| name | live-game-testing |
| description | Safe CraftBuddy installed-client testing workflow. Activate only when runtime oracle and harness checks are insufficient and visual/runtime behavior must be validated in the actual AFNM Electron client. |
Live Game Testing
Live UI testing is manual/opt-in. Prefer runtime-oracle for API checks and craftbuddy-ui-validation for harness checks.
Before Launching
bun run build
Copy builds/afnm-craftbuddy.zip into the installed game's mods/ directory. Do this after every rebuild.
Safe Launch Rules
- Do not launch through Steam by default.
- Do not use the repo as the working directory; the game can write
settings.json there.
- Create the installed-game
disable_steam sentinel before direct launch.
- Delete
disable_steam immediately after testing, even on failure.
- Use
--remote-debugging-port=9222 only when browser/CDP inspection is needed.
Typical Linux Launch
"/home/lamim/.local/share/Steam/steamapps/common/Ascend From Nine Mountains/launch-native.sh" --remote-debugging-port=9222
Run from the installed game directory or another non-repo working directory.
Automated Evidence
When CDP is available, use agent-browser to capture screenshots/snapshots or evaluate CraftBuddy debug state. Keep this optional; not every environment has agent-browser.
Gotchas
disable_steam left behind disables Workshop mods: always clean it up.
- Stale zip masks fixes: rebuild and recopy before retesting.
- Mod Manager requires its own CONTINUE: apply mod enable/disable state before loading a save.
- Use live UI only for questions the oracle/harness cannot answer.
References
docs/project/TESTING.md
craftbuddy-ui-validation skill
runtime-oracle skill