Packages Phase 2: Advanced Updates [LIVE!]

As someone who often uses packages, auto-updating will be a lot more convenient than opening each place separately. This is perfect!

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We are having some issues with using these new updating features. We donā€™t want to use auto update in our games, but mass updates are way too slow when you need to update several packages in several games. Hereā€™s what happens when using mass update:

We currently have 10 different places, and they all contain the same 10 packages. Each package takes about 5-10 seconds to update, per place, and you can only update one package on one place at a time. So, the total time for updating all the packages in every place in our game is anywhere between 500 and 1000 seconds. This is way, way too long.

As of right now, it is a lot faster to just open each individual place, select all the packages, and click ā€œget latestā€ in the context menu. That whole process takes at most 30 seconds per place, and several places can be updated at the same time. That means doing this instead of using mass update is about 2x faster if not more.

@nsgriff Are there any plans to address this? Will the mass update packages dialog be parallelized in the future so it updates several places at once? And/or will we be able to mass update several different packages at once?

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@filiptibell

Thanks for the report. We are currently aware of the limitations of Mass Updates and have plans to address the speed and make the entire process parallelized. As for the mass updating of multiple Packages, this is an excellent feature request and I have put it on our list.

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Is there currently a way to push a mass update to packages that are in different games entirely (not in the same universe)? If not, is there a plan to make this a future update?

Awesome and needed update to most people and I think the same, but I didnā€™t hear and use before Package optionā€¦ I think I have to test them! :wave::slightly_smiling_face:

My output gets spammed with 4 seemingly unrelated prints every time a package gets updated using the mass update dialog. This is using team create, not sure if it happens without it.

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@filiptibell, we just turned on a FastFlag this morning related to those messages, hopefully the messages will go away. Please test, thanks:-)

Seems to be all good now! :slightly_smiling_face:
Still getting the ā€œSaving to robloxā€¦ā€ message, but Iā€™m guessing thatā€™s intentional.

Yeah I still have the same issue. Also for some reason today, whenever I get latest package and publish the place, it package version reverts back.

That sounds similar to what happened with one of my packages today, could you read this bug report I posted and see if you are having the same issue as I am?

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I was waiting for this a long time ago, so is there going to be any performance optimization for the copies of the same package, because itā€™s the same object, rather then 2 separate objects, like scripts could have optimized to execute on all the copies, instead of a script for every object, so weā€™re not making the context of the script again and again, and weā€™re not making unnecessary threads.
That would be great !

You guys really need to start using better naming conventions
I also donā€™t understand how this is any different than using the models feature

This means that when you update a package, all other instances of that package get automatically updated.

Donā€™t models do that? I used a system like this ages ago by updating models and re-inserting them into live games

No - models do not do this.

Models are static in the sense they donā€™t auto update, wheras packages are, optionally, kept up to date with the file on the website.

You donā€™t have to open up each place in your game to update a Package, as you can use Mass Update to automatically update all packages within your placeā€™s universe.

This is a beta feature to Packages, and is currently an opt-in feature however.

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 gameā€™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 werenā€™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.

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Hello!

I am not sure if it was reported already, but seems that editting the packageā€™s scripts is VERY VERY laggy. Whenever I remove the ā€œpackageā€, 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.