Forage Beta Test Checklist
Updated 13 October 2026 for the Paper 26.3 beta. This is a blank test sheet, not a record of passed gameplay tests. The latest documented verification used suite build 749 on Paper 26.3 STABLE 178. It includes Seasonal Community Efforts, Leaf Litter, the Herbarium botanical journal and optional Mending; startup activation is verified. Startup checks confirmed tool-protection readiness; the boxes below still require actual tester results. The session host records the actual suite build, server build and settings below; previous automated checks do not sign off this session.
Turn-In update deployed: F08/F08a/F08b can now test the clickable Accepted Turn-Ins guide and the 71 default accepted types, including cocoa beans. No box is pre-approved by deployment.
Placed-resource protection deployed: F13–F16 can now test placements recorded from build 739 onward. Earlier placements are not backfilled. Restart/crash cases still require a separate host-controlled fixture or approved maintenance window.
Participation tracking deployed: P11c/P11d can now test qualification while claiming stays disabled. P11e remains BLOCKED: real map and delivery activation required until the approved map replaces the unfinished placeholder and staff enables participation claiming.
Read and record first
Section titled “Read and record first”- Player guide: getting started, camps, tools and rewards.
- Staff guide: permissions, world mappings, diagnostics and recovery.
- Full feature reference: command table, tool families, configuration and placeholders.
- Shareable checklist and downloadable Markdown source.
Make a copy per tester. Tick a box only after its expected result is observed. Record FAIL, BLOCKED or N/A with reason against the test ID in your notes; an unticked box is not a pass. For prices, caps and unlocks, use the actual menu and /forage limits. Numeric examples here are configurable defaults. A host-assisted shortcut must be recorded so it is not mistaken for natural progression.
| Session field | Record before testing |
|---|---|
| Tester and date/time, including timezone | |
| Client | Java or Bedrock, exact version, relevant client mods |
| Suite version/build | Host: /1mblib version |
| Paper build and Java runtime | Host: server startup/version output |
| Forage enabled / balance preset | Host: /forage admin balance |
| Initial world and travel instructions | Host: logical Wild and actual test-world name |
| Secondary worlds and travel instructions | Host: two different approved worlds |
| Economy, AutoSell, protection and inventory groups | Host: enabled integrations and test settings |
| Report destination | Host’s private beta thread/channel; never paste raw server backups publicly |
Start with P01–P12 for the first playable loop. Continue through the feature tests, then pair up for camps and session checks. Staff should prepare the fixtures before testers arrive. Save disconnect/restart and failure testing until everyone has recorded their balances and inventories.
Host setup before inviting testers
Section titled “Host setup before inviting testers”- H01 — Confirm the running build. Use a complete suite from the canonical build workflow on the maintained Paper 26.3 test server. Record what is actually installed. Enable Forage on the test server and verify CMI, CMILib and the shared library load; verify the economy provider for paid services. Documentation publication does not activate live gameplay.
- H02 — Check configuration and storage. Run
/forage admin check,/forage admin balance,/forage admin livecheck,/forage admin camps worldsand/forage debug runtime. Resolve errors, record warnings, and confirm storage and installed item-protection adapters are ready. A testing-preset warning is expected only when deliberately selected for this session. - H03 — Prepare usable worlds. Supply travel instructions, an actual Dappled Forest site in the approved Initial Camp world, two different mapped Secondary Camp worlds, and a denied-world fixture. Check mappings rather than assuming the server has
/wild. Keep the blacklist effective except for deliberate test-only aliases; never copy fixture mappings to live. - H04 — Separate player and staff access. Use ordinary non-OP tester accounts for the player pass, with
onembcmi.forage.use,.shop,.statsand.campunder theonembcmi.forageprefix. Staff permissions default false, including for OP; grant only the selected staff account or use console. If granting LuckPerms user permissions, target the actual server UUID, including Bedrock accounts. - H05 — Supply fixtures. Provide camp materials, starter money, accessible gathering patches, plain bonemeal, a matching donor tool and marked Forage treasure for repairs. Prepare advanced tool/level/point fixtures separately from the new-player account. Keep ordinary, renamed and other-plugin items available for comparison. Disable AutoSell initially so it cannot remove intended delivery items.
- H06 — Prepare recovery evidence. Run
/forage admin export backupand wait for completion. Keep the result private. Record a baseline of player stats, money, tool lore/durability and camp registrations. Arrange a second account, Java and Bedrock coverage where supported, and a clean restart window.
Player walkthrough: first camp and first reward
Section titled “Player walkthrough: first camp and first reward”- P01 — Find the instructions. Away from camp, try
/forage info,/forage help,/forage guide,/forage nextand/next guide forage. The docs link opens, text is readable, and the next step explains an Initial Camp in Dappled Forest. Reading instructions does not claim a camp or spend anything. - P02 — Inspect a camp without claiming it. In Survival, find a vanilla Abandoned Camp or build an equivalent in the host’s Initial Camp world. Place a composter and use
/forage camp. Missing counts should be understandable; the menu must not claim ownership automatically. Ordinary right-click still permits vanilla composting. - P03 — Complete the core physical checklist. With defaults, provide 1 composter, 24 wool-family blocks (full wool, wool stairs or slabs), 6 fences, 1 lit campfire/soul campfire, 1 chest/trapped chest/barrel and 1 crafting table within 10 blocks horizontally and 6 vertically of the anchor. The Initial Camp anchor itself must be in Dappled Forest. Add missing blocks one requirement at a time and confirm counts update. Complete the additional requirements in P03a too. Trees and lanterns remain optional. A generated Abandoned Camp can still have shortages.
- P03a — Complete the additional camp requirements. Retain P03’s composter, 24 shelter positions, 6 fences, 1 storage block and 1 crafting table. Require 1 lit campfire/soul campfire, 1 lit candle position, 1 intact straw bed, 1 firefly bush, 2 placed cushions, 1 water-filled cauldron, 1 filled flowerpot, 2 placed stripped log/wood blocks, and 1 placed banner in the scan. Check each missing requirement separately. Compare undyed/colored candles, unlit candles and candle cakes: only lit candle blocks qualify, and one to four candles on one block count once. Compare the lit campfire with food cooking and with no food; both must qualify. Try same-color and mixed-color cushion pairs, different filled-pot contents, and plain/custom-patterned standing and wall banners; each valid variant must work. An empty pot must fail. Compare any mix of stripped log/wood blocks against stripped stems, hyphae and bamboo: only stripped logs/wood qualify. Firewood elsewhere inside the footprint must work without touching the campfire. Put the required items only in your inventory or a chest/barrel first, then place them inside the footprint: only the placed features count. The straw bed must have both matching halves inside the scan and count once; ordinary beds must not satisfy it. Existing Abandoned Camp pieces count only when they meet these same rules.
