Packages Phase 2: Advanced Updates [LIVE!]

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.

1 Like

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

2 Likes

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?

1 Like

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

1 Like

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

1 Like

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!

4 Likes

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.

yeah, you would just need to include the PackageLink in your default.project.json just like anything else, and it should work, I’m curious if it does, please report back!
@oniich_n

No luck. Tried using $ignoreUnknownInstances, which still deleted the PackageLink and defining it as an Instance. The former still deleted the object while the latter errored because it was an unable to create a PackageLink instance.

It isn’t just for multi-place games. Say you have a model cloned 100 times in a single place, all inheriting from the same package. If you change the color on one of them and want all the rest to change to the same color, publish your changes to the package and then mass update. Boom! All of the models now have an updated color.

1 Like

This is so very useful for my modules I use in multiple games, like my customized notifications system. Now I don’t need to update all games. Fantastic Roblox, very awesome work!

Wow, this is amazing! I know i’m probably late on this topic but i’m just amazed! This will be very helpful in my builds, I will get things done so much quicker now.