* Add a simple PNG image encoder with Lua API Add ColorSpec to RGBA converter Make a safety wrapper for the encoder Create devtest examples Co-authored-by: hecktest <> Co-authored-by: sfan5 <firstname.lastname@example.org>
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|menu||1 year ago|
|mods||3 months ago|
|LICENSE.txt||1 year ago|
|README.md||1 year ago|
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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.
- 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
- Automated unit tests (disabled by default)
- Tools for manipulating nodes and entities, like the "Param2 Tool"
Basically, just create a world and start. A few important things to note:
- Items are gotten from the “Chest of Everything” (
- When you lost your initial items, type in
/stuffcommand to get them back
- By default, Creative Mode activates infinite node placement. This behavior can be changed with the
- Use the
/infplacecommand 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.
- You can use this to test what happens if a player is simultaneously in 2 nodes with
damage_per_secondbut 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.
- Experimental/strange/unstructured tests can be found in the
- Textures of drawtype test nodes have a red dot at the top left corner. This is to see whether the textures are oriented properly
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