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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: v0.8.0, published on
NuGet. This release makes world
rollback universal: RollbackWorld = true now also rolls back joined test players
(position, inventories, stats, per-player moddata; post-capture joiners removed cleanly)
and every mini-dimension (boot-time pregenerated ones included), and mods keep their own
SaveGame-keyed in-memory state in sync through the new atlas:rollback:captured /
atlas:rollback:restored event-bus hooks (VintagestoryAPI types only, validated against a
real consumer's dimension registry). Isolation costs are first-class too: restart and
degrade costs land in the scenario's own test output and in the per-class isolation
summaries, which atlas run --parallel now aggregates into its output and TRX report.
Earlier releases completed the isolation trilogy
(FreshWorld/RollbackWorld/RestartWorld), and added atlas fixture world-fixture
authoring, IWorldSession.PlaceSchematic, multi-process parallel execution
(atlas run --parallel), the machine-readable worker mode (--worker, JSONL events), the
atlas CLI itself and pre-boot data file seeding ([AtlasDataFiles]). 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, the world-isolation trilogy (fresh, rollback, restart), world fixtures and schematics, data file seeding, dimensions, test players, command results, the Api escape hatch |
| Mod Staging | Folder/zip/dll staging, AtlasMods, the MSBuild AtlasMod sugar |
| CLI | The atlas run reference, filtering and listing, worker mode and the JSONL protocol, multi-process --parallel execution, authoring world fixtures with atlas fixture
|
| Architecture | The three layers, the game-thread pump, the bridge rendezvous |
| CI Recipes | GitHub Actions recipe, version matrix, TRX output, parallel execution |
| 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.