- P03b — Check cauldron contents. Place the required cauldron inside the footprint and compare water levels 1, 2 and 3: each must qualify. An empty cauldron, lava cauldron or powder-snow cauldron must not qualify. A cauldron item or water bucket stored in a chest/inventory must not count as a placed water-filled cauldron.
- P04 — Register deliberately. Use
/forage camp register, review the confirmation and cancel once; no slot should be consumed. Repeat and confirm in Survival./forage camp listshould show one owned Initial Camp and an unfinished Local Introduction. Incidental interactions with other composters must not add registrations. - P05 — Learn workstation access. Sneak-right-click your owned composter. Tool Shop and Local Introduction should be accessible while global reward services explain their lock. Away from the station,
/forage shop,/forage questsand/forage dustshould direct you back; merely standing nearby or typing a command does not create a workstation session. - P06 — Buy one starter tool. Read its supported sources and price, then buy at the workstation. The correct named tool arrives and money is charged once. With insufficient funds or a full inventory, purchase must not take payment without delivery. Keep before/after screenshots for any unexpected result.
- P07 — Compare real and ordinary tools. Break a supported source with the matching Forage tool.
/forage statsand the tool lore should gain the appropriate progress. Repeat with a normal tool, empty hand and the wrong Forage tool: normal Minecraft behavior may occur, but no Forage gathering credit should be added for those attempts. - P08 — Earn the local introduction. Gather the displayed target after registration in that camp’s world, normally 30 qualifying actions. Another player gathering and your earlier historical actions must not complete it. Keep at least 8 eligible plain organic items for delivery; a tool reward alone does not guarantee the block drops an eligible item.
- P09 — Deliver the introduction. At 30/30, verify reward services remain locked until delivery. Use Local Introduction at your composter to submit the displayed item amount, normally 8. Only eligible current-inventory items are consumed once. Named, enchanted, lore-bearing or PDC-marked items must remain untouched. If blocked, record which item and which requirement the menu identifies.
- P10 — Confirm the unlocked camp. Reopen the workstation. Global reward services should now be available when their own costs and unlocks are met.
/forage next, status and camp list should agree. Putting items into the physical chest/barrel must not submit them automatically or award progress. - P11 — Complete and claim a quest. Read a daily objective in Quests & Rewards, perform its actual gathering objective, and return to the workstation to claim. Compare XP, points, money and any described item reward before/after; each enabled reward is credited once and the quest becomes claimed. For item rewards, first try with no empty slots: nothing should be paid, claimed or dropped. Free enough slots and retry. A second click or reopening must not grant it again. Weekly/monthly pages should show their own targets and periods.
- P11a — Filter quest status. In Daily, Weekly and Monthly, compare Show All, Incomplete, Completed and Claimed. Prepare at least one unfinished unclaimed, finished unclaimed and already-claimed quest. Only the matching states should appear: Completed means finished but still unclaimed. Check counts and the selected highlight; opening each category starts on Show All. Switching filters returns to page 1 and preserves quest order. An empty result must explain how to return to Show All. The separate Ready to Claim view must still include completed, unclaimed quests across all periods. Filtering alone must change no balances, progress or claim flags.
- P11b — Keep filter navigation and claim guards (host fixture). Use a host-prepared category with more than 28 matching quests and check 28 per page, Previous/Next, and switching filters from a later page back to page 1. Click an incomplete or already-claimed quest: the reopened view must retain its filter/page and deliver nothing. Confirm a completed quest claim: the menu closes, normal camp/Local Introduction and once-per-period checks still apply, and reopening the category starts on Show All with the quest in Claimed. An expired visit or invalid camp must not become claimable through filtering.
- P11c — Earn participation qualification. Successfully claim one daily and one weekly quest. Test daily-first and weekly-first on separate accounts, and use a host fixture to span different periods without changing the shared server clock. Completion without a successful claim, a failed claim and monthly claims must not satisfy either requirement. Each player’s progress is separate and must survive reconnect, period rollover and camp/world changes. On a host-prepared load fixture, retained old
claimed: truedaily/weekly records may qualify; completed-only records and missing historical records must not invent credit. - P11d — Keep qualification while the map is unavailable. With participation claiming disabled, successfully claim ordinary daily and weekly rewards. In Forage → Quests & Rewards, inspect Participation Reward: qualification must still be recorded, the button must explain that claiming is not open yet and progress is saved, and no participation item may be delivered. The current
forage_participationkit is an unfinished item placeholder, not the promised map; do not enable delivery or mark a map test passed with that placeholder. - P11e — Deliver the participation map once (blocked; approved real map and activation required). After staff supplies and verifies the real map and enables claiming, use a qualified account to claim manually from Participation Reward at its own complete camp workstation with Local Introduction finished. Qualification alone must not auto-deliver; a remote command, invalid camp, unfinished introduction, expired workstation session or foreign menu must not grant a claim. Check the exact map item and its components. A full inventory or invalid/unavailable template must produce no drop or successful claim. Free space and retry only when the earlier attempt is confirmed to have had no effect. Repeated clicks, reopening, reconnecting, later daily/weekly claims, new periods and another camp/world must not produce a second participation reward. Keep any uncertain transaction reference for staff review rather than replaying it.
- P12 — Reconnect and learn the help loop. Log out safely and return. Camp ownership, completed introduction, progression and claimed quest remain. Test
/forage status,/forage limits,/forage statsand/forage review; review is read-only. With optional hints off through/guidance, explicit/forage nextstill works.
More player features
Section titled “More player features”- F01 — Cover every tool route. At the workstation, read the tool guide and test each available row below. Record one credited action and one rejected mismatch per row. The last four tools normally unlock when a carried Forage tool reaches tool level 2; bring that tool to the shop. Record staff-supplied fixtures separately.
| Tool (staff give ID) | Example current source | What to observe |
|---|---|---|
Sickle (sickle) | Wheat or configured flora/mushrooms, including red shrubs and shelf mushrooms | Block-break gathering credit |
Axe (axe) | Logs, including poplar; configured fruit blocks | Matching source credit |
Trowel (shovel) | Moss | Moss-family credit |
Shears (shears) | Leaves, including red/orange/yellow poplar leaves | Leaves-family credit |
Pickaxe (pickaxe) | Configured stone/cave blocks | Tool-level shop gate, then matching credit |
Brush (brush) | Configured sand, gravel or clay | Break a matching block; archaeology brushing is not a separate credit route |
Sword (sword) | Host-provided configured gentle creature, such as a cow | Matching melee hit and death while holding the matching Forage tool type |
Mace (mace) | Host-provided configured danger creature, such as a blaze | Same entity rule; avoid unrelated projectile/environmental kills |
- F01a — Browse complete sources. Use
/forage sourceswhile holding each Forage tool and while empty-handed. Held tools open their full list; otherwise choose a tool. Test/forage sources shovelfor the Trowel and an invalid ID for clear help. Click Tools & Families entries, the hub’s Tools & All Sources button and onboarding’s What can I gather? entry. Use every page, go back to the picker and open the public documentation link. Check the source hint on a newly issued tool and on an existing tool after its normal Forage lore refresh; merely opening the guide need not rewrite old lore. Each enabled source appears once with the correct family and action; no reward or workstation access is granted by browsing. Repeat away from camp, with a daily cap reached, in an unavailable world and with a low-durability tool: the source list remains readable while gathering follows its normal guards. Compare two tiers of the same tool; their sources must match. - F01b — Match source action to reward. Break a listed block with its matching tool, including a Brush block source. Vanilla archaeology brushing, picking up drops and breaking an unlisted crafted block must not grant source progress. For Sword/Mace, land a matching melee hit, receive kill credit within ten seconds and hold the matching tool type at death. Compare projectile-only kills, switching to an ordinary tool before death and waiting beyond ten seconds. Record actual rewards separately from source membership and any cap/world/area/tool-condition pause.
