A minecraft mod : Bring your base! Capsules can capture a region containing any blocks or machines, then deploy and undeploy at will. Inspired by Dragon Ball capsules.
This test campains describe what should be tested in the capsule mod to ensure all the features are working as expected.
It can sometime use internal or technical naming of capsules, to understand the general vocabulary,
please check the first paragraphs of https://github.com/Lythom/capsule/wiki/Modpack-making
Also use this modpack-making wiki page to get information on how to create things not mentionned at https://github.com/Lythom/capsule/wiki. It is not updated for everything 1.15 but should help.
Some additional information:
linked or undeployed capsule (depending on it's current state) refers to standard capsules
Preconfigured blueprint = Prefab
One-use Capsule == Recovery Capsule
One-use Capsule and Reward Capsule are almost the same (destroyed at deploy), they differ by where they take the template:
a reward will always work taking the structure from a config/capsule/reward template, and keep the nbt file intact (can be rewarded several times);
a one-use is linked to an standard capsule content and will empty the template on deploy (like if the standard capsule were deployed).
[x] Blueprint Capsules can be re-labelled using shift+right click
[x] Blueprint Capsules cannot be cleared by crafting it alone in the inventory crafting grid
[x] Blueprint Capsules can be recharged (left click while uncharged) using material from player inventory only
[x] materials from player inventory is consumed
[x] Blueprint Capsules can be linked to an inventory (shift + right click on inventory)
[x] The linked inventory is highligthed when the blueprint capsule is in hand
[x] Blueprint Capsules can be recharged (left click while uncharged) using material from linked inventory only
[x] materials from linked inventory is consumed
[x] Blueprint Capsules can be recharged (left click while uncharged) using material shared between player and linked inventory
[x] materials from both inventories are consumed
blueprint world recharge
[x] ← Check when this section is tested
View test tasks
create and deploy a blueprint that contains a dispenser and a few blocks
remove a block from deployed content
right click in air to try to undeploy and recharge from world blocks
[x] The content is not captured back
[x] A chat message tell the player that the structure don't match the blueprint
Place back the block anywhere in the blueprint area but not at it's original location
4b. right click in air to try to undeploy and recharge from world blocks
[x] The content is undeployed and the capsule is recharged
deploy the structure again
add any item in the dispenser
right click in air to try to undeploy and recharge from world blocks
[x] The content is not captured back
[x] A chat message tell the player that the structure don't match the blueprint
remove the item from dispenser
right click in air to try to undeploy and recharge from world blocks
[x] The content is undeployed and the capsule is recharged
Whitelist
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Remove the "minecraft:chest" line from config/capsule/blueprint_whitelist.json
Place a chest + dirt block + note block and change the tune of the note block
Capture using a standard capsule
Craft a blueprint from that standard capsule
[x] A message in chat appears and tell the player the chest block couln't not be included
in survival mode, Recharge the blueprint by having a dirt block and a note block in player inventory
deploy
[x] The deployed note block have the same pitch as the captured one
Prefabs
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Create a reward with one iron block, name it "iron"
Create a reward with 2 iron blocks and 2 gold blocks, name it "iron_gold"
Create a reward with 2 iron blocks, 2 gold blocks and 2 diamond blocks, name it "iron_gold_diamond"
Create a reward with 2 iron blocks, 2 gold blocks, 2 diamond blocks and 2 lapis blocks, name it "iron_gold_diamond_lapis"
Add all the template created from config/capsule/rewards/<structure_name>.nbt into config/capsule/prefabs/
Restart minecraft, start a game, look in JEI
[x] There is a blueprint capsule recipe "Iron" that takes an iron block to craft
[x] When crafted, iron block used in the recipe is given back
[x] There is a blueprint capsule recipe "Iron Gold" that takes an iron block and/or a gold block to craft
[x] There is a blueprint capsule recipe "Iron Gold Diamond" that takes an iron block, a gold block and/or a diamond to craft
[x] There is a blueprint capsule recipe "Iron Gold Diamond Lapis" that takes 1 to 3 ingredients out of the four blocks, among an iron block, a gold block, a diamond to craft and a lapis block
Blocks
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Capture Base
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[x] The capture base is visible in creative tab
[x] The capture base is visible in JEI, the recipe is accessible, the info tab explains how it works
[x] The capture base have a 3D model in game
[x] The capture base have a 3D item model in hand
[x] The capture base is displayed illuminated when the player have an empty capsule in hand, with a wireframe on its top
Preview
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create a structure with a line of dirt and a column of stone in a standard capsule
capture the structure
right click once and point at the ground
[x] A wireframe preview of the structure appears, the line is displayed as one long box and the column is display as one other long box
Translations
[x] set the game in english, all capsule translations are in english.
[x] set the game in french, all capsule translations are in french.
Commands
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Commands requires op permissions (ie. start game in creative or enable cheats)
giveEmpty
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Create a reward with one iron block, name it "iron"
Create a reward with 2 iron blocks and 2 gold blocks, name it "iron_gold"
Remove all files from config/capsule/starters/
Add the template created from config/capsule/rewards/<structure_name>.nbt into config/capsule/starters/
in config/capsule-common.toml, configure starterMode = "all"
Start a new game (no restart required, config should auto reload starters when changed)
[x] The player is given a "Iron" and a "Iron Gold" capsules that match the created rewards.
