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Playtest Checklist
Use this when you're sitting down for a testing session, or after changing the mod, a template, or your modpack. Go through the sections in order and keep a copy of the template settings with your results. Each checkbox tells you what to do and what should happen.
Mark each result Pass, Fail, or Not run. If you didn't test it, don't mark it passed! After fixing a problem, run the relevant checks again.
- Use a separate test world/server and copies of templates you can change freely. Several checks deliberately kill players, remove bosses or restart the server.
- Install matching core builds on the server and modded clients. The current
locally tested development checkpoint is
0.3.0-beta.6; the release remains0.2.0. Keep one core jar in each mods folder. - Use Survival for players taking part in the fight. An operator can switch to Creative for setup, but Creative/Spectator players are not normal attack targets.
- Bring a second player or account for targeting, late joins and shared-state checks. Mark those checks Not run if you only have one player.
- Have working event/voice clips ready. Mono OGG is needed to judge directional sound. A music track and a custom 128x128 Warden PNG are optional resources.
- Write down the core/client builds, modpack/resource packs, GUI scale, player count and approximate ping. Reuse the same setup before changing one variable.
Create the first test template in-game:
/boss create preset 2_players playtest
/boss setspawn playtest
/boss select activation playtest true
Click the two opposite arena corners with the supplied arrow. Make the vertical bounds tall enough for jumping and the scaled boss. Then open:
/boss template edit playtest
Save your changes. Reload saved or /boss reload applies saved settings to
loaded bosses. Save alone does not apply them. Spawn the test encounter with:
/boss spawn playtest testboss
For a sound example, make a separate copy with
/boss create preset boss-sounds-example playtest_audio. Give that template
its own spawn and areas before spawning it. The example copies its event and
voice clips; no music track is bundled. Use autocomplete for other preset names.
This is a full session rather than a quick smoke test. Use fresh encounters for tests that end or remove the boss. Work through the editor, activation, phases, combat, actions, player support, visuals, audio and loot sections, then exercise permissions, optional clients and restart/cleanup if your setup supports them. The lightning addon and connected workshop sections are separate optional runs.
When a result is wrong, note the section and test name immediately. Capture the failure before changing the settings; changing several fields at once makes it hard to tell which change helped.
- Create from a preset. Create
playtestfrom2_playersand open/boss template list. Pass: the new template is listed; unused presets stay in the preset picker rather than appearing as active templates. - Create from scratch. Run
/boss create new playtest_newand open it. Pass: all expected sections and defaults are available, including dormant Darkness, music, voice lines, player support, loot and face controls. - Keep presets independent. Edit a copied template and reopen its source preset. Pass: the preset is unchanged. Editing a preset affects future copies, not an existing copied template.
- Save versus reload. Change something obvious, such as scale, and Save. Reopen the editor, then use Reload saved. Pass: Save persists the field; reload applies it to the loaded test boss.
- Discard unsaved changes. Change a value, close without saving, and reopen. Pass: the saved value returns.
- Reject invalid inputs. Try negative health, scale above 4, descending quantity bounds in reverse, and a filename with spaces. Pass: the editor reports the invalid setting and does not overwrite the valid template.
- Detect a stale editor. Two operators open the same template. One saves; the other attempts a different save from the old view. Pass: the second save reports that the document changed; it does not erase the first.
- Check layout. Try your smallest and largest usable GUI scales, resize the window, scroll long pages and reopen collapsed sections. Pass: labels, values, Save/Reload and navigation remain readable and reachable.
- Selection arrow. Select an area, switch to redstone mode, then cancel or finish. Pass: area mode is yellow, redstone mode is red, and the active arrow has a glint. After completion, ordinary clicks stop producing selection particles, block-punch sounds or unwanted mining.
- Dormant boss. Spawn while already standing inside the activation box. Pass: the boss stays dormant; its head does not protrude through the floor, no boss bar/player buffs appear, and the activation sound does not play yet. Configured dormant Darkness can still apply.