- F02 — Check the 26.3 additions. Try poplar logs and leaves, red shrubs and shelf mushrooms with their matching tools. Saplings and crafted poplar building blocks should not count as gathering sources. Report misleading names/icons or missing configured materials.
- F03 — Choose a branch. Use the workstation branch picker; read the family focus and level gate. The first choice is free. Supported gathering updates that branch’s history. Try a locked branch, then a switch during its cooldown or without enough points: rejection should explain the requirement without charging. Read actual configured switch costs before confirming.
- F04 — Browse your progress. Open Tips, tool information and leaderboards through the workstation. Check pagination/back buttons, long lore and your stats against
/forage stats. Daily XP, weekly XP and lifetime/current-balance boards should not be confused with one another. - F04a — Read Recent Activity anywhere. Open the hub’s Recent Activity button and
/forage recent [page]; both should show the same personal history, newest first, with category, time and wrapped details. Test the command away from camp, without a camp, and while the host pauses Forage. It must remain read-only and grant no workstation access or rewards. Compare two accounts: each must see only its own entries, and an account withoutonembcmi.forage.usemust be refused. Test Previous/Next, Refresh to the latest entries, Back to the hub, Close, invalid/out-of-range page input and an empty history. - F04b — Verify recorded feedback. Gather successfully and inspect history before the pending chat summary is sent; XP and points must already be recorded without adding extra chat messages. Continue across two chat batches and repeat with host-configured batching off. Observe treasure, level-up, quest progress/reward-ready, branch, turn-in and dust notices when those events occur. Trigger a Forage warning and check its title, reason and next steps; repeating the same warning within 30 seconds must not fill the list with duplicates. Failed or rejected gathering must not appear as earned XP or points.
- F04c — Check history retention (host fixture). With defaults, create more than 25 entries and confirm only the newest 25 remain, eight per page. Have the host verify
messages.batch.recent-retain-limitstays within 1–100 andmessages.batch.recent-entries-per-pagewithin 3–20. A Forage configuration reload must retain the current history; disconnect/reconnect and a separately scheduled plugin/server restart must clear it. Saved progression and transaction receipts must remain. Recent Activity must not claim rewards or replace/forage review. - F05 — Upgrade and refine a tool. With host-prepared eligibility, hold the tool in your main hand and use Upgrade Tool. Cancel a confirmation first, then complete one tier upgrade. Costs apply once; XP, uses and legitimate durability remain. Try a supported diamond refinement and a compatible Forage enchant. Shears, Brush and Mace have no diamond variant; locked or incompatible choices explain why.
- F06 — Observe the durability lock. Use a worn fixture down to its configured floor, normally 5 durability. It should stop working with a repair explanation instead of breaking. Record the original tool and lore before repairing; do not use an external repair shortcut.
- F06a — Open storage and reach repair while worn. Hold an otherwise valid Forage tool at 5 durability and normally right-click a chest, trapped chest, barrel, ender chest, any shulker box, furnace, blast furnace, smoker, hopper, dispenser, dropper and brewing stand. Each permitted inventory should open without tool use, damage or repair; gathering and external repair attempts must remain blocked. Compare a host-prepared malformed or externally modified tool: ordinary container access must still fail its integrity check. Sneak-right-click your owned composter with the worn tool and then the invalid fixture; reaching recovery must not be blocked by the held tool, but camp ownership, permissions and readiness still apply, and paid actions must reject invalid tools before charging. Repeat at an unowned composter and a host-protected container: access must not bypass those restrictions. Do not expect sneaking to force vanilla containers open.
- F07 — Repair and merge. At the workstation, hold the tool to keep in your main hand, a matching Forage donor type in your offhand, and a marked Forage treasure in inventory. Review costs and repair preview. A successful confirmation consumes the donor and required treasure once, charges once, repairs to the allowed limit and transfers the configured donor XP. Wrong donor, missing treasure or insufficient funds must leave inputs and balances intact.
- F08 — Turn in plain resources. Open Camp Turn-Ins after completing the introduction. Review and cancel once, then confirm with a mixture of plain eligible organic stacks and named/custom items. Only the planned plain stacks are consumed; custom items, tools and marked treasures remain. Check reduced rewards, the displayed item limit and cooldown. Repeat once with AutoSell enabled and report competition for items without assuming Forage reserves future drops.
- F08a — Compare inventory items with gathering sources. Use the complete accepted Turn-In item list, also reproduced in the staff guide, to compare all six families with the host’s actual configuration. Build 739 accepts 71 default item types, including plain cocoa beans. Check small mushrooms, mushroom blocks/stem/shelf mushroom, moss block/carpet and glow berries as plain accepted items. Compare logs, calcite, saplings, sticks and poisonous potatoes: these must stay untouched with the defaults. Use a bought/traded plain eligible stack and a renamed copy; the first can qualify without tool-gathering provenance, the renamed copy cannot. Camp/Local Introduction locks still apply, and a Turn-In must not grant gathering-quest credit or tool XP. Accepted Turn-Ins opens the inventory-material catalogue;
/forage sourcesremains the separate gathering catalogue. - F08b — Browse Accepted Turn-Ins. Click Accepted Turn-Ins from Camp Turn-Ins. Browse all pages, up to 28 types per page, use Previous/Next, click About Accepted Turn-Ins to refresh, and return to Turn-Ins; each accepted inventory material should appear once with its family. Click Public Turn-In Guide and verify the chat link opens this complete item list. With defaults, expect 71 types including plain cocoa beans. Read the plain-item and preview guidance, and confirm that merely browsing never consumes items, changes progress or pays a reward. Plain cocoa beans should qualify; a renamed cocoa-bean stack must remain rejected. Have staff temporarily disable an allowed family or alter a material binding on a separate fixture: the reopened catalogue and submission resolver must agree. Try shift-click, drag, number keys, offhand swap and stale-page clicks; no catalogue item may enter the inventory or grant submission authority.