Leave to main menu and re-enter the same game, no new starters are given and previously given starters are still there
Leave to main menu, in config/capsule-common.toml, configure starterMode = "random"
Start a new game
[ ] The player is given either the "Iron" or the "Iron Gold" capsule.
Leave to main menu, in config/capsule-common.toml, configure starterMode = "none"
Start a new game
[ ] The player is given no capsules at all.
deploy
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instant
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Craft an empty wooden capsule of size 1
[ ] The description should mention the instantaneous mode
[ ] Any block can be captured without capture base
[ ] The block captured can be deployed instantly without throwing the capsule
overridableBlocks
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Check in config/capsule-common.toml that overridabledBlock contains an entry for "minecraft:grass"
Start a new game, deploy the capsule in a grass field
[ ] The grass is removed and replaced by the blocks of the starter
use bonemeal to grow some grass in the starter area
undeploy
[ ] The grown grass is undeployed within the capsule
deploy in a clear area
[ ] The grown grass is deployed
note the exacted deployed location, undeploy the capsule
put a stone block where the grown grass is supposed to be deployed
deploy the capsule at the exact previous location
[ ] The deploy works and grown grass that were inside the capsule is not deployed (removed)
transdimentional
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- [x] ← Check when this section is tested
1. Deploy a starter in the overworld
2. move to nether using a nether portal
3. undeploy the starer (located in overworld) and deploy it in the nether
- [x] The starter is entierly present in the nether deployment
transdimentional 2
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View test tasks
Create a capsule of size 3 (iron capsule) and capture one gold block inside
Activate the linked capsule and throw it throw a nether portal
enter the portal
[ ] The gold block is deployed and the capsule is on the ground
Redo the exact same scenario but enchant the capsule with recall
[if the nether is chunkloaded] - [ ] The gold block is deployed in nether just after the throw and the caspule get back in thrower hand
[if the nether is not chunkloaded] - [ ] The gold block is deployed in nether when entering the portal and the caspule get back in thrower hand
underwater
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Move underwater in a sea and deploy a starter there
[ ] The capsule is deployed on the sea ground
Unploy then get out of water a throw the capule on top of water
[ ] The capsule is deployed over the sea level
automated
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Setup a dispenser to point vertically, put a button on it
Do quickly: activate a starter capsule, put the capsule inside the dispenser, click the button to trigger the dispenser
[ ] The capsule is thrown and deployed on top of the dispenser
initial capture
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place a capture block
craft an empty iron capsule
[ ] While the empty capsule is in hand, a white wireframe appear on top of the capture block
place an iron block and a gold block in the capture area
activate (r-click) and throw (r-click again) the capsule near the capture base
[ ] The content disappear and a linked capsule is drop on the floor
excludedBlocks
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in creative, put end portal frame block and a bedrock on top of a capture base
try to capture it with an empty iron capsule
[ ] The end portal frame block stays in place
[ ] The bedrock block stays in place
[ ] the linked capsule contains nothing
try to capture it with an op capsule
[ ] The end portal frame block disappear
[ ] The bedrock block stays in place
[ ] the linked op capsule contains the end portal frame block
Relabeling
[x] Label of any linked, deployed, blueprint, one-use and reward capsules can be edited.
Dynamic prefabs recipes
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Add nbt files in "config/capsule/prefabs"
[ ] Recipes should be automatically generated to craft this prefab
Loot
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In config, cange lootTablesList to only ["minecraft:chests/desert_pyramid"] and loot.lootTemplatesPaths to have only
Qualify the 1.15.2 build of capsule
This test campains describe what should be tested in the capsule mod to ensure all the features are working as expected.
It can sometime use internal or technical naming of capsules, to understand the general vocabulary, please check the first paragraphs of https://github.com/Lythom/capsule/wiki/Modpack-making Also use this modpack-making wiki page to get information on how to create things not mentionned at https://github.com/Lythom/capsule/wiki. It is not updated for everything 1.15 but should help.
Some additional information:
Some tests requires JEI, you can include in version 6.0.3.15 in your mods folder: https://www.curseforge.com/minecraft/mc-mods/jei/files/3039710.
Items
Empty capsule
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[x] Empty Wood, Iron, Gold, Obsidian, Diamond, Emerald and OP capsules recipes are visible in creative tab and in JEI
[x] Empty Capsules have an information tab in JEI explaining how they work
[x] Empty Capsules have informations in the item description (mouse hover in inventory) explaining how they work
[x] Empty Capsules can be dyied by crafting it with one or severals dyies
[x] Empty Capsules can be upgraded (https://github.com/Lythom/capsule/wiki#upgrading) several times with chorus fruits (up to 10 times with default config)
[x] Empty Capsules can be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
[x] Upgrade recipe is disabled if config is capsuleUpgradesLimit = 0
[x] Upgrade recipe works once if config is capsuleUpgradesLimit = 1
[x] Upgrade recipe works 24 times if config is capsuleUpgradesLimit = 24
[x] Empty Capsules cannot be re-labelled using shift+right click
Linked capsule
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Linked capsules are capsule that have content but that are undeployed: their content is inside.