- Box entry. Leave completely, then walk back in. Pass: the boss emerges and activates once, with the configured activation/spawn sound.
- Radius entry. Change activation to player-enter-radius. Try outside, inside and above/below the sphere. Pass: entry activates it using 3D distance; being inside before spawn does not count as a new entry.
- Redstone edge. Configure a block using the selector. Start with it powered, turn it off, then on. Pass: the off-to-on change activates once; a continuously powered block does not repeatedly activate it.
- Manual activation. Spawn another dormant test boss and use
/boss activate testboss. Pass: normal emergence, audio and encounter support begin once. - Independent arenas. Set different activation and arena/boss-bar areas.
Pass: activation uses its trigger; boss-bar visibility and player support
use the arena. The optional
trueselection copies an area when requested.
- Every threshold. With the standard 75/50/25% cutoffs, damage the boss through each boundary. For 1,000 max HP these are 750, 500 and 250 HP. Pass: the labels and behavior progress once through Annoyed, Agitated, Enraged and Fury. Equality advances to the next phase.
- Glow and transitions. Observe every phase in a dark area. Pass: the configured colors and pulse appear; the usual palette is cyan, yellow, orange and red. Transition flash and the configured small-particle burst occur once and use the entering phase's settings.
- Skip a threshold. Deliver enough damage to cross more than one cutoff in one hit. Pass: the resulting health selects the right final phase; the boss does not stick in the first crossed phase or spam transitions afterward.
- Inheritance. Set a base scale/attack value, leave one phase at Inherit, and give another an explicit override. Pass: inherited and explicit values behave differently as configured; editing one phase does not alter another.
- Dormant versus emerged Darkness. Give dormant Darkness a different interval/duration from phase 1. Pass: the underground aura follows dormant settings; emergence/active phase 1 uses phase 1's Darkness.
- Pulsed and continuous Darkness. Try about 20–40 duration ticks with 200 interval ticks, then a final phase whose duration overlaps its interval. Pass: the first setup clears between pulses; the last stays continuous. Keep both amplifiers at 0; higher amplifiers are not a darkness-brightness dial.
- Darkness boundaries and disabled state. Walk between the configured inner/edge ranges, then disable Darkness and reload. Pass: timing follows the selected range settings. Disabling stops new applications; an existing effect can remain until its already-applied duration expires.
- Change phase count. Add, remove and reorder phases, correct their descending cutoffs, Save and reload. Pass: the sidebar follows the actual list and combat follows the saved phase order. Invalid cutoff order is reported.
- Melee only. Disable Sonic Boom and stand near the boss. Pass: it approaches eligible players and uses melee without needing to be hit first.
- Sonic only at close range. Disable melee and stand next to it, then farther away. Pass: Sonic Boom can fire in both positions when the target satisfies its configured range/sight rules; disabled melee does not block it.
- Mixed attacks. Enable both and move between melee and ranged distance. Pass: enabled native attacks occur according to range and cooldowns.
- Wind-up and recovery. Make melee and Sonic charge/recovery times noticeably longer, then shorter. Pass: animation and hit timing follow the settings, and attacks do not ignore their cooldown/recovery periods.
- Escape a pending hit. Leave melee range during a long melee wind-up. Pass: damage does not land on the old out-of-range player or transfer to a newly selected player. Repeat by leaving the arena and disconnecting.
- Guaranteed target changes. With two eligible players nearby, use switch chance 100%, minimum target time 0, and min/max attacks both 1. Pass: completed melee and fired Sonic attacks both trigger the configured rotation; the boss does not repeatedly choose its current player when another valid candidate exists.
- Forced maximum and minimum hold. Use chance 0%, min attacks 2, max attacks 4 and a visible hold such as 60 ticks. Pass: rotation waits for the minimum gates, then happens at the maximum once the hold allows it. The time gate can postpone switching beyond four attacks; that alone is not a failure.