- F09 — Craft dust. Craft standard dust, normally 8 per batch, from the workstation using the displayed money, points and plain bonemeal costs. Test greater dust separately, normally 4 per batch plus marked treasures. Cancelled/blocked trades consume nothing. Renamed/custom bonemeal must not be consumed as plain bonemeal.
- F10 — Use dust in the field. Right-click eligible crops/saplings, including the 26.3 poplar/red shrub/shelf mushroom targets with suitable space/support. A successful pulse consumes one dust, respects cooldown and bounds target selection/bone-meal applications, and directly adds no Forage XP or points. A grown tree can extend beyond the target-selection radius. If no target accepts a pulse, dust is retained; test a protected-boundary fixture separately and expect protected growth to be cancelled. Vanilla random growth may need repeated valid attempts. Record dust and plant changes together; do not expect every plant to grow every time. Legendary dust is a rare treasure outcome, not a guaranteed shop option.
- F11 — Check treasure delivery. On a real treasure roll or a host-controlled fixture, test empty, partial and full inventory. A successful find must fit in inventory, appear once and increment treasure progress once. With no capacity, the find is skipped: no ground drop, queued reward or treasure-stat/quest increment. Staff tool grants have different overflow behavior, so do not use
/forage admin giveto simulate this test. Do not fail a normal short run merely because no rare drop occurs. - F12 — Check limits without guessing. Use the host’s reduced-cap fixture. Gather until a family cap or chunk exhaustion blocks rewards, then compare
/forage limitsand the explanation. For a capped family try another eligible family; for an exhausted chunk try a fresh chunk. A global gathering cap stops every gathering route. Tool wear/uses continue while reward XP, tool XP and quest credit pause. Changing camps/worlds must not reset global or family daily usage. Test fresh recorded placements and genuine crop-growth exceptions separately below. Historical placements and creature-spawn origins are not established by the build 739 placement guard; record those farm-loop rates separately. - F13 — Deny placed-block rewards. Record XP, points, held-tool XP, branch/quest/introduction progress, treasure totals, daily allowance and chunk counts. Place a configured resource with each hand, using an ordinary item/tool, then break it with the correct Forage tool. Repeat with another player as placer, a placer without Forage permission and a host’s Creative fixture. Also place while gameplay or that configured family is paused, then re-enable before breaking: the mark must remain effective. Break/re-place repeatedly, including after more than 12 seconds: no listed reward or allowance/chunk count may change from these breaks. The chat throttle must not act as a reward cooldown. Normal allowed breaks/drops/wear remain; a naturally occurring matching block is the positive reward control. A protected/cancelled placement must not mark an otherwise eligible existing block.
- F14 — Follow moved and falling blocks. Push and sticky-pull marked resources within one chunk and across a chunk boundary, with someone other than the placer doing the final Forage break. Include a multi-block line containing both marked and unmarked blocks; each surviving source must carry its own prior status, without overwriting a neighbor’s. Verify moved marked blocks remain ineligible and an otherwise eligible unmarked control stays eligible. Check a cancelled move leaves tracking unchanged. Where a piston destroys a block instead of moving it, its old mark must not be copied to another destination. Place sand, red sand or gravel over a drop, let it fall, and break it at the landing position: falling must not clear its placement history. Repeat with another account placing or breaking it.
- F15 — Preserve grown harvests. Plant a supported ageable crop and compare breaking it before maturity with a separate crop that genuinely grows to maturity; the recorded placement blocks rewards until that genuine maturity transition. Repeat natural, player-bonemeal and dispenser-bonemeal growth, including cancelled growth on a host fixture. Grow a tree and check its new resource blocks can earn normal rewards after any next-tick verification. Compare a type-changing growth replacement with same-type bonemeal on placed moss: only a real replacement clears the old mark, so the original moss must stay ineligible. For sugar cane and bamboo, compare newly grown upper blocks with the placed base: upper growth can qualify, the base stays marked. Also place bamboo on the ground, manually add another bamboo above its seedling, then break the base; this placement-driven conversion must not grant rewards. With a host fixture, replace a candidate block again before delayed growth verification and check the new placement mark survives. All usual tool, world, cap and protection checks still apply.
- F16 — Retain placement history (host fixture). With a fresh marked block, unload/reload its chunk and reload Forage; it must remain ineligible. In a separately approved maintenance window after normal chunk saving, restart and repeat. Confirm the same coordinates in another world do not share the mark. Record pre-activation placements and staff WorldEdit/out-of-band edits as unknown, not proof of historical coverage; no backfill is promised. Do not use a forced crash as evidence of guaranteed durability, because normal Paper chunk saves may not yet include the latest marks. Verify eligible plain stored/bought Turn-In items still work as their separate activity.
Optional Mending I
Section titled “Optional Mending I”Introduced in build 745 and verified on build 746; actual tester results remain required. The native probe used synthetic repair events and vanilla damage emulation, not a client collecting XP. Record the deployed build and current Mending purchase settings before testing. These checks supplement F05/F06 and S03; donor Repair & Merge expectations are unchanged.
- M01 — Buy once on each eligible tool. Use separate Tier III fixtures for Sickle, Axe, Trowel, Shears, Pickaxe, Brush, Sword and Mace. At your active owned camp after its Local Introduction, confirm Mending I once with the tool in your main hand. Check the displayed price (normal defaults: $9,000 and 225 Points, plus 3 genuine backpack treasures from build 749), a single charge, unchanged durability/progress and no second purchase. Meet the personal 50-action unlock first; M07–M10 cover its boundary and treasure payment. Tier I/II, ineligible IDs, missing camp access and insufficient funds must refuse without charging. The held-tool-level default is 1; an already-owned Tier III tool does not introduce an additional player-level gate.
- M02 — Revalidate confirmations. Cancel a purchase, then try rapid clicks and a changed held tool, expired/moved camp session, changed permission or changed eligibility before confirmation. No stale purchase or duplicate charge may apply. Include ordinary, renamed and malformed tool controls; never use a tester’s only valuable tool for adversarial fixtures.
- M03 — Repair with Minecraft XP. Damage an approved Mending tool, then collect normal XP with it in the main hand and offhand in separate trials. Repeat at the five-durability lock and verify it can repair to 100%, even below Forage player levels 10/20. Keep other Mending equipment out of the trial so vanilla XP allocation is unambiguous. Buying the improvement alone must not heal the tool; an ordinary vanilla Mending tool remains the control.
- M04 — Keep repair separate from progress. Collect a prepared XP supply without performing a qualifying Forage harvest or kill. Before/after XP repair, compare player/tool XP, Forage Points, quest/branch/treasure progress, daily/family caps and chunk exhaustion. None may advance/reset merely because the tool repaired. Repeat while normal Forage gathering rewards are capped.
- M05 — Trade and retain the improvement. Give the upgraded tool to another tester and repeat XP repair without requiring that recipient to buy it again. With the host, disable new Mending purchases or remove that tool ID from purchase eligibility: existing approved Tier III+ Mending I must still work, while new purchases refuse. Restore the intended settings afterward; do not reset the tool’s approved state.
