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Gno debug

Skill gnoverse/gno-mcp/skills/gno-debug

Diagnose and fix failed Gno transactions and calls. Use whenever a gno.land transaction failed, a gnomcp write tool returned an error (insufficient_funds, authentication_required, scope_mismatch, invalid sequence, panic, out of gas), a gno_call/gno_run/gno_addpkg result looks wrong, or the user pastes a chain error message — even if they never say "debug".From its SKILL.md

Install
npx -y skills add gnoverse/gno-mcp --skill gno-debug

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 3 stars3 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

1.5 KB, as published. Nobody here has run it

Debugging a failed Gno transaction

  1. Read ../gno/SKILL.md first — the source index for everything Gno.
  2. Read ../gno/references/debug.md — its failure-signature table drives this flow.
  3. Classify the error against the table. Reproduce cheaply (gno_eval, or simulate=true) BEFORE any broadcast.
  4. Apply the table's fix flow, re-run the cheap reproduction, and only then re-broadcast.
  5. Report which identity signed every write (agent key vs session). If the failure involves sessions, remember the session path is WIP — keep scopes tight.

For a gas, fee, storage-deposit, or account/sequence/chain-id signature failure, pull ../gno/references/gnokey.md — it has the Fee = {GasWanted, GasFee} model and the failure-mode table (out-of-gas vs insufficient-fee, "not enough deposit", the stale-binary cause of a sig-verify error), which explain why these fail and the exact fix.

If nothing in the table matches, route through ../gno/SKILL.md's index instead of guessing (security.md for authorization questions, interrealm.md for caller/crossing semantics) — and say plainly what remains unknown.

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.