- Invalid and distant targets. Kill/disconnect the current player, walk outside the arena, and test a second player far across it. Pass: invalid players are released promptly and valid distant players are considered within the configured follow/Sonic ranges. Test automatic follow range 0 as well.
- Warnings. Watch target-change titles during rapid changes and across two bosses. Pass: warnings correspond to actual assignments and respect their cooldown rather than flooding the screen.
Blocked completed swings and fired-but-rejected beams can count toward attack budgets. Cancelled wind-ups do not. Voice-line chance is checked on successful hits, which is a different condition from an attack completing.
- Sequential attacks. Create clearly different slow/heavy and fast/light children with small attack budgets. Pass: they run in saved order, inherit their parent, and loop without adding extra health thresholds.
- Random attacks. Add at least three children and select random order. Pass: each runs once per shuffled round; with multiple children, the round boundary does not immediately repeat the same child.
- Recovery. Add a recovery child of about 60 ticks. Pass: attacks and movement pause for roughly three seconds at normal server speed, then resume.
- Roar interludes. Add several roars and reorder them. Pass: native roar animation and chosen sound occur once between children, attacks pause, and the next child waits for the roar to finish. Sequential mode cycles the shorter roar list independently; random mode chooses a roar independently.
- Burrow toward another player. Place two players apart and make the next target different from the current one before burrow finishes. Pass: the boss digs, waits underground, then emerges safely near the eligible target and proceeds to the following action. It does not fabricate an immediate hit.
- Interrupt an action. In separate encounters, reload, cross a health cutoff, kill or remove the boss during charge, roar, recovery and burrow. Pass: old delayed hits/warnings stop, no old action resumes later, and a surviving boss regains its proper position/visibility/movement state.
- Reorder and save. Drag children/roars, try keyboard reorder controls, cancel a drag, then Save/reopen. Pass: saved order matches the editor; cancelling a drag preserves the old order.
- First entry and late arrival. Start while one player is outside, then have them enter injured. Pass: enabled minimum max health and first-entry healing apply to both initial participants and late arrivals.
- Leave and reenter injured. Take damage, leave, then return to the same encounter. Pass: leaving releases encounter support; reentry restores eligibility without another free first-entry full heal.
- Armor health. Repeat wearing armor that already grants health at or above the configured floor. Pass: the encounter establishes a minimum, does not multiply the armor bonus, and removes only its own contribution. Leaving clamps HP to the remaining maximum without killing the player.
- Beacon effects. Enable speed, jump boost, regeneration, strength and resistance one at a time. Pass: they apply only after activation and while inside the arena, then stop on exit. No Haste is added by these settings.
- Existing effects. Enter with a stronger potion/beacon effect already active, then leave. Pass: Clockwork Bosses does not strip an unrelated stronger effect when removing its area contribution.
- Overlapping encounters. Activate two bosses with overlapping arenas, remove one, then leave the other. Pass: support required by the remaining encounter survives; the final exit releases encounter-owned support.
- Personal offhand. Enter carrying a shield or valuable named offhand item. Pass: the equipment stays in its slot and the potion uses a free inventory slot. Drink from the main hand; cleanup leaves equipment untouched.
- One completed drink. Take damage and reduce hunger, then finish one drink. Pass: the configured healing/food/saturation is granted once. The default healing is 20 HP and the default cooldown is 15 seconds.
- Cooldown and interruption. Attempt another drink immediately; also interrupt a fresh drink before it finishes. Pass: cooldown blocks another dose; an interrupted use grants no dose or fresh successful-use cooldown.
- Reconnect during cooldown. Drink, disconnect and return before the cooldown expires. Pass: reconnect does not grant a fresh dose or reset the cooldown/first-entry heal for the same encounter.
- Moved and shared bottles. Move the potion to another slot, try to obtain multiple copies, and give a copy to another player. Pass: owned copies share one cooldown; another player cannot use your owner-bound bottle.
