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Atlas is an in-process integration-test harness for Vintage Story mods. It boots a real,
headless Vintage Story server inside your dotnet test process, drives it tick by tick, and
lets you write deterministic scenarios in plain C# with xUnit.
Atlas is generic: any Vintage Story mod is testable, with no dependency on any particular mod.
Current version: v0.5.0, published on
NuGet. Recent releases added pre-boot
data file seeding ([AtlasDataFiles]), prebuilt world saves ([AtlasWorld(SaveFile = ...)]),
ITestPlayer.IsConnected, headless test players (several per world, each with its own
connection and inventory), entity stats, and command results (ExecuteCommand returns the
command's outcome). See the
changelog for the full history.
using Atlas.Api;
using Atlas.XUnit;
using Vintagestory.API.MathTools;
using Xunit;
public class MarkerScenarios : AtlasScenarioBase
{
[AtlasScenario]
public async Task Chest_Should_BePlaceable_When_WorldIsReady()
{
BlockPos pos = World.Spawn.Offset(1, 1, 0);
World.SetBlock("game:chest-east", pos);
await World.Ticks(5);
Assert.Equal("game:chest-east", World.BlockAt(pos).Code.ToString());
}
}Run it with dotnet test. No client, no window, no manual server setup.
| Page | Covers |
|---|---|
| Getting Started | Requirements, quickstart, first scenario, run |
| Writing Scenarios | Attribute reference, time model, world isolation and fixtures, data file seeding, dimensions, test players, command results, the Api escape hatch |
| Mod Staging | Folder/zip/dll staging, AtlasMods, the MSBuild AtlasMod sugar |
| Architecture | The three layers, the game-thread pump, the bridge rendezvous |
| CI Recipes | GitHub Actions recipe, version matrix, TRX output |
| Compatibility | Supported Vintage Story versions, the weekly sweep |
| Troubleshooting | Common exceptions and how to resolve them |
| Roadmap | Open issues and what's next |
- Mod DB page: follow releases and leave feedback.
- NuGet package.
- Issue tracker: bug reports and feature requests.