Packages Phase 2: Advanced Updates [LIVE!]

I must ask - what exactly is the whole point in packages if you still have to open up each place and publish it manually?

I expect that my game will still function after mass updating a package, one that my game’s core framework relies on. However, after adding a new module script, updating the package, and requiring the new module in my framework, all places that weren’t the place I initially updated broke. Meaning I still have to do the same tedious task of opening up all 30 places just to update one package.

Packages should function identically to linked sources, where when you publish an update to it, all places in the game get the update without having to go into each place to publish the updare.

Perhaps this glaring issue will be fixed in the next update of packages and I hope it does - otherwise packages will be a useless feature.

6 Likes

Hello!

I am not sure if it was reported already, but seems that editting the package’s scripts is VERY VERY laggy. Whenever I remove the “package”, it works good again.

I have to agree with this. Using one module in 10 separate places right now and I often forget to update it and end up troubleshooting something that is too obvious for half an hour.

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Can you give us more details on how your place broke and repro steps to make this behavior happen?

Mass Updates is intended to allow you to update all places within your game to the latest version of your Package without having to open it up again.

Sure thing.

  1. Create two places
  2. Create a new package (model with a part could work) and set it to automatically update.
  3. Add the package into place #2
  4. Add a new script into ServerScriptService, and to knock out a potentional cause, make it a linked source.
  5. In place #1, add a module script into the package and publish it
  6. In the script created in ServerScriptService, require the ModuleScript in the package
  7. Mass Update the package, and publish the game.
  8. The script in place #2 should be broken now.

I think the issue could be related to the package being set to automatically update, and could be a bug if so.

Everyone, everyone.

Somebody once told me that Packages were amazing
They are the sharpest tool in the shed
But you couldn’t access it because it was in beta… betaaaaa
In the shape of an E on your forehead its now available for you.

Well, keep the Packages coming, and they won’t stop coming…

I tried…

Shameless plug for the DevHub Article on Packages.

16 Likes

Not sure if its been asked above (a lot of replies :stuck_out_tongue: )

If I have a package set to auto update, will the updates be pushed to live servers as well?

No, you will need to publish the place still.

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Awesome! :smiley: Updating all weapon models shared across RPG places will be so much easier now!!

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Any hint towards when auto-updating packages will be pushed to live servers?

Fantastic update, it will save a lot of time!

Love it!

Using the package system for my game, and it’s extremely useful for multi-place games. Really appreciate this update, thank you roblox!

I think I understand what this is, if it is what I think it is, it’s definitely a welcome feature.
Building etc will be so much more easier to change colors etc. Will this also work with resizing things as well?

Edit: seems to be a bit different from what I thought of after watching the video clip.
So I take it’s for multi place games that also has to be published, and not a necessarily a tool for building.

I don’t know much of anything about packages, so it’s all new to me

I know it’s rarely used by developers, but in relation to places dynamically created using AssetService:CreatePlaceAsync, will “Update All” push out updates to these places too?

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Mass Update on Packages still appears under my Beta Features panel. Is this meant to be happening, considering that both features are supposedly live?

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Yeah, we will be fixing that today. Thank you!

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On another note, I’ve been having an issue where local files get stuck at 85% loading. After sending the corresponding .rbxl files to fellow devs, I’ve concluded that this might be due to issues with packages, as the following error always pops up on problematic files:

image

It’s important to note that in all cases, I am the owner/creator of the aforementioned Packages.

A fix for this is being turned on today. Thanks!

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I can’t seem to find anything on this, but how can we use this in conjunction with Rojo? Ideally, I’d like to have a source place with just the packages that I’d update using Rojo and then push mass updates from that place to all the other places. However, Rojo destroys the PackageLink for all my scripts when synchronizing to Studio.

Nothing you can really do about that. You might want to add the PackageLink to your partition, but I’m unsure if packages are supported within Rojo.