- M06 — Preserve tool protection and donor repair. Anvils/books, enchanting commands,
/pointsrepairs and other external services must still refuse protected tool mutation. An unapproved Mending tool must not gain XP repair. Repeat F06 to verify Repair & Merge still consumes its matching donor and treasure once, transfers the configured donor XP and respects its existing repair ceilings. Normal storage and trade remain allowed.
Build 749 Mending balance and personal unlock
Section titled “Build 749 Mending balance and personal unlock”Active balance from build 749: the defaults are 3 genuine treasures per newly upgraded tool and 50 lifetime rewarded gathering actions. Build 748 used 5 treasures and 100 actions. These requirements were added after the build-746 verification; actual tester results remain required. Money/Points remain $9,000/225 under the normal preset, treasure count is unscaled, and purchasing Mending must not deduct XP. Keep M01–M06 for the existing repair behavior.
- M07 — Unlock through rewarded gathering. With a prepared profile below the configured action requirement, a new purchase must refuse without taking money, Points, treasures or XP. Reach the boundary through actual rewarded gathering, including a creature action; prior qualifying actions count. Quest rewards and Turn-Ins do not advance this counter. A successful purchase does not spend the unlock, so it remains available for another eligible tool.
- M08 — Consume genuine backpack treasures. Put exactly the configured number of genuine treasures in slots 9–35 above the hotbar, mixing types and including a legitimately traded treasure. Confirm once: consume that count once, charge the quoted money/Points once, leave XP and unrelated items unchanged, and preserve the tool’s other metadata. Repeat on a separate tool: it needs its own treasure payment. Hotbar-only, offhand-only, nested-container, renamed ordinary and invalid-delivery-identity items must not satisfy the cost.
- M09 — Recheck before charging. Open confirmation, then move, replace or remove required treasures, or change the action requirement/cost through a staff-controlled fixture. A stale confirmation must refuse without a partial charge or upgrade. Repeat rapid clicks and reconnect/recovery checks using disposable fixtures; capture any held transaction for staff review rather than retrying a payment blindly.
- M10 — Keep prior purchases and optional gates. An already-approved Mending tool must still repair with ordinary XP when its holder has no treasures or fewer than the new action requirement, including after a legitimate trade. In staff-controlled settings, test
treasure-cost: 0andrequired-gathering-actions: 0independently; each removes only its own prerequisite. Restore the agreed settings afterward. Donor Repair & Merge must remain unchanged.
Herbarium
Section titled “Herbarium”Available since build 742; actual tester results remain required. Read the Herbarium guide, record the active collection IDs and kit contents. The owner approved named-dirt placeholders for isolated beta delivery tests; keep this separate from authored/live reward acceptance. These are blank acceptance cases, not passed tests.
- H01 — Browse your own journal. Open the hub’s Herbarium and
/forage herbariumaway from camp. Check twelve collections, All Specimens, Show All/Missing/Discovered, pages and Back. Confirm tool names, aliases, habitat hints and clear empty-filter feedback. Missing permissions or disabled features refuse appropriately. Browsing must not create a camp visit, discover anything or claim rewards. - H02 — Record the first real discovery. Gather a missing botanical source with its matching genuine Forage tool in an allowed area. Verify its first time, world and namespaced biome. Repeat in another place/world; the entry and first-find metadata must remain single and unchanged. Reconnect and perform an approved restart session to verify persistence separately.
- H03 — Keep the normal reward gates. Compare ordinary/wrong/invalid tools, cancelled or protected breaks, Creative/Spectator, low durability, player-placed sources, caps and exhausted chunks with a valid control. None of the rejected actions, purchased items, pickups or Camp Turn-Ins may discover a specimen. Check synthetic mcMMO events do not count.
- H04 — Coalesce plant forms. Compare cave-vine and kelp tips/bodies, twisting/weeping vine forms, open/closed eyeblossoms, short/tall seagrass, stripped/unstripped wood, small/huge matching mushroom caps and muddy/ordinary mangrove roots. Each alias group must produce one canonical entry. Tall-flower halves must not create extra entries. Verify unsupported saplings, generic mushroom stems, stone and creatures remain outside the journal.
- H05 — Harvest ancient flowers correctly. Grow a pitcher crop naturally and with permitted fertilizer; immature age0–3 lower/upper halves must not count. A fully mature age4
PITCHER_CROPidentifiesPITCHER_PLANT; placing and breaking the decorative plant must not count. Confirm a valid Torchflower completes the other Ancient Flowers requirement. - H06 — Complete fixed collections. Discover a collection’s last missing specimen. Check completion once, overlapping themed requirements, and noncollection specimens. Compare the current generated reference against the runtime catalogue. Temporarily adding an unrelated source must not enlarge the recorded collection or reset it. Biome/world text is information, not an extra collection requirement.
- H07 — Claim exactly once. With reviewed item-only templates and Forage claiming enabled, open your owned active workstation, preview, cancel, reopen and confirm. Verify exact item/components, full-inventory refusal without consumption, no cost, one lifetime entitlement and repeat-click refusal. Test two players independently; one player’s progress must never qualify another.
- H08 — Revalidate claim authority. During preview move away, teleport, switch worlds/modes, lose permission, invalidate the Initial Camp or local camp, close/replace the GUI, and quit. Stale confirmation must not deliver. Missing Local Introduction or an unrelated menu cannot grant access. Shift-click, drag, hotbar/offhand swap, double-click, drop and creative actions must not extract menu items or bypass confirmation.
- H09 — Preserve lifetime evidence (host fixture). Inspect by a locally resolved UUID, test absent/corrupt initialized ledger refusal and pending/ambiguous delivery recovery, and preserve ledger, initialization marker, transaction receipts and recovery items together. Do not reset the journal or replay an uncertain kit to clear a blocker. Definition changes under a registered ID must refuse; explicit new IDs retain previous discovery and claim history. ENG-01 remains a separate durability gate.
Seasonal Community Efforts
Section titled “Seasonal Community Efforts”Active since build 741; actual tester results remain required. Read the seasonal guide first. Use ordinary tester accounts and separate staff controls, record the actual settings and kit contents, and keep unfinished participation-map delivery disabled. None of these boxes is approved by unit tests or this documentation update. The isolated beta currently enables both seasonal debug flags and uses four named dirt reward placeholders. Confirmed debug claims deliver real placeholder items; dormant claims consume real treasures. Keep those tests separate from authored reward acceptance.