- Remove while holding it. Use
/boss remove testbosswith the potion in the offhand, then repeat with it in inventory. Pass: after the final eligible encounter ends, temporary bottles are removed and the original offhand item remains exactly once. Reopen inventory to check the real contents. - Full inventory. Enter with all inventory/offhand slots occupied. Pass: no gift is made, a useful message appears, and nothing is moved, overwritten or dropped. Free a slot and reenter to retry.
- Death and grave recovery. With the actual grave mod, die with a personal offhand equipped, end the encounter, then recover the grave. Pass: the grave has your personal items, not a usable temporary fight potion; recovery does not duplicate the original offhand.
- KeepInventory and a totem. If used by your server, repeat with keepInventory, and separately with a totem preventing death. Pass: a real death cleans up support; a cancelled death does not prematurely discard the active encounter state or personal items.
- Default and player skin. Switch between vanilla and a known player skin such as ClockworkSpirit. Pass: player colors remain recognizable, base pixels have no Warden stripe overlay, and opening ribs retain their intended separate Warden texture.
- Two clients and late tracking. Have the other player join after spawn, move out of tracking range and return, then reconnect. Pass: both modded clients show the same skin/glow rather than one retaining a vanilla fallback.
- Eye and eyebrow controls. Move each independently, narrow/widen eye spacing and change X/Y eye size. Save/reload. Pass: the full model preview is visible, controls affect the intended feature, and the boss matches it.
- Pupil controls. Try independent X/Y size, Both/Left/Right movement, Auto offsets, Reset and disabled pupils. Pass: pupils move with their eyes, stay clipped inside them and keep the darker glow hue. Explicit values survive Save/reopen. Auto one-pixel pupils can be hidden on one-pixel eyes.
- Custom atlas and fallback. If you have a valid server PNG, load it as custom. Also try an unavailable filename. Pass: a valid 128x128 Warden atlas is used as supplied; failure is reported/falls back without crashing.
- Ordinary Warden and resource reload. Compare a normal Warden, reload resources and repeat with your Sodium/ETF/EMF/resource-pack combination. Pass: normal Wardens retain normal visuals; marked bosses keep their intended appearance. Custom model/UV packs need their own alignment check.
- Activation, all transitions and death. Choose distinct known files for activation, each entering phase and death. Pass: each event plays its own clip once; command spawn and initial phase assignment remain silent.
- Inherited versus disabled transition. Give the base phase-change sound a file, leave one phase at Inherit and set another filename empty. Pass: the first uses the shared clip; the empty override mutes that phase. Custom roar blank filenames keep the native roar.
- Direction and movement. Listen to a mono clip while walking around the boss and turning away. Pass: direction and distance are perceptible. A long clip remains at its starting position rather than following the boss.
- Automatic large range. Use an arena radius above 128, sound range 0, and listen well inside it at about 150 blocks. Repeat with a large box. Pass: updated clients can hear beyond the old 128-block cap when inside the resolved playback range; volume falls toward the boundary.
- Manual range. Set range 32, then a larger positive distance. Walk across those distances and reload between changes. Pass: manual range stays manual; it does not change into arena range. Music remains independent.
- Roar and voice range. Give a custom roar and voice lines range 0, then a positive override. Pass: both use the selected spatial rules; phase/roar Inherit keeps its parent setting.
- Voice chance and overlap. Use chance 100% with a long voice clip and frequent successful attacks; then set chance 0%. Pass: at most one voice for the same boss is pending/playing; zero prevents new voices. Event sounds can still play independently.
- First transfer and cached playback. Join with a second client that has not heard these files, then replay them. Pass: files eventually play without disconnects; cached playback works. Slow first transfers can delay playback, and a waiting stale event can expire instead of playing very late.
- Vanilla sound volume. Set the boss's mob volume to 0, then 0.25. Pass: its regular Warden sounds/heartbeat follow the setting; custom clips use their own volume and an ordinary Warden is unaffected.
