<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.mutigeraffe.com/index.php?action=history&amp;feed=atom&amp;title=PrefabRenderer%3AAsset_Sources</id>
	<title>PrefabRenderer:Asset Sources - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.mutigeraffe.com/index.php?action=history&amp;feed=atom&amp;title=PrefabRenderer%3AAsset_Sources"/>
	<link rel="alternate" type="text/html" href="https://wiki.mutigeraffe.com/index.php?title=PrefabRenderer:Asset_Sources&amp;action=history"/>
	<updated>2026-10-21T06:33:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://wiki.mutigeraffe.com/index.php?title=PrefabRenderer:Asset_Sources&amp;diff=2497&amp;oldid=prev</id>
		<title>Maintenance script: PrefabRenderer wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.mutigeraffe.com/index.php?title=PrefabRenderer:Asset_Sources&amp;diff=2497&amp;oldid=prev"/>
		<updated>2026-10-20T21:29:30Z</updated>

		<summary type="html">&lt;p&gt;PrefabRenderer wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;To draw a block, Prefab Renderer needs its item definition, its textures and, for model blocks, its &amp;lt;code&amp;gt;.blockymodel&amp;lt;/code&amp;gt; file. It looks for them in one or more &amp;#039;&amp;#039;&amp;#039;asset sources&amp;#039;&amp;#039;&amp;#039;. Each source has the Hytale asset layout:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Server/Item/Items/...   item and block definitions (*.json)&lt;br /&gt;
Common/...              textures (*.png) and models (*.blockymodel)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The three kinds of sources ==&lt;br /&gt;
=== Vanilla assets: Assets.zip ===&lt;br /&gt;
The vanilla blocks come from the &amp;lt;code&amp;gt;Assets.zip&amp;lt;/code&amp;gt; that the Hytale launcher installs. The path is set with &amp;lt;code&amp;gt;hytalePrefabViewer.assetsZip&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The archive is read in place. It is never extracted and nothing is copied.&lt;br /&gt;
* When it is opened, only its table of contents is read. After that the extension reads single files as a prefab needs them.&lt;br /&gt;
* The archive stays open and is shared by all 3D views until the assets are reloaded.&lt;br /&gt;
* The default path is the location of the Flatpak launcher on Linux. On other systems, set the path yourself.&lt;br /&gt;
&lt;br /&gt;
=== Detected mod folder ===&lt;br /&gt;
With &amp;lt;code&amp;gt;hytalePrefabViewer.detectAssetFolder&amp;lt;/code&amp;gt; on (the default), the extension walks up from the folder of the opened prefab and uses the nearest folder that contains &amp;lt;code&amp;gt;Server/Item/Items&amp;lt;/code&amp;gt;. For a mod checkout this is usually &amp;lt;code&amp;gt;src/main/resources&amp;lt;/code&amp;gt;, so a prefab in &amp;lt;code&amp;gt;src/main/resources/Server/Prefabs/...&amp;lt;/code&amp;gt; picks up the mod&amp;#039;s own blocks without any configuration.&lt;br /&gt;
&lt;br /&gt;
Detection only works for files on the local file system.&lt;br /&gt;
&lt;br /&gt;
=== Configured asset folders ===&lt;br /&gt;
&amp;lt;code&amp;gt;hytalePrefabViewer.assetFolders&amp;lt;/code&amp;gt; is a list of extra asset folders, for example the resources folder of another mod your prefab uses. Use it when the prefab does not lie inside the mod&amp;#039;s resources folder:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;hytalePrefabViewer.assetFolders&amp;quot;: [&amp;quot;/home/me/code/repos/BetterBiomes/src/main/resources&amp;quot;]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Search order ==&lt;br /&gt;
For every file the sources are searched in this order. The first source that has the file wins:&lt;br /&gt;
# the detected mod folder&lt;br /&gt;
# the configured asset folders, in the order of the list&lt;br /&gt;
# &amp;lt;code&amp;gt;Assets.zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So a mod folder can override a vanilla block or texture, and a mod block can still use vanilla textures and models. The order used by a view is shown under &amp;#039;&amp;#039;Asset sources&amp;#039;&amp;#039; in the sidebar.&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
* &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; at the start of a path is replaced with your home folder.&lt;br /&gt;
* A relative path is resolved against the &amp;#039;&amp;#039;&amp;#039;first&amp;#039;&amp;#039;&amp;#039; workspace folder.&lt;br /&gt;
* If &amp;lt;code&amp;gt;hytalePrefabViewer.assetsZip&amp;lt;/code&amp;gt; is empty, the default path is used.&lt;br /&gt;
* Empty entries in &amp;lt;code&amp;gt;hytalePrefabViewer.assetFolders&amp;lt;/code&amp;gt; are ignored.&lt;br /&gt;
&lt;br /&gt;
If a configured folder does not exist, the sidebar shows the warning &amp;#039;&amp;#039;Asset folder not found&amp;#039;&amp;#039;. If &amp;lt;code&amp;gt;Assets.zip&amp;lt;/code&amp;gt; cannot be opened, it shows &amp;#039;&amp;#039;Vanilla assets not available&amp;#039;&amp;#039; with the reason. The view still renders: blocks that cannot be found are drawn magenta.&lt;br /&gt;
&lt;br /&gt;
== Caching and reloading ==&lt;br /&gt;
Item definitions, models and textures are cached. The list of item files in a mod folder is also built once. This makes repeated renders fast, but it also means that changes to the asset files themselves are not picked up on their own.&lt;br /&gt;
&lt;br /&gt;
* After you change textures, models or block definitions in a mod folder, or add new block files, press &amp;#039;&amp;#039;Reload assets&amp;#039;&amp;#039; in the sidebar.&lt;br /&gt;
* Changing one of the extension&amp;#039;s settings has the same effect: all caches are dropped and every open 3D view is redrawn.&lt;br /&gt;
* Edits to the &amp;#039;&amp;#039;&amp;#039;prefab&amp;#039;&amp;#039;&amp;#039; are always shown live. They do not need a reload.&lt;br /&gt;
&lt;br /&gt;
== Supported archives ==&lt;br /&gt;
The built-in zip reader handles stored and deflate-compressed entries and ZIP64 archives, which covers the launcher&amp;#039;s &amp;lt;code&amp;gt;Assets.zip&amp;lt;/code&amp;gt;. Other compression methods cause an error for that file.&lt;br /&gt;
&lt;br /&gt;
{{PrefabRenderer Nav}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
</feed>