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Exporting and Installing
Your .wysicraftproj is for editing. Players get an export. Click Validate (F7) first, then Export… (Ctrl+E).
| Format | File | Best for |
|---|---|---|
| Project JAR (default) | <id>.jar |
Most projects. One mod JAR with your screens, images, attached scripts and the Wysicraft runtime built in. Install it on the server and every client. |
| Installation ZIP | <id>.zip |
Servers where you don't want players to receive server code. Contains separate server/ and client/ JARs (each with the runtime) and install instructions. The client JAR leaves out server scripts and server actions. |
| Portable .wysicraft pack | <id>.wysicraft |
Development: drop into a wysicraft/ folder and reload without restarting. Needs the Wysicraft runtime installed separately. |
| KubeJS loose files (advanced) | .zip |
The older KubeJS layout with separate script files. Most KubeJS projects should use Export for KubeJS instead. |
Export for KubeJS (toolbar) makes a bundled JAR for projects with KubeJS server scripts. See KubeJS integration.
Exports include only scripts attached to events. Validation errors block export; they're listed in Output.
- Install NeoForge 21.1.250 or newer for Minecraft 1.21.1.
- Put
<id>.jarin themodsfolder of the server and every client. Clients need it to display the screens. - Remove older copies of the same project, and don't also install the same project as a loose
.wysicraftpack. - Restart Minecraft or the server. JAR changes always need a restart.
- In game:
/<id>.open.
Several Wysicraft projects can be installed together; they share one copy of the runtime automatically.
A Project JAR contains both sides, so anyone who receives it can read your server script code. If that matters, use the Installation ZIP.
-
Server: copy the contents of
server/into the server folder (the project JAR goes intomods, plus akubejsfolder if your project uses KubeJS). -
Clients: copy the contents of
client/into each player's instance. -
Single player: use the
server/files in your own game.
- Install the Wysicraft runtime JAR (from the
Runtimefolder of the Wysicraft download) inmods, on the server and clients. - Put
<id>.wysicraftin<game folder>/wysicraft/. On a dedicated server that's<server folder>/wysicraft/. Clients also need it if you use custom images or client scripts. - Run
/wysicraft reload(needs permission level 2). This closes open screens and rescans packs.
Unpacked project folders can go in wysicraft/dev/<project>/.
| Command | Does |
|---|---|
/<id>.open |
Opens the project's Main screen for you |
/<id>.close |
Closes it |
/<id>.open <player> / /<id>.close <player>
|
Targets another player (permission level 2, for command blocks and console) |
/wysicraft list |
Lists loaded screens |
/wysicraft open <screen> [player] |
Opens a specific screen; use project:screen when names clash |
/wysicraft reload |
Reloads portable packs (level 2) |
/wui … |
Short alias for /wysicraft …
|
If a project's command name clashes with another mod's command, Wysicraft logs it and never replaces the other command.
- Wysicraft never gives players extra permissions. A button that runs
/giveonly works for players who could type/givethemselves. - Server owners can review any project's server behavior; see Security and permissions.
- KubeJS projects also need KubeJS and Rhino installed; exports don't include them.
Wysicraft 1.2 manual · Minecraft 1.21.1 / NeoForge · Home · Keyboard shortcuts · Troubleshooting
Getting started
Designing
- Projects and screens
- Controls
- Canvas editing
- Properties and appearance
- Layers and groups
- Panels and parenting
- Anchors and responsive
- Align and distribute
- Components
- Assets and items
- Item lists
Behavior
Shipping
Extras