minecraft-testing
Automates testing for Minecraft mods, covering unit tests, integration, and in-game GameTests.
Install
mkdir -p .claude/skills/minecraft-testing && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/12993" && unzip -o skill.zip -d .claude/skills/minecraft-testing && rm skill.zipInstalls to .claude/skills/minecraft-testing
Activation
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Write automated tests for Minecraft mods and plugins for 1.21.x. Covers NeoForge GameTests (@GameTest annotation, GameTestHelper assertions, test structure placement), Fabric game tests (fabric-gametest-api-v1), unit testing non-Minecraft logic with JUnit 5, MockBukkit for Paper/Bukkit plugin testing (mock server, mock player, event dispatching, inventory checking), integration testing with a test server via Gradle, and GitHub Actions CI workflows that run GameTests headlessly. Includes patterns for mocking registries, testing event handlers, testing commands, and test-driven development for Minecraft projects. Use when the user asks about testing Minecraft mods or plugins, writing GameTests, setting up MockBukkit, or configuring CI for Minecraft projects.Key capabilities
- →Write unit tests using JUnit 5 for non-Minecraft logic
- →Test Bukkit/Paper plugin events, commands, and inventory with MockBukkit
- →Implement in-game block/entity/world interaction tests with NeoForge GameTests
- →Implement in-game block/entity/world interaction tests with Fabric GameTests
- →Configure GitHub Actions CI workflows to run GameTests headlessly
- →Validate test layouts using a provided script
How it works
The skill provides strategies and examples for writing automated tests for Minecraft mods and plugins, covering unit tests, mock server tests, in-game tests, and CI integration.
Inputs & outputs
When to use minecraft-testing
- →Write in-game GameTests
- →Test plugin events
- →Unit test mod logic
- →Setup CI testing
About this skill
Minecraft Testing Skill
Testing Strategies Overview
| Approach | Best For | Requires Game? |
|---|---|---|
| JUnit 5 (pure unit tests) | Logic, data structures, NBT serialization | No |
| MockBukkit | Bukkit/Paper plugin events, commands, inventory | No (mocked server) |
| NeoForge GameTests | In-game block/entity/world interaction | Yes (test environment) |
| Fabric GameTests | In-game block/entity/world interaction | Yes (test environment) |
| Integration server | Full plugin/mod lifecycle | Yes (dedicated test server) |
Routing Boundaries
Use when: the task is designing or implementing automated tests (unit, mock, gametest, CI test jobs) for Minecraft projects.Do not use when: the task is implementing gameplay features rather than testing them (minecraft-modding,minecraft-plugin-dev,minecraft-datapack).Do not use when: the task is release automation or publishing pipelines (minecraft-ci-release).
Bundled References And Helpers
- Layout guide:
references/test-layouts.md - Fixture/layout validator:
./scripts/validate-test-layout.sh --root <project>
Use the validator before copying a test layout into a real project. It checks for
the common breakpoints that show up in 1.21.x plugin/mod test repos: missing
useJUnitPlatform(), MockBukkit tests without the dependency, GameTests with
missing committed template files, and missing NeoForge/Fabric GameTest registration
metadata.