Automatic event audio is a sphere around the captured sound origin, not an arena-membership filter. Radius uses radius, not diameter; a box uses its full inclusive 3D diagonal. A boss underground/outside a box can put a boundary listener outside that sphere. No usable arena falls back to 32; the cap is 512.
- Start, loop and fade. Configure a short track with loop enabled and two-second fade. Pass: activation/active-arena entry starts it, it loops, and boss death ends it with the fade.
- Exit, reconnect and removal. Leave the arena, disconnect and remove the boss in separate runs. Pass: no orphan music continues after its request ends. Reentry starts an eligible track without layered copies.
- Channels. Test Music, Jukebox/Note Blocks and Master with their sliders
changed separately. Pass: the selected slider and Master control it.
Test
/stopsoundfor the chosen category; reentry or reload restores eligible playback rather than immediately defeating the stop command. - Two arenas and resource reload. Enter overlapping musical encounters, then reload resources. Pass: only one encounter track plays; the most recently entered ready encounter has priority. Eligible music can restart from its beginning after resource reload without overlapping old channels.
- Visual item picker. Search for a vanilla and an installed mod item, add/remove/reorder entries, then Save/reopen. Pass: item, quantity and chance survive exactly as entered; the picker remains readable at your GUI scales.
- Deterministic reward. Set one diamond entry to min/max 1 and chance 100%, kill the boss and count the resulting reward items. Pass: the configured reward rolls once, with exactly that quantity.
- Keep versus replace. Repeat with vanilla drops kept, then replaced. Pass: native drops follow that mode while configured rewards still roll.
- Removal is not a kill. Remove or unload a reward-enabled boss instead of killing it, and restart after a completed kill. Pass: removal/unload does not award death loot; a completed death does not roll rewards again.
- Disabled and invalid rewards. Disable loot, then try an invalid item ID and min greater than max in a test draft. Pass: disabled behavior keeps the normal native rules; invalid saves are rejected without losing old entries.
Use an operator and a separate non-operator. The provider-specific checks require a LuckPerms or other provider build that implements Fabric Permission API v1. See permission nodes and commands for the grants.
- Ordinary participant. Join without admin grants. Pass: you can fight, get support and earn rewards, but cannot create/edit/reload/delete bosses.
- Spawn-only grant. Grant only
clockwork_bosses.command.spawn. Pass: spawning works; editing, reload, removal and preset access remain denied. - Separate editors and removal scopes. Try template-only versus preset-only grants, and single removal versus remove-all. Pass: each grants only its stated operation. Combined activation/arena selection requires both permissions.
- Revoke while open. Revoke edit/reload/selection permission with its screen/tool open, then attempt the operation. Pass: new unauthorized actions are denied and existing settings remain intact.
- Explicit denial and fallback. Deny an operation to an operator; also check your intended setup without a provider answering. Pass: explicit denial overrides fallback; native OP access works when the provider abstains.
- Client without the core. Have one client without Clockwork Bosses track the same normal Warden and boss as a matching modded client. Pass: both stay connected and see native movement, particles, bar, scale and gameplay. The client without the core has vanilla visuals and no custom audio/editor. Other mandatory mods can still be required by the pack.
- Late join and dimension change. Join an active fight, reconnect, leave tracking range and change dimensions. Pass: no metadata/packet crash, stale bar, duplicate support item or old encounter audio follows you.
- Combat integrations in use. With your actual combat mods, repeat weapon combos, roll out of a pending melee hit, and drink before/during/after attacks or a roll. Pass: cancelled use grants no potion dose; cancelled or rejected hits do not create extra damage/knockback. Record mod options.
- Actual poor connection. If available, repeat with a genuinely slow client. Pass: delayed visual/audio updates do not become duplicate damage, potion doses or rewards. Record measured ping; a normal client does not prove high-latency behavior.
Build the separate lightning example against the exact test core and install that matching addon jar. Current source identifies addon 0.1.8 and expands its core dependency from the configured build version (currently beta.6). This source inspection is not a new addon build/runtime result; inspect the actual jar metadata before installation. A matching core client
can use the editor without a client copy of this addon.
