Debug and limit a script
Find the first incorrect event, value, or action instead of changing the whole graph.
The script does not run
- Check that the script belongs to the intended instance.
- Check that it is saved and not paused.
- Cause the trigger event after enabling the script.
- Check that an execution wire reaches the first action.
- Inspect validation diagnostics and execution logs.
An On Join trigger needs a new join. Saving a script while a bot is already online does not recreate that event.
The wrong bot acts
Inspect the trigger's bot context and every connected bot override. A timer does not necessarily carry a bot. Reduce the graph to one trigger and one action with a known bot before restoring the full workflow.
A value is missing or has the wrong type
Inspect the source output and target input in the node reference. Use a constant value to isolate the target node. Enable node previews or add a Print node to inspect the actual value. The preview is evidence of a value, not proof that a later Minecraft action succeeded.
The graph runs too often
Check whether a timer, chat message, reconnect, or loop repeats the path. Inspect repeated events before adding arbitrary delays. Add a rate limit or condition where the behavior needs one. Pause the script while diagnosing an unexpected loop.
Quotas
Use the script's quota controls to limit the work that one graph can consume. Choose limits based on the intended event frequency and bounded workload. Quota errors identify a limit reached by the graph. Raising the limit does not correct an accidental loop.
Import and version problems
Import a graph while paused. Review node types and validation diagnostics before enabling it. A graph from a newer backend can contain nodes absent from an older backend. The downloadable recipes receive structural checks against the pinned node catalog. You must still validate and run them on your connected server.
For SDK failures, use SDK errors. For backend failures, use server troubleshooting.
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