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Dependency Flow

AzureDoom edited this page Jun 8, 2026 · 1 revision

Dependency Flow

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:

  • vineServerJar provides the Hytale server API
  • vineCompileOnly and vineImplementation define your dependencies
  • vineDecompileTargets controls which dependencies get source attachment
  • Hytale Assets.zip (for IDE asset browsing)

Assets in IDEs

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-assets entry 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.


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