- Discover and configure. Add a subphase of Example lightning, set warning to 40 ticks, damage to 8 and target mode to current. Pass: its settings appear, validate, save and reopen through the ordinary editor.
- Execute and repeat. Activate it with a Survival participant. Pass: sparks warn for about two seconds, one visual bolt appears, native damage is attempted once, no fire is placed, and the next action starts. Armor/other damage rules can reduce or reject the configured 8 HP.
- Random and lost targets. Repeat in random mode with two players; have the warned player leave or disconnect before impact. Pass: only eligible arena players are chosen; an invalid target is not hit by a stale execution.
- Interrupt and cleanup. Remove, kill, reload or change phase during the warning and just after the bolt. Pass: no delayed strike survives the old execution and no permanent lightning entity or paused boss remains.
- Missing addon. After removing its test boss, stop the server, remove the addon and restart with its saved template still present. Pass: settings are preserved, unsupported action use reports the missing registration, and the core does not silently replace it with ordinary combat.
If the merged core has Workshop access enabled, use /boss workshop open with the authorized owner account. No separate companion jar is required. The old /bossworkshop open is a temporary alias. Select a website that explicitly supports the installed core; hosted beta excluded beta.6 at the recorded checkpoint. Browser editing is separate from the core GUI.
- Round trip. Edit eye/pupil positions, a phase override and sound range 0 in the website. Save draft, Publish, then open the same template in-game. Pass: saved values match; reload applies them to the boss. Saving a browser draft alone does not apply changes to an active encounter.
- Preset media. Create a sound example draft, Save draft, Publish and activate it. Pass: copied clips are available to the boss as well as the authenticated preview; publishing does not leave missing event/voice files.
- Manual versus inherited range. Save a positive manual range and a phase Inherit override, then reopen in both editors. Pass: manual stays manual and inherited stays inherited rather than becoming a creation default.
- Restart an active fight. Stop normally and restart with a live boss. Pass: one boss returns with the correct identity/configuration, not a duplicate; bars/media and support recover without duplicating rewards/items. Loading resets action sequencing rather than restoring a half-finished hit.
- Save during burrow. Repeat a normal restart while underground. Pass: saved recovery returns the boss to a usable surface/flag state; it is not permanently invisible, invulnerable, underground or unable to move.
- Chunk unload and reload. Leave sufficiently far away to unload the test boss's chunks, then return. Pass: no duplicate saved boss, orphan temporary entity, stale hit or repeated death reward appears.
- Remove one of two bosses. Spawn two test encounters and remove one. Pass: the other continues operating. Remove the last; bars, support, temporary bottles and audio tied to it end.
- Repeat encounters. Run several spawn/activate/end cycles, alternate death and command removal, and reopen the editor repeatedly. Pass: no accumulation of visible bosses, bars, potions, effects, audio or consistent worsening of responsiveness. This can expose a problem; it is not a heap benchmark.
- Delete the test template. Try
/boss template delete playtestwhile its boss is loaded, then after removing its instances. Pass: deletion is refused while in use, succeeds afterward and removes it from the template list. Presets are unaffected; the deleted folder is retained as an archive.
Only use /boss remove all in the isolated test setup where every loaded boss
belongs to this session. Removing a loaded instance is different from deleting
its reusable template; remove any saved test instances before archiving it.
For a combat/targeting/action/potion issue, optionally start the bounded capture before reproducing, then stop it and export:
/boss debug on
Reproduce the issue once, then run:
/boss debug off
/boss debug dump
Keep the reported dump and the client/server log around that time. Turn capture off after the reproduction. For visual/audio problems, a screenshot or short video is useful alongside the exact skin/phase/sound settings.
Copy this result form for anything that fails:
Test section and name:
Date and approximate time:
Core/server build and client build:
Modpack and resource pack versions:
Template, phase and action:
Relevant settings:
Players and approximate ping:
Steps to reproduce:
Expected result:
Actual result:
Repeatable? How many times?
