Slabbed — Test Matrix + Repro World (Strict)
Goal
Create a consistent, repeatable way to validate Slabbed:
- •placement works on slab tops
- •blocks do not pop off after updates
- •visuals are correct (strict)
This skill produces a concrete test matrix and a simple “repro world” build plan.
Non-goals
- •No mixin code changes required
- •No performance optimization here
- •No broad QA; focus on slab-support behaviors
Assumptions
- •MC 1.21.11 Fabric dev run is working
- •Rule: treat the top face of slabs as ground (bottom slab top and top slab top)
A) Standard Repro World Setup
1) World settings
- •Create new singleplayer world:
Slabbed QA - •Creative mode
- •Cheats: ON
- •Flat world preset (superflat) preferred for clarity
- •Time: set day and lock if desired
2) Build the Repro Platform (coords-based)
At spawn, build a labeled platform with 3 lanes:
Lane 1: Full blocks baseline
Lane 2: Bottom slabs (target behavior)
Lane 3: Top slabs (target behavior)
Each lane should be 3 blocks wide and at least 30 blocks long.
3) Segment markers
Every 5 blocks, place a sign label:
- •
T1 Torch - •
T2 Redstone Dust - •
T3 Repeater/Comparator - •
T4 Rails - •
T5 Pressure Plates - •
T6 Carpet - •
T7 Plants (optional) - •
T8 Misc (as needed)
B) Test Matrix (Strict)
For each test item, run in each lane (full / bottom slab / top slab) and record PASS/FAIL.
Common pass criteria (all)
- •Places without forcing weird aim hacks
- •Renders at the correct height (flush to slab top surface)
- •Does not instantly break
- •Survives a neighbor update and chunk reload
Evidence capture
For every FAIL:
- •Screenshot showing placement + block state context
- •Save the exact reproduction steps in a note For every PASS (first time per category):
- •One screenshot
C) Update/Stress Actions (run after placement)
After placing each item, run these update triggers:
- •Neighbor update
- •Place and break a block adjacent (side)
- •Place and break a block beneath (where applicable)
- •Chunk unload/reload
- •Fly 200 blocks away, return
- •Fluid interaction (if relevant)
- •Place water adjacent (if item normally interacts)
- •Redstone tick (redstone category)
- •Power it and observe updates (lever on adjacent full block is acceptable for test)
- •Piston test (if relevant)
- •Push a neighboring full block to cause updates (don’t require the slabbed item itself to be pushable)
D) Output format (required)
Produce a test report in this exact structure:
- •Build/commit under test:
<hash or local> - •World:
Slabbed QA - •Results:
- •Torch: Full / BottomSlab / TopSlab
- •Dust: ...
- •Repeater: ...
- •Comparator: ...
- •Rails: ...
- •Pressure plates: ...
- •Carpet: ...
- •Notable failures (each):
- •What broke
- •Exact placement context
- •Which update trigger caused it
- •Screenshot filenames/paths
- •Next debug targets:
- •1–3 suspected methods/classes
E) Stop conditions
If any category fails on slabs:
- •Do not expand scope
- •Pivot immediately to diagnosis using
slabbed-mixin-target-discovery
Pass criteria for “Alpha Ready”
- •Torch, Dust, Repeater/Comparator, Rails, Pressure Plates, Carpet:
- •PASS on bottom slabs and top slabs
- •Survive neighbor updates + chunk reload
- •Visual height is correct (strict)