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Diagnostics and Testing

Reed Boomgarden edited this page Oct 18, 2026 · 3 revisions

Diagnostics and testing

Commands index · Reports · Troubleshooting

Permission: level 2 for every entry, including help and tests. “Server,” “Player” and “Target” follow the source rules. Target commands support self when omitted; console needs one explicit online player. Examples with @s are in-game.

These commands investigate current state or saved data; they do not rebuild, spend Essence, grant Skills or reset progress. Specific reconciliation effects are identified below. Queries may initialize ordinary caches/data records and write logs. Debug targeting does not run the Admin mutation-refresh wrapper.

Choose a starting point

Question Start with
Is a profile installed? debug mappings status and debug balance summary
Does disk match the installed profile? debug balance validate
Why is an item's yield surprising? debug balance item "minecraft:iron_ingot"
Why is a Skill ineffective? debug player skills show frenzy
Is a seal crediting correctly? debug player attunement show gathering and history
Is a machine connected? Look at it, then the matching debug machine command
Did a narrow runtime invariant fail? The appropriate test command; interpret its limited scope

Each fragment above follows /essence . Exact runnable examples appear in the entries below.

Saved balance

These read the installed snapshot rather than recapturing the item catalog or recipes. The item argument is an exact quoted full saved item ID. Bonus/Skill arguments accept registered mod-default short IDs. <path> is a quoted JSON Pointer beginning /runtime/ and resolving to a scalar; escape / in keys as ~1, ~ as ~0, and use zero-based array indices.

Exact syntax Source Prerequisites and result Valid example
/essence debug balance summary Server Active snapshot; integrity prefix/generator, resource/equipment/enemy/curve counts, conservation passes/paths and last load time /essence debug balance summary
/essence debug balance validate Server Disk profile must exist/read/validate. Full decode and active-integrity comparison; mismatch fails with reload/rebuild guidance. Potentially expensive file read, no install/write. /essence debug balance validate
/essence debug balance salvage Server Inspects loaded salvage material bills and actual per-rank recovery; writes a diagnostic report. Catalog access is unexamined. Does not salvage inventory or rebuild balance. /essence debug balance salvage
/essence debug balance item Player Active snapshot; main-hand registry ID. Empty hand selects air and normally lacks saved evidence. /essence debug balance item
/essence debug balance item <id> Server Exact saved ID; advisory value versus spendable yield, estimate confidence, fact/warning samples and equipment axes. Acquisition and recurring supply are explicitly unexamined. Missing evidence fails. /essence debug balance item "minecraft:iron_ingot"
/essence debug balance bonus <bonus> Server Known Bonus/active curve; maximum effect, exponent, style/applicability, per-tier caps and effects /essence debug balance bonus melee_damage
/essence debug balance skill <skill> Server Known Skill/active saved curve; rank 1 price/power/base tier and maximum purchasable rank /essence debug balance skill frenzy
/essence debug balance skill <skill> <rank> Server Integer rank 1..1000 and within saved curve length; selected rank's cost/power. Does not buy a rank. /essence debug balance skill frenzy 1
/essence debug balance cost <path> Server Existing saved runtime scalar; prints it. Objects, arrays and nonexistent paths fail. /essence debug balance cost "/runtime/statMaxBonuses/essence_ascendance:melee_damage"

Skill output's base required tier is not a complete list of rank-specific gates. Edit unlocks, rank counts and native stat endpoints in skill_settings.toml; edit Bonus bounds in bonus_settings.toml, then explicitly rebuild. Diagnostics report the installed profile, not pending edits. Use the Archive or rank reports for those. Conservation counts and “validate passed” describe modeled/internal checks, not every possible third-party exploit.

Player progression

<skill> and <milestone> are syntax-valid short or quoted full mod IDs.

