:10:57 [Server] INFO Generating structures for 'world'...
    03.11 17:10:57 [Server] INFO Saving all structures...
    03.11 17:10:57 [Server] INFO Saving structures for all worlds. See your console for details.
    03.11 17:10:43 [Server] INFO This server is running CraftBukkit version git-Bukkit-1.6.4-R2.0-b2918jnks (MC: 1.6.4) (Implementing API version 1.6.4-R2.0)
    _________________________________
    If it matters, i typed the command in console, instead of in-game, because i heard it should be used while no players are online, while its running.
    Also, the world, "world", is the main factions world, where everybody builds there bases.
     
  13. Offline

    TnT

    iSayCr4pAlot
    Looks fine to me. The larger the world you have, the longer it will take.
     
  14. Offline

    TNTUP


    Nope. Nothing has changed, its the damned structure saving uplusion... Same amount of plugins, its fine with it disabled.
     
  15. Offline

    feildmaster

    Do you have custom worlds (as in, worlds other than the original 3) in your server? And how big is your main world?
     
  16. Offline

    TNTUP


    about like 4.3GB (main world) and yes Im with Multiverse (+2 worlds, Shop and minigames world). With structures disabled my RAM is normal but if enabled it maxes it out...
     
  17. Offline

    TnT

    CraftBukkit has no way to disable structures, it doesn't sound like you are using our software.
     
  18. Offline

    STTL

    I thought it could in the server.properties file.... :confused:
     
  19. Offline

    artician

    Do the developers version Bukkit synchronously with Minecraft versioning?
    Thanks.
     
  20. Offline

    Bobcat00

    Then what does this do? (well, if it was set to false)
    Code:
    generate-structures=true
    
     
  21. Offline

    TnT

    On world generation it would stop structures being generated. That has no bearing on worlds that have already been generated, and would have not have the impact suggested by TNTUP
     
  22. Offline

    Codygreen3

    Alrighty! Keep up the great work bukkit team.
     
  23. Offline

    kaliignite

    How do I update my server to this? My server is still stuck in 1.6.2 :/
     
  24. Offline

    funnyman850

    download the new version and put it into your server folder and replace your current build
     
  25. Offline

    Krustymk

    I believe so, I 'think' they are still updating 1.6.4 to make sure that when 1.7.2 comes out it causes as few problems as possible to those keeping existing worlds and i 'assume' because of this they cant devote their full attention to 1.7.2 thus it taking a while to come out.
     
  26. Offline

    AustinTX1985

    I may be wrong here, but I believe that they are dependent on the MC Coder Pack which is specifically designed for making mods for the new version. Since that has not been released, and there is no ETA as to when it will be, Bukkit may be stuck between a rock and hard place: trying to meet the demand of the community for a 1.7.2 build, but having to wait for the Coder Pack to be released so they have a base to work from.

    Bukkit Team: feel free to correct this if I am wrong on any of this info.
     
  27. Offline

    EvilSeph

    As a matter of fact, we do not depend on MCP and, instead, use our own tools and processes to update our project. I'm not sure where this misinformation is coming from, but it is definitely inaccurate. Just wanted to clear that up :)
     
    Black Hole likes this.
  28. Offline

    AustinTX1985

    I stand corrected. Glad to hear you guys aren't having to wait on that as well since there is no ETA on the release of that.
     
  29. Offline

    Mohye

    Big thanks for your hard work guys!
    I wish that Mojang will get to work with you to make your work easier!
     
    Teddinator likes this.
  30. Offline

    merryxmaschaz

    Liking the new build can't wait for it to not be Beta. :) Have a great rest of the day and happy coding.
     
Thread Status:
Not open for further replies.

Share This Page