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Glama

treat_personnel

Treat injured crew and marines at a station or with an onboard medical module (Omit counts to treat as many as possible. Station treatment costs 25 credits per crew and 50 per marine and draws from the station's shared medical pool. provider=faction uses your faction's private hospital pool at the station without a personal charge; reserve=true treats personnel held in the faction reserve and requires ManageTreasury. Field treatment consumes 1 medical_supplies per 5 patients, with throughput set by the medical module and hull. Allied remote treatment requires a capable medical ship or module.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
crewNoInjured crew to treat. Omit or use zero to treat as many as possible.
targetNoOptional allied player ID or username for remote field treatment. Omit to treat your active ship or faction reserve.
marinesNoInjured marines to treat. Omit or use zero to treat as many as possible.
reserveNoTreat personnel in the local faction reserve. Requires provider=faction and ManageTreasury permission.
providerNoTreatment source. Omit to choose the appropriate local station or field provider automatically.
session_idYesYour session ID from login/register

Schema Changelog

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

  1. Added

TDQS

A4.3/5.0
Behavior4/5

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

With only readOnlyHint=false in annotations, the description carries the burden of behavioral disclosure, and it delivers: it states credit costs per crew/marine, draws from the station's shared medical pool, faction provider uses the private pool, field treatment consumes medical_supplies at a stated rate, and throughput is capped by medical module and hull. This goes well beyond the 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 core action is front-loaded, and the parenthetical packs mode-specific rules densely without filler. It is somewhat long and run-on, but every clause carries useful operational detail.

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?

Given no output schema and six parameters, the description covers the essential invocation knowledge: treatment modes, costs, resource pools, permission requirements, field supply consumption, and remote prerequisites. Minor gaps like failure behavior or return values do not prevent correct selection and invocation.

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%, so parameters are already documented. The description adds meaningful semantics beyond the schema: omitting crew/marines treats as many as possible, provider=faction uses the private pool, reserve=true requires ManageTreasury, and target is associated with allied remote treatment. This is a solid enrichment of the structured 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: 'Treat injured crew and marines,' and names the three contexts (station, onboard medical module, allied remote) where it applies. This clearly distinguishes it from sibling personnel commands like transfer_personnel or recruit_personnel.

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 explicit context for when to use station, faction, field, and allied remote treatment, including conditions like the ManageTreasury requirement for reserve=true and the need for a capable medical ship/module for allied remote treatment. It does not explicitly name alternatives to avoid, but the contextual guidance is strong.

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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