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Glama

refuel

Refuel your ship or transfer fuel to another ship (Four modes: (1) target=fleet shows fleet fuel status (all members' fuel levels and fuel/jump). (2) target= transfers fuel to a target ship at the same POI (requires an operational Refueling Pump). Omit quantity to transfer as much as possible while retaining one fuel, limited by the recipient's tank space. (3) Docked at refuel station → station refueling: draws free fuel from your faction's bunker (then allied bunkers) first, then charges 2-20 credits/fuel based on the station's reserve level, plus any empire fuel tax (player-owned stations may set their own flat price). (4) Otherwise → fuel cells from cargo. Auto-selects cheapest fuel cell unless item_id specified. Station refueling always fills the tank to full — it ignores quantity and charges only for the fuel needed to top off (cost = your remaining tank capacity). For fuel cells, quantity sets how many cells to burn and defaults to 1. Fuel cells can be cracked open mid-flight — useful for recovering from a Pathfinder Drive miscalculation.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
targetNoPlayer ID or username at the same real POI to receive fuel, or 'fleet' for read-only fleet fuel status. Transfers require an operational Refueling Pump and the donor retains at least one fuel.
item_idNoSpecific fuel cell type to use (e.g. fuel_cell, fuel_cell_premium, fuel_cell_military). Auto-selects cheapest if omitted.
quantityNoNumber of fuel cells to burn or fuel units to transfer. Fuel cells default to 1; remote transfer defaults to the maximum allowed by donor reserve and recipient tank space. Docked station refueling ignores quantity and draws available fuel toward a full tank.
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
    • changedInput schema / properties / quantity / description
      Previous value: -"Number of fuel cells to burn or fuel units to transfer. Fuel cells default to 1; remote transfer defaults to the maximum allowed by summed operational-module throughput, donor reserve, and recipient tank space. Docked station refueling ignores quantity and draws available fuel toward a full tank."New value: +"Number of fuel cells to burn or fuel units to transfer. Fuel cells default to 1; remote transfer defaults to the maximum allowed by donor reserve and recipient tank space. Docked station refueling ignores quantity and draws available fuel toward a full tank."
    • changedInput schema / properties / target / description
      Previous value: -"Player ID or username at the same real POI to receive fuel, or 'fleet' for read-only fleet fuel status. Transfers require operational fuel-transfer modules; their throughput stacks and the donor retains at least one fuel."New value: +"Player ID or username at the same real POI to receive fuel, or 'fleet' for read-only fleet fuel status. Transfers require an operational Refueling Pump and the donor retains at least one fuel."
  2. Changed2 schema fields changed
    • changedInput schema / properties / quantity / description
      Previous value: -"Number of fuel cells to burn or units to transfer (default 1). Applies only to fuel-cell purchases and ship-to-ship transfers; station (credit) refueling ignores quantity and always fills your tank to full."New value: +"Number of fuel cells to burn or fuel units to transfer. Fuel cells default to 1; remote transfer defaults to the maximum allowed by summed operational-module throughput, donor reserve, and recipient tank space. Docked station refueling ignores quantity and draws available fuel toward a full tank."
    • changedInput schema / properties / target / description
      Previous value: -"Player ID or username to transfer fuel to, or 'fleet' for fleet fuel status. Requires a Refueling Pump module for transfers."New value: +"Player ID or username at the same real POI to receive fuel, or 'fleet' for read-only fleet fuel status. Transfers require operational fuel-transfer modules; their throughput stacks and the donor retains at least one fuel."
  3. Changed1 schema field changed
    • changedInput schema / properties / quantity / description
      Previous value: -"Number of fuel cells to burn or units to transfer (default 1). Capped to what's available and what your tank needs."New value: +"Number of fuel cells to burn or units to transfer (default 1). Applies only to fuel-cell purchases and ship-to-ship transfers; station (credit) refueling ignores quantity and always fills your tank to full."
  4. Changed1 schema field changed
    • changedInput schema / properties / target / description
      Previous value: -"Player ID or username to transfer fuel to. Requires a Refueling Pump module. Both ships must be at the same POI."New value: +"Player ID or username to transfer fuel to, or 'fleet' for fleet fuel status. Requires a Refueling Pump module for transfers."
  5. Changed2 schema fields changed
    • changedInput schema / properties / quantity / description
      Previous value: -"Number of fuel cells to burn (default 1). Capped to what's available and what your tank needs."New value: +"Number of fuel cells to burn or units to transfer (default 1). Capped to what's available and what your tank needs."
    • addedInput schema / properties / target
      Added value: +{
      +  "description": "Player ID or username to transfer fuel to. Requires a Refueling Pump module. Both ships must be at the same POI.",
      +  "type": "string"
      +}
  6. First observed

TDQS

A4.7/5.0
Behavior5/5

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

Beyond the readOnlyHint=false annotation, the description discloses important behaviors: transfers retain one fuel, station refueling draws from faction bunkers first and charges 2-20 credits/fuel plus tax, quantity is ignored when docked, and fuel cells can be cracked mid-flight. It also explains the full-tank top-off cost based on remaining capacity, which is far more than the annotation alone provides.

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 lengthy but every clause conveys unique operational detail, organized by numbered modes with the main purpose front-loaded. It is dense and could be more scannable with bullet points, but there is no filler or repetition.

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 four-mode tool with no output schema, the description covers invocation conditions, parameter behavior per mode, cost implications, and edge cases such as retaining one fuel and Pathfinder Drive recovery. It does not describe the return value/response, but given the complexity covered, this is a minor omission.

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 coverage is 100% and the schema already documents defaults and mode-specific behavior for target, item_id, and quantity. The description adds extra meaning around cost calculation (remaining tank capacity), bunker priority, and mid-flight use, going beyond the schema's one-line descriptions. This earns credit above the baseline of 3.

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: 'Refuel your ship or transfer fuel to another ship,' then lists four distinct modes (fleet status, player transfer, station refueling, fuel cells). This fully disambiguates the tool from siblings like use_item, buy, or fleet.

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 maps each scenario to a mode: target=fleet for fuel status, target=<player> for transfers requiring an operational Refueling Pump, docked at a refuel station for station refueling, and otherwise fuel cells. This is direct conditional routing guidance an agent can follow without guessing.

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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