netease-game-instrumentation

Diagnose NetEase Minecraft runtime bugs using hypothesis-driven NDJSON instrumentation logging.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/Coral5644/NekansModPack --skill netease-game-instrumentation-coral5644
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: netease-game-instrumentation
Source: https://github.com/Coral5644/NekansModPack/tree/main/.cursor/skills/netease-game-instrumentation
Command: npx skills add https://github.com/Coral5644/NekansModPack --skill netease-game-instrumentation-coral5644

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Debugging NetEase Minecraft mods by reading code alone often fails for coordinate offsets, rendering anomalies, API behavior mismatches, and timing issues. This Skill replaces guesswork with in-game empirical evidence through a structured hypothesis-driven instrumentation workflow. ## Core Features & Use Cases - Hypothesis-Driven Debugging: Generate 1-3 concrete hypotheses, then add temporary _dbgLog instrumentation that writes structured NDJSON logs to a per-problem debug file. - Automated Test Loop with mcdk-dev: When the mcdk_dev MCP server is available, reload the game, trigger logic via execute_code, capture screenshots, and read logs without manual user testing. - Mandatory Cleanup Protocol: After root cause confirmation and fix, all debug code, imports, and log files are removed to restore a clean workspace. - Use Case: An entity renders with a Z-axis offset. Add _dbgLog calls at placement and render points, trigger the logic in-game, analyze the NDJSON log grouped by hypothesisId, confirm the offset, apply the fix, and clean up. ## Quick Start Ask the AI to debug a NetEase Minecraft runtime issue such as an entity coordinate offset using hypothesis-driven instrumentation logging.

Frequently Asked Questions about netease-game-instrumentation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I debug NetEase Minecraft mod runtime bugs with logging?▼

Use hypothesis-driven instrumentation: list 1-3 concrete hypotheses, add temporary _dbgLog calls that write NDJSON entries to a per-problem log file, trigger the logic in-game, then analyze logs grouped by hypothesisId before writing any fix.

How to debug entity coordinate offset in Minecraft mod development?▼

Add _dbgLog calls at entity placement and render points recording entityPos, playerPos, and object size as structured data. Compare logged coordinates against expected values to confirm the offset direction, then apply the correction and retest.

Can AI test Minecraft mods automatically without manual gameplay?▼

Yes, when the mcdk_dev MCP server is available. The AI can reload the game, trigger target logic with execute_code, capture the game window, and read logs directly, eliminating the wait for manual user testing.

What is NDJSON logging format for game debugging?▼

NDJSON writes one JSON object per line with required fields: id, timestamp, location, message, data, runId, and hypothesisId. This structure enables sorting by timestamp, grouping by hypothesis, and comparing runs across test sessions.

When should I use execute_code probes instead of file instrumentation?▼

Use execute_code one-off probes when hypotheses are simple (1-2) and do not involve timing. Use persistent source-file instrumentation when you need continuous logging across ticks, callbacks, multiple modules, or a reproducible evidence chain.

Why must debug instrumentation code be removed after debugging?▼

Temporary _dbgLog functions, imports, and log files pollute the workspace and can affect production behavior. The workflow mandates deleting all DEVONLY-marked blocks, debug imports, notification calls, and debug_*.log files after the fix is verified.