Exact syntax Source Prerequisites and result Valid example
/essence debug player summary [player] Target Tier/profile, stored/effective investment/capacity, registry/provider counts and next Ascension state. Can align a stale chapter. Does not enumerate wallets/reservoir. /essence debug player summary @s
/essence debug player equipment [player] Target Equipment activation slots/profiles and same-stat strength merging /essence debug player equipment @s
/essence debug player skills summary [player] Target Catalog/implemented, owned/effective/suspended/replaced counts, selections and revision /essence debug player skills summary @s
/essence debug player skills owned [player] Target Summary plus receipts, ranks and actual paid costs, including preserved unknown definitions /essence debug player skills owned @s
/essence debug player skills loadout [player] Target Summary plus saved choice groups/selections; no loadout mutation /essence debug player skills loadout @s
/essence debug player skills show <skill> [player] Target Current definition or preserved owned receipt; relationships, ownership, requirements, gates and evaluation. Unknown/unowned fails. No rank argument. /essence debug player skills show frenzy @s
/essence debug player milestones list [player] Target Stored flags including preserved unknown IDs /essence debug player milestones list @s
/essence debug player milestones show <milestone> [player] Target Configured provider/permanent state, known Skill gate, or already-stored unknown ID. Read-only resolution; does not capture. /essence debug player milestones show sky_limit @s

Gameplay snapshots

<category> accepts offense, defense, vitality, mobility, gathering or utility, case-insensitively. Special literals take their own branches.

Exact syntax Source Prerequisites and result Valid example
/essence debug player gameplay <category> [player] Target Applied Bonus/equipment/native attributes and category runtime details. Reconciles equipment attributes; may clamp health to the new maximum. Mobility/Utility also reconcile movement. Use a staging player if preserving transient health matters. /essence debug player gameplay defense @s
/essence debug player gameplay shield [player] Target Blocking and combat-prevention snapshot /essence debug player gameplay shield @s
/essence debug player gameplay projectiles [player] Target Projectile adapters/control/outcome diagnostics; launches nothing /essence debug player gameplay projectiles @s
/essence debug player gameplay posture [player] Target Evasive/Bulwark/Adaptive posture snapshot /essence debug player gameplay posture @s
/essence debug player gameplay status [player] Target Harmful-status interception and mirror diagnostics /essence debug player gameplay status @s

Attunement diagnostics

<category> resolves a registered Essence ID. <tier> is a registered from-tier with a chapter; dormant is an example. A terminal tier without a next chapter fails.

Exact syntax Source Prerequisites and result Valid example
/essence debug player attunement summary [player] Target Authority; current chapter seals/readiness, or completed maximum-tier state. Snapshot may align a stale chapter below maximum tier. /essence debug player attunement summary @s
/essence debug player attunement show <category> [player] Target Authority/known category; progress, generated target, acceleration and methods. May align chapter. At maximum tier, seals/methods show complete, target 0 and multiplier 1; there is no next chapter. /essence debug player attunement show gathering @s
/essence debug player attunement history <category> Player Authority; own stored action page 1 /essence debug player attunement history gathering
/essence debug player attunement history <category> <page> [player] Target Authority; integer page 1..2,147,483,647, within actual page count, four entries/page. Source signatures, accepted/rejected reasons and contribution factors. /essence debug player attunement history gathering 1 @s
/essence debug player attunement activities Server Registered category menu; no active profile needed /essence debug player attunement activities
/essence debug player attunement activities <category> Server Registered category; method IDs, calibration families and units; no active profile needed /essence debug player attunement activities utility
/essence debug player attunement reachability Server Authority; generated chapter breadth/menu /essence debug player attunement reachability
/essence debug player attunement reachability <tier> Server Authority/known chapter; estimated stage-accessible and base methods /essence debug player attunement reachability dormant

Targeted history requires the page first. history gathering @s is not a valid targeted form. A reachability estimate is not proof that a particular survival player has encountered every source.

Held items

Exact syntax Source Prerequisites and result Valid example
/essence debug item inspect Player Main-hand first-party Ascendance equipment with a known activation profile. Player-tier reference, held strengths and applicable ranged/caster details. Not general Focus/third-party inspection. /essence debug item inspect while holding supported equipment
/essence debug item mapping Player Nonempty main-hand item; current mapping/source/eligibility/output. No fresh valuation. /essence debug item mapping while holding iron ingots
/essence debug item baselines Player Baseline reference at player tier, with harvest/armor weights. Actual gear uses its own item tier. /essence debug item baselines

Machines and installed mappings

For machine entries, the player must look directly at the matching block entity within 8 blocks; the pick does not target fluid. There are no target-player arguments.