- CE01 — Browse without a camp grant. Open Community Cleanup through the hub and
/forage community, both near and away from camp. Check goals, your progress, included worlds, gathering sources, donation items, rewards/history and navigation. Read-only browsing must not grant a visit, consume items or change totals. Missing use permission and a disabled feature must refuse appropriately. Donation/claim buttons must still require your active camp. - CE02 — Follow the actual world and source lists. In an included world, perform a normal accepted action with a matching Forage tool on a listed source. One action adds one seasonal gathering contribution and its usual Forage rewards only once. Compare unlisted materials, wrong tools, excluded worlds, exhausted ordinary caps, invalid tool state and recorded player placements. Eligible mature crop/tree growth and generator outputs can count under the ordinary gathering policy. Switching between included worlds keeps the same daily/season totals. Opening a menu in one world then travelling elsewhere must not retain that world’s eligibility.
- CE03 — Keep all three goals separate. With host-controlled reduced limits, fill gathering, resource-item and treasure daily caps separately. Extra attempts must not consume donations, advance another axis or bypass the exhausted cap by switching worlds/camps. Bought items may satisfy the resource axis but cannot replace gathering or treasure minima. Use isolated debug nextday to verify the Amsterdam reset, preserving lifetime season totals. Record the real defaults separately: targets 8,000/8,000/35; personal minimums 300/300/2; daily caps 75/75/1.
- CE04 — Donate the right plain items. Compare source/item pairs such as COCOA/COCOA_BEANS, CAVE_VINES/GLOW_BERRIES and SWEET_BERRY_BUSH/SWEET_BERRIES. Review and cancel before submitting, then confirm one exact amount. Only accepted plain backpack slots 9–35 may be consumed; hotbar, offhand, named/lore/PDC/enchantment-bearing items and nonselected materials remain. Seasonal item donations award no ordinary Turn-In XP or points. Confirm that logs/End Stone can appear in the appropriate seasonal list independently of ordinary Camp Turn-In rules.
- CE05 — Require genuine treasures. Compare ordinary lookalikes, renamed items, Forage Dust, genuine treasure drops and malformed staff fixtures. Only the current genuine treasure identity/receipt contract qualifies. Treasure donations have their own daily cap and consume only the previewed backpack amount. A treasure stored in the hotbar or offhand must stay untouched.
- CE06 — Revalidate donation confirmations. After preview, change inventory metadata/amounts, move out of the season’s pool, invalidate the camp or let the edition end before confirming. Try double-clicks, stale menus, shift/drag/hotbar/offhand/drop/creative gestures and reconnects. Each invalid request must fail without a successful donation; an accepted request credits and consumes exactly once. Keep uncertain receipts for staff instead of retrying them.
- CE07 — Settle only at season end. Use separate debug fixtures for: community incomplete, community complete with one personal minimum missing, and all requirements met. No reward can be claimed while the edition is running, even when all targets are complete. At the boundary, only qualified participants gain Season Completion and a claimable reward. Verify year/season IDs, December-to-January winter naming, local-midnight/daylight-saving boundaries and independent player UUIDs.
- CE08 — Claim the configured reward once. At your active camp after settlement, inspect the correct season kit and confirm manually. Missing/command-bearing templates, full inventory, invalid camp, changed inventory and pending requests must not consume an entitlement or drop a reward. On success verify exact item components, one receipt and no second delivery after reopening/reconnect. Receiving the kit must not create an extra Season Completion.
- CE09 — Reactivate a dormant reward. In a debug fixture, advance to six calendar months after the edition ends. Claim with five genuine backpack treasures; fee consumption and delivery happen together, with no separate thirty-day window. Compare insufficient treasures and an unpreparable/full-inventory kit: no successful claim or consumed fee. Repeated claims must fail. Completion count and streak remain unchanged by waiting, claiming or dormancy.
- CE10 — Keep debug and real history separate. Record real history, ordinary XP/quests/participation state and inventories. Start two separate debug runs, seed qualification using an exact online player name, advance dates and return to real time. Synthetic progress must stay in its own run and must not alter real completion/streaks or ordinary progression. Pending requests must block debug switches. With debug kit delivery false, claims are previews; only an explicitly approved disposable fixture may enable real delivery. Ordinary gathering and deliberate debug donations still use real tools/items, so do not confuse them with synthetic seeding.
- CE11 — Purge only a confirmed dormant preview. Staff previews real dormant rewards, records the count, and cancels/lets the token expire first. Preview must change nothing. A valid fresh confirmation removes only the reviewed dormant entitlements; active, claimed and uncertain requests must remain. Completion/streak history must survive. Restore tests must preserve community state and transaction/receipt evidence together, with no reward replay from an old file.
- CE12 — Check the new cleanup source separately. Gather Leaf Litter with the Sickle and compare fresh recorded placement rejection. Confirm its ordinary Camp Turn-In entry is present in the running list (97 source-default types in build 742), while its seasonal eligibility follows the current season’s list. Record the actual running configuration and source list if it differs from the defaults.
Pair tests: ownership, multiple worlds and stale menus
Section titled “Pair tests: ownership, multiple worlds and stale menus”- C01 — Try another owner’s camp. A second ordinary player inspects and sneak-right-clicks your station, tries registration and attempts an overlapping camp. They must not obtain your workstation benefits, take ownership, reuse your footprint or consume your resources. Camp ownership itself is not land protection; normal world/build permissions still control block damage.
- C02 — Register two Secondary Camps. Use different approved worlds. No Dappled biome is needed there, but the Initial Camp must be valid. Each new registration starts its own fresh Local Introduction. Gathering in world A must not advance world B’s introduction. Global stats, points, quest claims and caps remain shared.
- C03 — Reject extra or invalid camps. Try a fourth camp, a second camp in an already-used actual world, a wrong-biome Initial Camp and a denied/unlisted world. Registration must explain the blocker and consume no slot. Use a fresh disposable account for the wrong-biome Initial Camp test so an occupied world/slot cannot mask the biome check. With host assistance, try Creative/Adventure: a complete Requirements book may glow, but registration/revalidation must require Survival.
- C04 — Break and repair a Secondary Camp. Remove the sole crafting table (or enough material to fall below a displayed minimum), check access is blocked but registration still occupies its slot, then replace it and use
/forage camp revalidatewith confirmation. Its completed introduction and global progress should remain. - C05 — Break and repair the Initial Camp. While a partner observes a Secondary Camp test, remove the sole Initial Camp crafting table (or another feature below its minimum). That owner’s Secondary Camp services must stop too. Repair/revalidate the Initial Camp and retry. Check introductions, balances and claim history were preserved throughout.
