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Exporting and Installing

Kenny Lasyone edited this page Sep 22, 2026 · 2 revisions

Exporting and installing

Your .wysicraftproj is for editing. Players get an export. Click Validate (F7) first, then Export… (Ctrl+E).

Export formats

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.

Installing a Project JAR

  1. Install NeoForge 21.1.250 or newer for Minecraft 1.21.1.
  2. Put <id>.jar in the mods folder of the server and every client. Clients need it to display the screens.
  3. Remove older copies of the same project, and don't also install the same project as a loose .wysicraft pack.
  4. Restart Minecraft or the server. JAR changes always need a restart.
  5. 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.

Installing from the Installation ZIP

  • Server: copy the contents of server/ into the server folder (the project JAR goes into mods, plus a kubejs folder 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.

Installing a portable pack (development)

  1. Install the Wysicraft runtime JAR (from the Runtime folder of the Wysicraft download) in mods, on the server and clients.
  2. Put <id>.wysicraft in <game folder>/wysicraft/. On a dedicated server that's <server folder>/wysicraft/. Clients also need it if you use custom images or client scripts.
  3. Run /wysicraft reload (needs permission level 2). This closes open screens and rescans packs.

Unpacked project folders can go in wysicraft/dev/<project>/.

Commands in Minecraft

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.

Things players should know

  • Wysicraft never gives players extra permissions. A button that runs /give only works for players who could type /give themselves.
  • 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.

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