Exact syntax Source Prerequisites and result Valid example
/essence debug machine crucible Player Correct ray target; input lanes/mappings, storage/owner/access, structure and processing diagnostics. May refresh structure caches; no dissolution run. /essence debug machine crucible while looking at a Crucible
/essence debug machine pylon Player Correct ray target; refreshes link, then shows Focus/owner/range/limits/contribution/eligibility /essence debug machine pylon while looking at a Pylon
/essence debug machine infuser Player Correct ray target; refreshes link, then shows owner/Focus/operations, policy and reservoir context /essence debug machine infuser while looking at an Infuser
/essence debug mappings status Server Last install/rejection, generation/counts/warnings/errors and paths; no scan/reload /essence debug mappings status
/essence debug mappings list Server Active rule IDs/priorities/selectors and outputs/BLOCK; no reload /essence debug mappings list

Machine snapshots reconcile ordinary links/caches but do not spend materials or Essence. Use a staging network if you need a snapshot without affecting live link state.

Membership and shared-machine diagnostics

Beta.5 adds server/console-compatible level-2 /essence admin membership status. Its readiness/authority/settled-target information is independent of generated balance. Exact membership syntax and effects.

Player /essence team status reports own effective pool, member capabilities and exact decimal Stored balances or unresolved reason; /essence machine <machine> status reports binding and link or shared total/local fill limit. Current member access or the documented level-2 status inspection is required; a player sender and loaded reachable target are mandatory for machine status. These observations can perform ordinary membership/ownership refresh. Native team requests also refreshes/prunes request metadata. Canonical entries.

The existing ray-targeted machine debug commands remain level 2. They inspect structure/Focus/processing and refresh ordinary links/caches; they do not promise a complete scheduler trace. Old cap/family or player-owned debug labels do not override aggregate member-scaled storage. The accepted Crucible Info popup exposes concise Rate/Range, not a removed detailed routing/settings interface.

Inherited Stage 9 receipts cover initialized loaders, synthetic actual-interface provider rosters, memory-backed machines, conserved repair insertion, paid-work component continuity and scheduler receiver-state pruning. Later command/membership, shared presentation, headless Archive and production-packaging receipts strengthen that evidence. The user also confirmed real FTB activation and team ownership of a newly placed Crucible. Two-client, offline-member, unloaded-machine, restart, graphical and interrupted-save checks remain open; neither fixtures nor this narrow live success proves every provider event or third-party pipe. Documentation checks add no new gameplay pass. Exact receipt and live-test scope.

Test commands and their meaning

Tests have no target-player arguments. “PASS” describes only the check listed.

Exact syntax Source Prerequisites, output and actual scope Valid example
/essence test luck Player Reconciles normal mobility/Luck modifiers; checks expected modifier presence and finite native Luck. PASS/FAIL, no loot rolls or statistical luck measurement. Use staging for transient modifier checks. /essence test luck
/essence test activation Player Current worn-passive plus main-hand activation; MAX merge, active/inactive/zero counts. Not simulated combat or every action/offhand context. /essence test activation
/essence test skills milestones Player Read-only resolution of all catalog-referenced permanent gates and live provider comparison. Reports resolvability/completed projection; no capture/grant. /essence test skills milestones
/essence test skills effects Server Pure implementation invariants for handlers/relationships/config/math/payload contracts. Failure list or PASS; no world combat or universal compatibility test. /essence test skills effects
/essence test enchantments Server Running-server loaded-registry/component-yield checks and diagnostics/enchantment_yields.json receipt. No player, inventory mutation or progression grant. The handler has no explicit active-profile rejection; meaningful yields require ready mappings. Writes diagnostic files, not a balance rebuild; preserve prior receipts for comparison. /essence test enchantments

Help endpoints

All are level 2, Server, no arguments/prerequisites beyond access. They print menus and perform no test, mutation or rebuild. Both forms in each row are exact executable syntax and valid examples.

Menu example Help example
/essence debug /essence debug help
/essence debug player /essence debug player help
/essence debug item /essence debug item help
/essence debug machine /essence debug machine help
/essence debug mappings /essence debug mappings help
/essence debug balance /essence debug balance help

Player-detail and test menus

Menu example Help example
/essence debug player skills /essence debug player skills help
/essence debug player milestones /essence debug player milestones help
/essence debug player gameplay /essence debug player gameplay help
/essence debug player attunement /essence debug player attunement help
/essence test /essence test help
/essence test skills /essence test skills help

The bare /essence debug player attunement show and /essence debug player attunement history also print Attunement help (same permission/source; exact examples as shown). Other incomplete leaves such as debug balance cost or debug player skills show require their arguments and are not menus.

Source: debug handlers, balance queries, tests, health reconciliation.

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