# Development Test (devtest) This is a basic testing environment that contains a bunch of things to test the engine, but it could also be used as a minimal testbed for testing out mods. ## Features * Basic nodes for mapgen * Basic, minimal map generator * Lots of example nodes for testing drawtypes, param2, light level, and many other node properties * Example entities * Other example items * Formspec test (via `/test_formspec` command) * Automated unit tests (disabled by default) * Tools for manipulating nodes and entities, like the "Param2 Tool" ## Getting started Basically, just create a world and start. A few important things to note: * Items are gotten from the “Chest of Everything” (`chest_of_everything:chest`) * When you lost your initial items, type in `/stuff` command to get them back * By default, Creative Mode activates infinite node placement. This behavior can be changed with the `devtest_infplace` setting * Use the `/infplace` command to toggle infinite node placement in-game * Use the Param2 Tool to change the param2 of nodes; it's useful to experiment with the various drawtype test nodes * Check out the game settings and server commands for additional tests and features Confused by a certain node or item? Check out for inline code comments. The usages of most tools are explained in their tooltips. ### Example tests * You can use this to test what happens if a player is simultaneously in 2 nodes with `damage_per_second` but with a different value. * Or use the Falling Node Tool on various test nodes to see how they behave when falling. * You could also use this as a testbed for dependency-free mods, e.g. to test out how your formspecs behave without theming. ## Random notes * Experimental/strange/unstructured tests can be found in the `experimental` mod * Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly ## Design philosophy This should loosely follow the following principles: * Engine testing: The main focus of this is to aid testing of *engine* features, such as mapgen or node drawtypes * Mod testing: The secondary focus is to help modders as well, either as a minimal testbed for mods or even as a code example * Minimal interference: Under default settings, it shall not interfere with APIs except on explicit user wish. Non-trivial tests and features need to be enabled by a setting first * Convenience: Have various tools to make usage easier and more convenient * Reproducing engine bugs: When an engine bug was found, consider creating a test case * Clarity: Textures and names need to be designed to keep different things clearly visually apart at a glance * Low loading time: It must load blazing-fast so stuff can be tested quickly