Deployed capsule
Deployed capsules are capsule that have a linked content but that content is deployed in the world.
View test tasks
Recovery capsule
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[x] Recovery Capsules can be crafted from a standard linked capsule (https://github.com/Lythom/capsule/wiki#backup)
[x] Recovery Capsules recipes are visible in creative tab and in JEI
[x] Recovery Capsules have an information tab in JEI explaining how they work
[x] Recovery Capsules have informations in the item description (mouse hover in inventory) explaining how they work
[x] Recovery Capsules can be died by crafting it with one or severals dyies
[x] Craft a recovery, throw the recovery, check the original capsule content as been emptied
[x] Recovery Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
[x] Recovery Capsules cannot be cleared by crafting it alone in the inventory crafting grid
[x] Recovery Capsules cannot be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
[x] Recovery Capsules can be re-labelled using shift+right click
[x] The preview mirrors and all of the mode are available (FRONT_BACK, LEFT_RIGHT, no mirror)
[x] Right click → The content is deployed and the capsule is destroyed
Blueprint capsule
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[x] Blueprint Capsules recipes are visible in creative tab and in JEI
[x ] Blueprint Capsules have an information tab in JEI explaining how they work
[x] Blueprint Capsules have information in the item description (mouse hover in inventory) explaining how they work
[x] Blueprint Capsule can be crafted from a linked capsule
[x] Blueprint Capsule can be crafted from an other blueprint capsule
[x] Blueprint Capsule can be crafted from a one-use capsule
[x] Blueprint Capsule can be crafted from a reward capsule
[x] Blueprint Capsules can be died by crafting it with one or severals dyies
[x] Blueprint Capsules can be changed using a linked capsule
[x] Blueprint Capsules can be changed using an other blueprint capsule
[x] Blueprint Capsules can be changed using a one-use capsule
[x] Blueprint Capsules can be changed using a reward capsule
[x] Blueprint Capsules cannot be upgraded (https://github.com/Lythom/capsule/wiki#upgrading)
[x] Blueprint Capsules cannot be enchanted with "Recall" enchant (https://github.com/Lythom/capsule/wiki#recall)
[x] Blueprint Capsules can be re-labelled using shift+right click
[x] Blueprint Capsules cannot be cleared by crafting it alone in the inventory crafting grid
[x] Blueprint Capsules can be recharged (left click while uncharged) using material from player inventory only
[x] materials from player inventory is consumed
[x] Blueprint Capsules can be linked to an inventory (shift + right click on inventory)
[x] The linked inventory is highligthed when the blueprint capsule is in hand
[x] Blueprint Capsules can be recharged (left click while uncharged) using material from linked inventory only
[x] materials from linked inventory is consumed
[x] Blueprint Capsules can be recharged (left click while uncharged) using material shared between player and linked inventory
[x] materials from both inventories are consumed
blueprint world recharge
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Whitelist
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Prefabs
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Create a reward: https://github.com/Lythom/capsule/wiki/Modpack-making#create-a-reward-capsule
config/capsule/rewards/<structure_name>.nbt
intoconfig/capsule/prefabs/
Blocks
Capture Base
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[x] The capture base is visible in creative tab
[x] The capture base is visible in JEI, the recipe is accessible, the info tab explains how it works
[x] The capture base have a 3D model in game
[x] The capture base have a 3D item model in hand
[x] The capture base is displayed illuminated when the player have an empty capsule in hand, with a wireframe on its top
Preview
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Translations
Commands
giveEmpty
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https://github.com/Lythom/capsule/wiki/Commands#giveEmpty
giveLinked
giveBlueprint
exportHeldItem
exportSeenBlock
fromHeldCapsule
fromStructure
fromExistingReward
giveRandomLoot
reloadLootList
setBaseColor
setMaterialColor
setAuthor
Features
starters
View test tasks
Create a reward: https://github.com/Lythom/capsule/wiki/Modpack-making#create-a-reward-capsule
config/capsule/starters/
config/capsule/rewards/<structure_name>.nbt
intoconfig/capsule/starters/
starterMode = "all"
starterMode = "random"
starterMode = "none"
deploy
instant
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overridableBlocks
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config/capsule-common.toml
that overridabledBlock contains an entry for "minecraft:grass"transdimentional
View test tasks
- [x] ← Check when this section is tested 1. Deploy a starter in the overworld 2. move to nether using a nether portal 3. undeploy the starer (located in overworld) and deploy it in the nether - [x] The starter is entierly present in the nether deploymenttransdimentional 2
View test tasks
Create a capsule of size 3 (iron capsule) and capture one gold block inside
Activate the linked capsule and throw it throw a nether portal
enter the portal
Redo the exact same scenario but enchant the capsule with recall
underwater
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Move underwater in a sea and deploy a starter there
Unploy then get out of water a throw the capule on top of water
automated
View test tasks
initial capture
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excludedBlocks
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Relabeling
Dynamic prefabs recipes
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Loot
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Data packs