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Glama

get_nearby

Read-onlyIdempotent

Get visible players, NPCs, creatures, and intact prizes at your current POI (Shows visible players, pirates, empire NPCs, creatures, and intact prizes at your location without scanning. Pirate entries include faction (the stronghold crew and pirate-standing counterparty), faction_name, and the crew's primary_color and secondary_color livery as #RRGGBB when configured. Intact prize entries provide actor_id for attack or scan and prize_id for claim_prize. Cloaked players are hidden. Use 'scan' for detailed information about a specific actor.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idYesYour session ID from login/register

Schema Changelog

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

  1. First observed

TDQS

A4.3/5.0
Behavior4/5

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

Annotations already establish readOnlyHint and idempotentHint, so the description's addition of 'without scanning' clarifies it is a passive observation. It further discloses that cloaked players are hidden and details pirate/prize entry fields, adding useful behavioral context beyond the annotations.

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?

The main action is front-loaded in the first sentence, followed by a parenthetical that details entry contents and limitations. While informative, the parenthetical is somewhat long, but every sentence adds value and there is no filler.

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?

Though there is no output schema, the description explains key return elements: pirate fields, intact prize actor_id/prize_id, and cloaked-player hiding. It does not describe the overall list shape or empty-result behavior, but it is sufficient for an agent to invoke the tool correctly.

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

Parameters3/5

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

Schema coverage is 100%: the only parameter, session_id, is fully described in the schema. The description does not add parameter-specific semantics, so the baseline score of 3 applies.

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

Purpose5/5

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

The description clearly identifies a specific verb and resource: 'Get visible players, NPCs, creatures, and intact prizes at your current POI.' It enumerates exactly what is included and notes that cloaked players are hidden, distinguishing it from related tools like scan and get_poi.

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

Usage Guidelines5/5

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

The description explicitly directs the agent to use 'scan' for detailed information about a specific actor, providing an alternative and a rough when-not-to-use condition. This helps select get_nearby for quick visibility checks versus scan for deeper inspection.

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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