Screenshot/video, debug dump and log:
Use two survival players with server PvP enabled. Enable
boss_bar.pvp_protection.enabled and configure a known arena.
- Dormant: normal PvP. Activated/emerging: block both directions of harm, including a player outside attacking someone inside and the reverse.
- Test melee, sweeps, crits, flaming/tipped arrows, tridents/Channeling, splash/lingering poison and instant harm, and attributed TNT/explosions. No player hurt/push; the same attacks still affect ordinary mobs.
- Healing/helpful buffs, boss attacks, self harm and ordinary hazards still
work. Existing poison is not erased; authorized
/effect givestill works. - Leave/re-enter; move radius arenas; retain fixed boxes. Include arrows already in flight, shooters logging out, reload off/on, kill/remove and overlaps.
- Repeat with an unmodded client, high latency/poor connections, then the combat pack. Record versions and observed results; native tests are separate.
Use the pinned versions in Compatibility and testing, two Survival players and a copied test encounter. Record Pass, Fail or Not run.
- Empty offhand, occupied shield, dual weapons, and a two-handed weapon hiding equipment: potion placement is safe and personal items stay put.
- Select the inventory bottle in the main hand; drink, interrupt, swap weapons, and try copies in both hands: one successful dose and one cooldown.
- Full inventory fails safely. Exit/removal during drinking and actual death/grave recovery leave no usable temporary bottle or duplicated gear.
- Fast/slow weapons, dual wielding, crits, scaled reach and phase crossing: one health loss per accepted hit, normal animations, no distant damage.
- Protected melee/sweeps, Fire Aspect and projectiles in both directions: no player damage/push/harmful effects; boss/environmental damage still works.
- Test a client with Better Combat but without Clockwork. Separately run without Better Combat and without the Clockwork client. Repeat at real ping.
Use matching beta.6 server/client jars in an isolated world. These are pending real-player checks, separate from the native automated fixtures.
- Static shapes and rotation. Try all four shapes and independent −45°/45° angles, then Save/reopen/Reload saved. Pass: fields persist and pixels stay inside the face; ordinary Wardens remain unchanged.
- Hit priority. Give hurt and melee different shapes, then hit during wind-up. Pass: hurt temporarily overrides the attack and returns to it only if it is still active.
- Target, roar and sonic rules. Use distinct poses with two players. Pass: hurt wins over attack/roar, which wins over target change, then resting face. Check cooldowns and expiry; the ten-tick watcher can add up to nine ticks.
- Random and inherited values. Use a restricted random pool and null rotation overrides. Pass: draws stay in the pool; inherited angles use the base pose; resting changes follow completed swings/beams.
- Interruption and cleanup. Change phase, reload, remove and stop during a reaction. Pass: stale reactions do not survive the owning state or alter ordinary combat.
- Preview versus fight. Change local pose/sample selectors without editing a rule. Pass: selectors are not saved fields; the actual boss uses encounter events. Repeat with real ping and your rendering pack.
- Unsaved fields. Change fields after saving or during confirmation. Pass: publishing requires a successful save of the intended draft rather than silently publishing older values.
- Concurrent change. Change spawn/arena in-game after loading a web draft. Pass: stale mutation is rejected; download browser edits, reopen Active and reapply only intended changes.
- Upload and outage. Upload valid/invalid OGGs and interrupt a mutation. Pass: live files stay intact until successful publication; reconnect does not replay the operation.
- Unsupported server. Use a deliberately unsupported test version. Pass: writes/autosave are blocked while permitted recovery downloads/previews remain available; local Import/Download still works.
See Workshop troubleshooting. Real authenticated cloud Save/Publish for beta.6 waits for an approved compatible website release.
Keep Observatory development tests separate from this manual checklist. Carpet results do not mark real login, rendering, resource packs, latency or Better Combat combos as passed. The complete native GUI/shared-service workflow remains unfinished.
Clockwork Bosses
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