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Dependency Flow
AzureDoom edited this page Jun 8, 2026
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1 revision
The following diagram shows how plugin configurations feed into compilation and decompilation:
vineServerJar ─┐
├──> compileOnly ───> compileClasspath
vineCompileOnly┘
vineImplementation ─────┐
vineCompileOnly ──────┼──> vineDependencyJars ───> decompilation
vineDecompileTargets ───┘
At a high level:
-
vineServerJarprovides the Hytale server API -
vineCompileOnlyandvineImplementationdefine your dependencies -
vineDecompileTargetscontrols which dependencies get source attachment - Hytale
Assets.zip(for IDE asset browsing)
The plugin packages the resolved Hytale Assets.zip into a dedicated hytale-assets binary jar and installs it into the local generated repos alongside the server library.
This means:
- assets appear as a separate
hytale-assetsentry under External Libraries in IntelliJ - you can browse game assets independently of server classes in the library tree
- the server library remains clean — no asset entries embedded in it
- assets are not included in your final mod jar
If generateAssetsBinary = false, the plugin still resolves Assets.zip for local runs,
but skips generating the large hytale-assets IDE binary jar.