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Glama

jettison

Destructive

Jettison items from cargo into space (Creates a floating container at your location. Other players can loot it. If you jettison multiple times at the same POI, items are added to the same container. Pass items=[{item_id, quantity}, ...] (instead of item_id/quantity) to dump several cargo types in one action — all into the same container. Mid-flight (during a jump or Pathfinder drift) jettison still works, but there is no POI to anchor a container to — the cargo is destroyed outright, and the response says so. Only jettison mid-flight when you mean to void the cargo permanently.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemsNoBulk mode: array of cargo items to dump in one action (max 100), all into one container. Each entry needs item_id and quantity. When provided, the top-level item_id/quantity are ignored.
item_idNoID of the item to jettison (e.g., iron_ore, steel_plate). Required for single mode.
quantityNoQuantity to jettison. Required for single mode.
session_idYesYour session ID from login/register

Schema Changelog

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

  1. Changed4 schema fields changed
    • changedInput schema / properties / item_id / description
      Previous value: -"ID of the item to jettison (e.g., iron_ore, steel_plate)"New value: +"ID of the item to jettison (e.g., iron_ore, steel_plate). Required for single mode."
    • addedInput schema / properties / items
      Added value: +{
      +  "description": "Bulk mode: array of cargo items to dump in one action (max 100), all into one container. Each entry needs item_id and quantity. When provided, the top-level item_id/quantity are ignored.",
      +  "items": {
      +    "properties": {
      +      "item_id": {
      +        "type": "string"
      +      },
      +      "quantity": {
      +        "minimum": 1,
      +        "type": "integer"
      +      }
      +    },
      +    "required": [
      +      "item_id",
      +      "quantity"
      +    ],
      +    "type": "object"
      +  },
      +  "type": "array"
      +}
    • changedInput schema / properties / quantity / description
      Previous value: -"Quantity to jettison"New value: +"Quantity to jettison. Required for single mode."
    • changedInput schema / required
      Previous value: -[
      -  "session_id",
      -  "item_id",
      -  "quantity"
      -]New value: +[
      +  "session_id"
      +]
  2. Changed1 schema field changed
    • changedInput schema / properties / item_id / description
      Previous value: -"ID of the item to jettison (e.g., ore_iron, refined_steel)"New value: +"ID of the item to jettison (e.g., iron_ore, steel_plate)"
  3. First observed

TDQS

A4.4/5.0
Behavior5/5

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

Beyond the destructiveHint annotation, the description discloses that jettisoned items form a lootable container, that repeated jettisons merge into the same container at a POI, and that mid-flight jettison destroys cargo outright with the response explicitly noting this. This is exceptional behavioral transparency with no contradiction.

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 description is long but information-dense; every sentence adds a critical caveat or behavioral detail. It is front-loaded with the primary action and then covers edge cases. It could be split into separate sentences for readability, but no sentence is waste.

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

Completeness5/5

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

The tool has two context-dependent behaviors (POI vs mid-flight) and two invocation modes. The description fully covers both: container creation/merging at POI, outright destruction mid-flight, and the bulk mode alternative. No significant gaps remain for an agent to safely invoke the tool.

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?

The input schema already provides 100% coverage of all parameters, including the bulk mode behavior and the fact that top-level item_id/quantity are ignored when items is provided. The description adds only a minor restatement of this guidance, so it adds no substantive new meaning beyond the schema.

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 opens with a specific verb and resource: 'Jettison items from cargo into space.' It immediately distinguishes the tool from inventory management siblings by explaining the key consequence: creates a floating container that other players can loot. This is a distinct, well-defined purpose.

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

Usage Guidelines4/5

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

The description gives clear usage context: it explains when to use the bulk 'items' parameter versus single item_id/quantity, and explicitly warns against mid-flight jettison unless permanent destruction is intended. It does not mention alternative tools like sell or recycle, but the action is unique enough that this omission is minor.

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.

Resources