Skip to content

Testing in Minecraft

Kenny Lasyone edited this page Sep 22, 2026 · 3 revisions

Testing in Minecraft

The Minecraft test (toolbar, Ctrl+F5, or Project → Test in Minecraft) launches a real Minecraft 1.21.1 with NeoForge, KubeJS and your project installed, straight from the editor.

First run

  1. Click Minecraft test.
  2. If Java 21 isn't found automatically, choose its folder. (Wysicraft checks the real Java version; other versions are ignored.)
  3. Click Start editor test.

The first launch downloads Minecraft, NeoForge and dependencies and compiles the runtime. Allow several minutes and several GB of disk space. Later launches reuse everything and start much faster.

Minecraft opens in its own window with a small creative superflat world called Wysicraft Test (no mobs, weather or day/night cycle). Your screen doesn't open by itself.

If you're using the portable ZIP, keep the TestEnvironment folder beside Designer.

Controls in the game

Key Does
F6 Runs your project's .open command
F7 Runs .close
F8 Opens a test-control screen with Open and Close buttons. On your project screen, F8 shows or hides Reset and .close in the corner.

Remap them under Options → Controls → Key Binds → Wysicraft Test. These controls belong to the test only and aren't exported.

The test window

Control Does
.open / .close Runs your project's real commands as the test player.
Globals Lists other commands that start with your_project. (or are linked to it). Pick one, add arguments, Run.
Apply changes Sends your latest editor changes into the running game and reloads scripts. Reopen the screen afterwards. (Changed KubeJS startup scripts need Stop and Start.)
Stop Closes the game (forced after 15 seconds if needed).
Reset world While stopped, restores the saved starting world and keeps the old one as a backup.
Logs Setup and game output. Script errors are shown separately, with the script and event they came from.

Testing an export

Test export… runs the game with an exported file instead of the editor's live project, so you test exactly what players get:

  1. Stop any running test.
  2. Choose Test export… and pick a project JAR or an Installation ZIP (it uses the server JAR inside and any KubeJS files).
  3. F6, F7, F8 and the buttons target the project inside the JAR. Apply changes is disabled; export again and reselect to retest.

Start editor test switches back to the live project.

Using other mods' commands

A KubeJS server script can link an existing command to your project so it shows under Globals:

const Wysicraft = Java.loadClass('com.wysicraft.runtime.api.WysicraftApi');
Wysicraft.registerProjectCommand('my_project', 'portal');

The mod that provides the command must be in the test instance's run/mods folder.

Where things are kept

The test instance lives in %LOCALAPPDATA%\Wysicraft\MinecraftTest\1.21.1. The world is reused across projects; only your project's files are replaced when you switch. Stop the test before switching projects.

Script support in the test

Built-in actions, Standard Client and Standard Server scripts, and KubeJS Server scripts all run. If a project uses an unsupported combination (such as KubeJS Client scripts), the window lists it and offers to skip just those for the test; your project isn't changed.

Clone this wiki locally