- C05a — Restore lights, bedding and the bush. On a complete disposable camp, extinguish its only qualifying campfire, then its only qualifying candle in separate trials; repeat with waterlogging. Remove the straw bed, either half, or the only firefly bush in separate trials too. Check a bed that survives leaving it as a passing control; if vanilla consumes the bed, its absence must be detected. Each shortage must block camp eligibility and stale confirmations without erasing its registration, introduction or global progress. After Forage detects each shortage, restore/relight the feature and verify that the recorded revalidation requirement remains. Deliberately confirm
/forage camp revalidate, and verify access returns. Repeat an Initial Camp shortage while a partner checks the owner’s Secondary Camp: it must pause too. Record progress before/after, and never unclaim merely to repair the camp. - C05b — Restore placed camp decoration. On a complete disposable camp, remove one of the two cushions, remove or empty the sole filled flowerpot, remove one of the two stripped log/wood blocks, and remove the sole banner in separate trials. Each observed shortage must pause camp use and stale confirmations without erasing registration, introduction or global progress. Restore the feature and deliberately revalidate; merely replacing it after the shortage was recorded must not clear the revalidation requirement. Swap valid cushion colors, potted plants or banner patterns without leaving an observed shortage as passing controls. Check an invalid Initial Camp also pauses its Secondary Camps. Do not unclaim just to repair a feature.
- C05c — Use and refill camp water. With exactly one qualifying water cauldron, reduce its water from level 3 to 2 to 1: the camp must remain complete. Empty it and let Forage observe the shortage: camp use and stale confirmations must pause. Refill it and verify deliberate revalidation is still required. Confirm revalidation and compare registration, introduction and global progress; all must be preserved. An Initial Camp water shortage must also pause its Secondary Camps.
- C06 — Move a disposable camp. Record its registration UUID and stats. Cancel
/forage camp unclaim <registration-UUID>once, then confirm deliberately. Blocks remain; the slot is released. Register a valid replacement: its introduction starts fresh while global progress/claimed rewards stay saved. Replacing an Initial Camp still requires the approved world and Dappled Forest. - C07 — Change world with a menu open. Open a paid or reward confirmation, then teleport/change world before confirming. The old view must not deliver or charge. Repeat after moving beyond the station’s six-block use range and waiting beyond the five-minute visit lifetime; re-interact with the composter for a new valid visit. Closing a confirmation must invalidate its pending click even when a nearby workstation visit can be retained.
- C07a — Browse other menus and return. Sneak-right-click your own composter, visit
/menu, then return through/foragewhile remaining nearby. Skill Branches and other eligible camp activities should remain usable within the original five-minute visit. Repeat with no prior workstation interaction, after expiry, and after walking more than six blocks away and returning: camp actions should explain how to reopen through the composter. - C08 — Change eligibility before confirmation. With a partner, open a confirmation and remove a required camp block, change the held tool/inputs or revoke the relevant permission before confirming. Current requirements must be checked again; no stale price, item, ownership or entitlement may be used.
- C09 — Try GUI transport actions. On shop, introduction, quest, upgrade, repair, turn-in and dust views, try rapid clicks, shift-click, drag, double-click, number keys, offhand swap, drop and click outside the menu. No menu item can be taken, input moved into an unintended slot, duplicate reward granted or duplicate payment taken. Record Java and supported Bedrock results separately.
- C10 — Lose the session. On disposable fixtures, repeat a pending confirmation across quit/rejoin, kick and death. After returning, record items/money/review status before retrying. The old menu must not retain authority, and an uncertain transaction must not replay silently.
Staff learning and controlled integration checks
Section titled “Staff learning and controlled integration checks”Use a dedicated staff account/console on the disposable test server for this section. These commands can change test data. Replace angle-bracket arguments; never paste them literally. Ordinary testers should be denied staff commands and should not see their staff-only tab completions.
| Purpose | Exact route and caution |
|---|---|
| Player/tool inspection | /forage admin inspect <player>, /forage admin inspectitem <player> main, /forage debug tool <player> |
| Give a test tool | /forage admin give <player> <tool> [tier]; use IDs from F01, recipient online with free inventory space; staff grants can drop overflow |
| Prepare upgrade fixtures | /forage admin level <player> <level>, /forage admin points <player> <amount>, /forage admin toollevel <player> <level>; level sets a floor, points adds/removes, toollevel changes the held tool |
| Reset test daily buckets | /forage admin resetcap <player>; clears current global/family daily counters, not chunk exhaustion |
| Inspect camps | /forage admin camps list, /forage admin camps worlds, /forage admin camps inspect <registration-UUID> |
| Release a disposable registration | /forage admin camps release <registration-UUID>; immediate mutation, no confirmation; never use another tester’s UUID accidentally |
| Inspect legacy reservations | /forage admin camps legacy; legacy reassign/move helpers are not a shortcut around v2 registration |
| Snapshot and diagnostics | /forage admin save, /forage admin export backup, /forage debug runtime, /forage debug transactions, /forage debug all |
| Apply test configuration | /forage admin reload, then /forage admin check and /forage admin balance |
- S01 — Verify least privilege. Try inspection, giving, points, reload, camp release and debug as an ordinary account: they must be denied without changing state. Selected staff/console can run the documented routes. Check an actual Java and Bedrock identity where available; display names must not mix profiles.
- S02 — Exercise balance fixtures. Use the test-only preset/low caps and supplied upgrade inputs. Compare displayed prices/requirements with actual debits, including failure without enough money, points or materials. Tool tier bonuses depend on preset: default normal is 20% per extra tier, testing 25%, live/grindy 15%. Record the preset used.
- S03 — Protect tools in vanilla stations. Try anvil rename/repair, enchantment table, grindstone, smithing, crafting repair, crafter, furnace conversion/fuel, hopper insertion into transforming stations, dispenser use and unauthorized Mending. Protected tools must not be improved/converted externally; on build 745 or newer, test separately the deliberately purchased Mending exception in M01–M06. Ordinary storage, inventory rearrangement, dropping/disposal and equivalent ordinary tools should still work.
- S04 — Protect tools across installed plugins. If installed, test CMI repair/rename/enchant including console targeting, mcMMO repair/salvage, Pyro Vessels/Augments, the
/pointsrepair purchase and DiscordChat enchant upgrades. Protected attempts must not mutate the tool or charge points; an unrelated purchase should still work. Mark missing providers N/A and capture/forage debug runtimereadiness for the versions actually tested. - S04a — Keep mcMMO abilities separate. With mcMMO skill/permission/cooldown prerequisites satisfied, try Super Breaker with a Forage pickaxe, Tree Feller with a Forage axe and Giga Drill Breaker with a Forage shovel: actual activation must be refused with guidance before the buff or cooldown starts. A right-click ready notice alone is not activation and may still appear. For each ability, activate it using an ordinary tool, switch to a Forage tool and try gathering: breaking and rewards must pause until expiry. Repeat with a different Forage tool type; any of the three active abilities blocks every marked Forage tool’s block gathering. Switch back to an ordinary tool while the ability remains active and verify normal mcMMO behavior; after expiry, verify ordinary Forage gathering resumes. Compare XP, points, quest progress and tool state before/after. Unrelated abilities and ordinary tools must retain their existing behavior.
