Run these from an operator’s chat, a command block, or a function file. Stopwatch and Fetchprofile are newer commands — check availability on your Minecraft version.

How to Use the Test Command Generator

  1. Pick a mode: Run (by name/pattern), Run Closest, Run That (pointed at), Run These (nearby), Run Failed, Verify, Stop, or Clear All.
  2. For Run or Verify, type a test’s resource location, e.g. my_pack:my_test – Run also accepts a wildcard pattern like my_pack:* to match many tests at once.
  3. For Run Failed, optionally restrict to only tests marked required.
  4. For Clear All, optionally set a radius in blocks, or leave it blank to clear every test structure in the world.
  5. Copy the generated /test command into the console or an operator’s chat.

Command Syntax Reference

/test run <testName>
/test runclosest
/test runthat
/test runthese
/test runfailed [onlyRequiredTests]
/test verify <testName>
/test stop
/test clearall [radius]

GameTest is Minecraft’s built-in structural testing framework – each test is a small pre-built structure plus Java/data-driven logic that checks whether something behaves correctly, mainly used by mod and data pack developers to catch regressions. /test run my_pack:my_test places a fresh copy of that test structure and runs it (a pattern like my_pack:* runs every matching test). /test runclosest and /test runthat are shortcuts for quickly re-running whatever test structure is nearby or directly in your crosshair while iterating in the editor. /test runthese runs every test structure within 200 blocks in one batch. /test runfailed re-runs only the tests that failed last time – handy after fixing a bug, to confirm just the broken ones now pass – and can be restricted to required tests only. /test verify my_pack:my_test runs a single test 100 times across every rotation to catch intermittent, orientation-dependent flakiness that a single run would miss. /test stop halts every currently running test, and /test clearall removes test structures from the world, either everywhere or within an optional radius.

Note: the real /test command has additional subcommands (creating tests, exporting, listing, etc.) beyond what’s covered here – this generator covers the core run/verify/cleanup workflow developers use most.

Frequently Asked Questions

Who actually uses /test – is it relevant for normal survival play?

No, it’s a developer-facing debugging tool for anyone building data packs or mods with structural GameTest logic. It has no purpose in normal survival or creative play and won’t appear as a useful command unless you’re actively authoring or debugging tests.

What’s the difference between /test run and /test verify?

Run does exactly one pass of the named test. Verify runs that same test 100 times across every possible rotation specifically to surface flaky, orientation-sensitive bugs that a single lucky run could easily hide.

Why would I use /test runthese instead of naming each test?

If you’ve placed several test structures near each other while iterating in a testing world, runthese lets you re-run all of them in one command instead of typing out each test’s full resource location individually.

Does /test clearall delete my actual builds, or just test structures?

It’s specifically scoped to GameTest structures the framework itself placed and tracks – it isn’t a general area-clearing command, so it shouldn’t touch unrelated builds, though you should still test it in a disposable area first since it can act on the whole loaded world when no radius is given.

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