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Glama

reload

Reload a weapon's magazine from ammo in cargo (Consumes 1 ammo item from cargo to fill the weapon's magazine. Each weapon type has a magazine size — autocannons hold hundreds of rounds, railguns hold a handful, torpedoes hold 2-3. Energy weapons (lasers, beams) don't need ammo. Works mid-battle and mid-flight (costs a game tick). Swapping to a different ammo type discards remaining rounds. Weapons auto-load when first installed if compatible ammo is in cargo. Weapons with the ammo_from_cargo special (e.g. the Scrapgun) accept any cargo item as ammo. Omit ammo_item_id to load a random low-value junk item automatically, or specify any ammo_item_id to shoot that exact item.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idYesYour session ID from login/register
ammo_item_idNoItem ID of ammo to load from cargo (must match the weapon's ammo type). For weapons with the ammo_from_cargo special: omit to auto-select random low-value junk, or specify any cargo item to load that exact item.
weapon_instance_idYesInstance ID of the fitted weapon to reload (use get_ship to see weapon instance IDs)

Schema Changelog

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

  1. Changed2 schema fields changed
    • changedInput schema / properties / ammo_item_id / description
      Previous value: -"Item ID of ammo to load from cargo (must match the weapon's ammo type)"New value: +"Item ID of ammo to load from cargo (must match the weapon's ammo type). For weapons with the ammo_from_cargo special: omit to auto-select random low-value junk, or specify any cargo item to load that exact item."
    • changedInput schema / required
      Previous value: -[
      -  "session_id",
      -  "weapon_instance_id",
      -  "ammo_item_id"
      -]New value: +[
      +  "session_id",
      +  "weapon_instance_id"
      +]
  2. First observed

TDQS

A4.6/5.0
Behavior5/5

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

The description discloses substantial behavioral details beyond the annotations: it consumes exactly 1 ammo item, explains magazine size variations by weapon type, states the action costs a game tick, warns that swapping ammo discards remaining rounds, and describes the ammo_from_cargo special case. This goes far beyond the mere readOnlyHint=false annotation.

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 a substantial paragraph but every sentence adds meaningful information: consumption, magazine sizes, timing, ammo swapping consequences, auto-load, and special weapons. It is dense but not wasteful, though the formatting as one long parenthetical could be more scannable.

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?

For a mutation tool with no output schema, the description covers all necessary operational aspects: what it does, what it costs, when it works, edge cases (energy weapons, ammo_from_cargo), and the optional parameter behavior. It is fully 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.

Parameters4/5

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

Schema description coverage is 100%, so baseline is 3. The description adds extra semantics beyond the schema, especially for ammo_item_id: omitting it auto-selects random low-value junk, and for ammo_from_cargo weapons any cargo item can be specified. These details clarify the parameter's behavior beyond the schema's straightforward description.

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 states the tool's function: 'Reload a weapon's magazine from ammo in cargo.' It uses a specific verb ('reload') and identifies the resource (weapon magazine) and source (cargo). It also distinguishes from sibling tools like load_drone or load_passenger by focusing on weapon ammunition.

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 practical usage context: works mid-battle/mid-flight, costs a game tick, and notes that energy weapons don't need ammo (implying don't use for them). It also mentions auto-loading on install, which signals when reload may be unnecessary. However, it doesn't explicitly name alternative tools or formal when-not-to-use conditions, but the guidance is clear enough.

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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