Unit Testing (JUnit 5 — No Minecraft)
build.gradle.kts additions
dependencies {
testImplementation("org.junit.jupiter:junit-jupiter:5.11.0")
testRuntimeOnly("org.junit.platform:junit-platform-launcher")
}
tasks.test {
useJUnitPlatform()
testLogging {
events("passed", "skipped", "failed")
}
}
Example pure unit test
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
class CooldownManagerTest {
@Test
void playerOnCooldown_returnsFalse_afterExpiry() {
var manager = new CooldownManager(500L); // 500ms cooldown
manager.startCooldown("steve");
assertTrue(manager.isOnCooldown("steve"));
// fast-forward time by sleeping or injecting a Clock
assertFalse(manager.isOnCooldown("notExisting"));
}
@Test
void cooldown_throwsIllegalArgument_onNegativeDuration() {
assertThrows(IllegalArgumentException.class,
() -> new CooldownManager(-1L));
}
}
MockBukkit (Paper/Bukkit Plugin Tests)
build.gradle.kts
repositories {
maven("https://repo.papermc.io/repository/maven-public/")
mavenCentral()
}
dependencies {
compileOnly("io.papermc.paper:paper-api:1.21.11-R0.1-SNAPSHOT")
testImplementation("org.junit.jupiter:junit-jupiter:5.11.0")
testImplementation("org.mockbukkit.mockbukkit:mockbukkit-v1.21:4.0.0")
testRuntimeOnly("org.junit.platform:junit-platform-launcher")
}
tasks.test {
useJUnitPlatform()
}
Setup / teardown pattern
import org.mockbukkit.mockbukkit.MockBukkit;
import org.mockbukkit.mockbukkit.ServerMock;
import org.mockbukkit.mockbukkit.entity.PlayerMock;
import org.junit.jupiter.api.*;
class MyPluginTest {
private static ServerMock server;
private static MyPlugin plugin;
@BeforeAll
static void setUp() {
// Start mock Bukkit server and load your plugin
server = MockBukkit.mock();
plugin = MockBukkit.load(MyPlugin.class);
}
@AfterAll
static void tearDown() {
MockBukkit.unmock();
}
}
Testing events
@Test
void playerJoin_getsWelcomeMessage() {
PlayerMock player = server.addPlayer("Steve");
player.simulateJoin(); // fires PlayerJoinEvent
// Assert the player received the expected message component
player.assertSaid("Welcome, Steve!");
// Or for Adventure components:
assertTrue(player.nextMessage().contains("Welcome"));
}
@Test
void onBlockBreak_cancelledForNonOp() {
PlayerMock player = server.addPlayer();
player.setOp(false);
Block block = player.getWorld().getBlockAt(0, 64, 0);
block.setType(Material.STONE);
BlockBreakEvent event = new BlockBreakEvent(block, player);
server.getPluginManager().callEvent(event);
assertTrue(event.isCancelled(), "Non-op should not be able to break blocks");
}
Testing commands
@Test
void mypluginInfo_returnsVersion() {
PlayerMock player = server.addPlayer("Admin");
player.setOp(true);
boolean result = server.dispatchCommand(player, "myplugin info");
assertTrue(result);
player.assertSaid("Version: " + plugin.getDescription().getVersion());
}
@Test
void mypluginReload_requiresOp() {
PlayerMock player = server.addPlayer("NonOp");
player.setOp(false);
server.dispatchCommand(player, "myplugin reload");
player.assertSaid("No permission.");
}
Testing inventory / items
@Test
void giveKitCommand_givesPlayerItems() {
PlayerMock player = server.addPlayer();
server.dispatchCommand(player, "kit starter");
// Check inventory
assertTrue(player.getInventory().contains(Material.STONE_SWORD));
assertTrue(player.getInventory().contains(Material.BREAD, 16));
}
Testing scheduler tasks
@Test
void repeatingTask_firesAfterDelay() {
PlayerMock player = server.addPlayer();
// Execute 40 ticks worth of scheduled tasks
server.getScheduler().performTicks(40L);
// Assert expected side effect happened
assertEquals(2, plugin.getTaskCount());
}
Testing Folia-safe scheduler abstractions
MockBukkit does not emulate Folia's region-threaded runtime. The safe pattern is to wrap scheduling behind your own interface and unit test the abstraction boundary.
