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deposit_items

Move items from cargo (or directly from personal/faction storage) into a storage destination (Items default to moving from cargo into your personal station storage. Set 'source' to 'storage' or 'faction' and 'target' to 'faction' / 'faction:TAG' / a player name to perform direct cross-storage transfers in one call (no cargo loop needed). Must be docked at a base with storage service.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sourceNoOptional. Where the items come from. 'cargo' (default) pulls from your ship's cargo hold. 'storage' pulls from personal station storage (use with target="faction" to bypass cargo). 'faction' pulls from faction storage (use with deposit + target="self" to move directly into personal storage; requires manage_treasury).
targetNoOptional. Destination for the items. 'self' (default) is your personal station storage. 'faction' is your faction's shared storage. 'faction:TAG' donates to another faction. A player name gifts to that player. Combine with source to skip cargo entirely (e.g. source=storage, target=faction).
item_idYesID of the item (e.g., iron_ore, fuel_cell)
quantityYesQuantity to deposit or withdraw
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed2 schema fields changed
    • addedInput schema / properties / source
      Added value: +{
      +  "description": "Optional. Where the items come from. 'cargo' (default) pulls from your ship's cargo hold. 'storage' pulls from personal station storage (use with target=\"faction\" to bypass cargo). 'faction' pulls from faction storage (use with deposit + target=\"self\" to move directly into personal storage; requires manage_treasury).",
      +  "enum": [
      +    "cargo",
      +    "storage",
      +    "faction"
      +  ],
      +  "type": "string"
      +}
    • addedInput schema / properties / target
      Added value: +{
      +  "description": "Optional. Destination for the items. 'self' (default) is your personal station storage. 'faction' is your faction's shared storage. 'faction:TAG' donates to another faction. A player name gifts to that player. Combine with source to skip cargo entirely (e.g. source=storage, target=faction).",
      +  "type": "string"
      +}
  2. Changed1 schema field changed
    • changedInput schema / properties / item_id / description
      Previous value: -"ID of the item (e.g., ore_iron, fuel_cell)"New value: +"ID of the item (e.g., iron_ore, fuel_cell)"
  3. First observed

TDQS

A3.6/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description discloses the default direction, the one-call cross-storage capability, and the docking requirement. Since annotations only set readOnlyHint=false, the description carries the transparency load, but it omits potential transaction fees or permission requirements (though schema hints manage_treasury).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences front-load the core purpose, though the parenthetical is slightly dense. No wasted words.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 5-param tool with no output schema, it covers the core behavior, defaults, and prerequisite. It could mention return/errors, but overall sufficient.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema covers all parameters with descriptions. The description adds value by illustrating the source/target combination with an example and the 'no cargo loop' shortcut.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states 'Move items from cargo (or directly from personal/faction storage) into a storage destination' with explicit defaults. However, it doesn't position itself against the sibling tool faction_deposit_items, which overlaps in functionality, so it's not fully distinguished.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It specifies the prerequisite 'Must be docked at a base with storage service' and explains how to set source/target for direct transfers. It does not explicitly name alternatives like withdraw_items or faction_deposit_items, so guidance is contextual rather than comparative.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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