- S04b — Ignore mcMMO simulated breaks (host fixture). Use the host’s controlled mcMMO simulated block-break fixture with a marked Forage tool. Tree Feller probes must be refused silently. Generic mcMMO probes must remain available when none of the three blocked abilities is active, and be refused silently when one is active or its state cannot be checked. Neither kind of probe may grant Forage XP, points, quest credit or tool progress. Leaf probes while holding a Forage axe must not produce the misleading different-tool warning. A real manual leaf break with an axe still earns no leaf-family progress; use Forage Shears for that route. Mark this test deferred without the controlled fixture; ordinary Tree Feller activation with a Forage axe is already blocked by S04a.
- S04c — Reject external binding. Try ItemSoulBind’s held-item, whole-inventory, remote-slot and automatic bind-on-use/equip/pickup routes on copied Forage fixtures. Repeat with OP/bypass permissions and malformed or legacy Forage markers. No binding or unbinding may change the tool, and a points-shop binding service must refuse before charging. Ordinary inventory movement, pickup and ordinary-item binding still work.
- S04d — Check targeted CMI services (host fixture). Test repair/enchant/rename against an online Forage owner using a real name, server UUID, nickname, partial name and
itemname -p:target. Include player, console, configured aliases and direct menu/plugin dispatch. Protected tools must remain unchanged. Rename ordinary dirt while a Forage tool is in another inventory slot; this must still work. Never use destructive metadata commands on a player’s only tool. - S04e — Reject external Vessel changes (staff fixture). Try PyroMining’s
mine addvesselroute and its registered/namespaced aliases while holding a copied Forage pickaxe, including OP and direct plugin dispatch. The tool’s PDC, lore and Vessel state must remain unchanged. With a separate deliberately modified fixture, try Vessel removal: it must refuse before charging Zeta or changing the tool. Ordinary pickaxes should retain PyroMining’s normal behavior, including when a Forage tool is carried elsewhere. - S05 — Check shared protection. If Halloween Virus is installed, carry one of its protected rewards alongside a Forage tool. Refresh/close the provider GUI and use the approved provider reload fixture. Each item keeps its own protection without disabling the other; ordinary items remain usable. Also verify the shared CMI alias, PyroMining command and ItemSoulBind guards survive either feature being disabled independently.
- S06 — Review an older tool. On a copied legacy fixture, use
/forage admin inspectitem <player>and/forage admin toolapprove <player>before anyconfirm. Unchanged base tools may auto-enroll; historical refined/enchanted tools require review. Approved history must retain progress and legitimate durability. Changed already-approved or malformed tools must stay blocked, not be cleaned by deleting identity markers. - S07 — Test protection boundaries. In an ordinary allowed global area, gathering/dust should work. In a protected fixture or denied world it should not bypass protection or award rejected gathering. With default WorldGuard global-only policy, named regions can block Forage even when vanilla breaking is otherwise allowed. Record the active policy and compare ordinary tool behavior.
- S08 — Test the emergency switch. Set test
enabled: false, reload and check no player progress, camp trade or growth pulse succeeds. Player entry points and shared recommendations should reflect dormancy; staff inspection/reload still work. Item protection remains active. Re-enable deliberately and verify saved progression returns. - S09 — Test unloaded Initial Camp validation. With the host’s fixture, unload the Initial Camp chunks, then use a Secondary Camp. Pending/unavailable validation must withhold benefits and explain a retry; it must not generate new terrain or cause a visible server stall. Retry after successful verification and record timing/runtime diagnostics.
Host-only persistence and failure session
Section titled “Host-only persistence and failure session”Run these after the ordinary walkthrough, using a recoverable copy. Tell testers before stopping or deliberately crashing the server. Record the exact interrupted operation and compare Forage state, Minecraft inventory and economy independently.
- R01 — Clean restart. Snapshot/record state, save, stop cleanly and restart. Check all three camps, local introductions, tool state, XP, points, caps, quests and claimed rewards. Completed operations must not replay; ordinary continued gameplay should remain possible.
- R02 — Fail a transaction preflight. On the host’s controlled fixture, make persistence or the required economy provider unavailable before a valuable operation. It must fail without success feedback or an unexplained debit/delivery. Record the diagnostic and restore the dependency before continuing.
- R03 — Interrupt a valuable operation. Host-controlled forced-crash tests should cover before preparation, after an item/economy effect and before finalization. On restart, inspect
/forage review,/forage debug transactions, staff runtime/recovery evidence and external balances before any retry. Uncertain outcomes must remain blocked for review; do not claim atomic recovery across Minecraft and external plugins. - R04 — Learn acknowledgment limits.
/forage admin recoveryack <transaction-UUID> confirmonly acknowledges retained finalized evidence after staff independently verifies delivery. It is not a refund, retry, inventory restore or blanket queue-clear command. Keep unresolved cases blocked and send their reference plus private evidence to the owner. - R05 — Period rollover. If the host provides a separate rollover session, check daily, ISO Monday weekly and calendar-month quest periods in the server timezone. Finish and claim within the period; changing worlds/reconnecting must not reset it. Do not change the active shared server clock to force this test. Mark it deferred if tomorrow’s session cannot observe the boundary.
Report and finish
Section titled “Report and finish”Copy this for each finding. Keep detailed staff logs, exports, UUID lists and backups in the host’s private report destination.
Test ID and result: PASS / FAIL / BLOCKED / N/A (reason)Suite/Paper build and balance preset:Tester, client version and Java/Bedrock:Date/time/timezone and test world:Setup: permissions, camp role, introduction status, relevant integrationsExact command/menu and steps to reproduce:Expected result:Actual result and message shown:Before -> after: money, points, XP, items, tool durability, quest statusRepeatable? How many attempts? Another client/account affected?Screenshot/video and transaction reference, if shown:Staff-assisted shortcuts/config changes:- FIN01 — Submit useful results. Include passed IDs, failed IDs, skipped IDs with reasons, and where instructions were confusing. Distinguish a missing configured prerequisite from a reproducible defect. Stop retrying any duplication, missing-payment/delivery or recovery case until staff records its state.
- FIN02 — Owner review. Reconcile reports and backups, restore temporary settings, and keep unresolved issues and untested cases visible. Player/Bedrock acceptance, farm balance, third-party versions and crash recovery remain explicit release decisions. Seasonal Community Efforts require the separate seasonal cases above; managed Camp Storage, natural-spawn provenance, arbitrary command rewards and temporary-heart integrations remain outside this beta contract. CMI item-only reward templates require configured
reward-kitmappings and valid kit definitions; confirm the host’s mappings before testing them.
| Final coverage | Result / evidence |
|---|---|
| First player loop P01–P12 | |
| Features F01–F16 | |
| Seasonal CE01–CE12, if deployed | |
| Mending M01–M06, build 745 or newer | |
| Mending purchase additions M07–M10, build 749 balance | |
| Herbarium H01–H09 | |
| Ownership and sessions C01–C10 | |
| Staff/integrations S01–S09 | |
| Persistence R01–R05 | |
| Java / Bedrock coverage | |
| Blockers and owner decision |