interface SchedulerFacade {
void runPlayerTask(Player player, Runnable task);
void runAsync(Runnable task);
}
@Test
void playerTask_delegatesThroughFacade() {
List<String> calls = new ArrayList<>();
SchedulerFacade facade = new SchedulerFacade() {
@Override
public void runPlayerTask(Player player, Runnable task) {
calls.add("player");
task.run();
}
@Override
public void runAsync(Runnable task) {
calls.add("async");
task.run();
}
};
facade.runPlayerTask(server.addPlayer(), () -> calls.add("ran"));
assertEquals(List.of("player", "ran"), calls);
}
Testing PDC
@Test
void pdcKillCount_incrementsOnKill() {
PlayerMock player = server.addPlayer();
NamespacedKey key = new NamespacedKey(plugin, "kills");
// Simulate kill event
EntityDeathEvent deathEvent = new EntityDeathEvent(
server.addMockEntity(EntityType.ZOMBIE), new ArrayList<>(), 0
);
deathEvent.getEntity().setKiller(player);
server.getPluginManager().callEvent(deathEvent);
int kills = player.getPersistentDataContainer()
.getOrDefault(key, PersistentDataType.INTEGER, 0);
assertEquals(1, kills);
}
Testing item or chunk PDC writes
@Test
void itemPdc_roundTripsCustomId() {
NamespacedKey key = new NamespacedKey(plugin, "custom_id");
ItemStack item = new ItemStack(Material.STICK);
item.editMeta(meta -> meta.getPersistentDataContainer().set(
key, PersistentDataType.STRING, "wand"
));
String value = item.getItemMeta().getPersistentDataContainer()
.get(key, PersistentDataType.STRING);
assertEquals("wand", value);
}
NeoForge GameTests
GameTests run inside a Minecraft world. They place a structure (the test environment),
then run assertions using GameTestHelper.
Registration
// In your mod main class:
@Mod(MyMod.MOD_ID)
public class MyMod {
public MyMod(IEventBus modEventBus) {
modEventBus.register(MyGameTests.class);
}
}
Test class
import net.minecraft.gametest.framework.*;
import net.neoforged.neoforge.gametest.GameTestHolder;
import net.neoforged.neoforge.gametest.PrefixGameTestTemplate;
@GameTestHolder(MyMod.MOD_ID) // registers test namespace
@PrefixGameTestTemplate(false) // don't prefix template names
public class MyGameTests {
// Default template: 3x3x3 air structure called "mymod:empty"
@GameTest(template = "mymod:empty")
public static void testBlockInteraction(GameTestHelper helper) {
// Place a block
helper.setBlock(1, 1, 1, net.minecraft.world.level.block.Blocks.FURNACE);
// Run after 1 tick
helper.runAfterDelay(1, () -> {
// Assert block state
helper.assertBlock(new net.minecraft.core.BlockPos(1, 1, 1),
b -> b.is(net.minecraft.world.level.block.Blocks.FURNACE),
"Expected furnace");
helper.succeed();
});
}
@GameTest(template = "mymod:empty", timeoutTicks = 200)
public static void testEntitySpawn(GameTestHelper helper) {
// Spawn entity
var entity = helper.spawnWithNoFreeWill(
net.minecraft.world.entity.EntityType.ZOMBIE, new net.minecraft.core.BlockPos(2, 2, 2)
);
helper.runAfterDelay(5, () -> {
helper.assertEntityPresent(
net.minecraft.world.entity.EntityType.ZOMBIE,
new net.minecraft.core.BlockPos(2, 2, 2), 1.0
);
helper.succeed();
});
}
}
Structure templates (.nbt files)
Place empty structure files at:
src/main/resources/data/mymod/structures/empty.nbt
Generate them in-game using /test create mymod:empty 3 3 3 (NeoForge test command).
Commit the .nbt files to version control, and keep the namespace/path aligned
with each literal @GameTest(template = "mymod:...") value so the validator can
catch missing templates before runtime.
GameTest setup c
Content truncated.
When not to use it
- →When the task is implementing gameplay features rather than testing them
- →When the task is release automation or publishing pipelines
Limitations
- →Does not implement gameplay features
- →Does not handle release automation
- →Does not handle publishing pipelines
How it compares
This skill offers specific testing approaches and configurations tailored for Minecraft development, including game-specific testing frameworks and CI setups, which differs from general software testing.
Compared to similar skills
minecraft-testing side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| minecraft-testing (this skill) | 0 | 1mo | Review | Advanced |
| webapp-testing | 353 | 3mo | Review | Intermediate |
| ui-ux-expert-skill | 91 | 9mo | Review | Advanced |
| skill-creator | 128 | 3mo | Review | Advanced |
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