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scene_add_environment

Destructive

Creates a fixed-hour sky environment in a copied save, with stars, Milky Way, and clouds, so graphs can switch players between day and night skies.

Instructions

Add a second sky to a copy of a save: an environment configuration (环境配置) fixed at one hour, with stars, the milky way and clouds as asked. This is how night is done on this platform: changing the level clock alone does not darken the sky that is in force, a graph switches the players to another environment configuration with f.modifyEnvironmentSettings(environmentId, players, false, 0n), and back with the id of the map's own. The new configuration applies to nobody until a graph switches to it. hour is 0 to 23 (0 is midnight). Returns environmentId. Writes a new .gil in the workspace; the official save is not touched. Verified in play on 2026-10-10: a midnight configuration is dark with stars, and stars and clouds follow their switches. On a map of the current version the sky is written the way the editor fixes one at an hour (the 34 brightness and colour curves of the map's own sky, each taken at that hour), so a day sky looks like the sky of the map at that hour and not brighter (seen in play on 2026-10-13, examples/hazards/hazards_sky.json; until that day a day sky came out washed out). For day and night make two, one for the night and one for the day (hour 11, stars and milkyWay false), and switch between them: the map's own configuration follows a clock that stays at the hour of the last fixed one, so going back to it after a night stays dark.

Input Schema

NameRequiredDescriptionDefault
hourNo
nameYes
starsNo
cloudsNo
mapPathNo
milkyWayNo
outputNameNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.3/5.0
Behavior4/5

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

Highly transparent about side effects: writes a new .gil in the workspace, the official save is not touched, the new configuration applies to nobody until a graph switches to it, and it returns environmentId. The only minor gap is that it doesn't reconcile the destructiveHint=true warning with its 'official save is not touched' framing, though writing a new file is consistent with a mutation.

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?

Front-loaded with what the tool does before the rationale and workflow, and most sentences add real value. Slightly overlong with some editorial detail (the 2026-10-13 washed-out-sky anecdote) that could be trimmed without losing meaning.

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 7-param, no-output-schema mutation tool, it covers the key behavior, side effects, return value, and the night/day workflow. It falls short on explaining the name/mapPath/outputName parameters, but the operational picture is otherwise complete.

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 0%, so the description must carry all 7 params, but it only clarifies hour (0-23, 0 is midnight), stars, milkyWay, and clouds. It leaves name (required, 1-30 chars), mapPath, and outputName undocumented, so roughly half the parameters remain unspecified.

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?

States a specific verb (add) and resource (an environment configuration / second sky) on a copy of a save, and explicitly distinguishes it from just changing the level clock. Combined with the mention of f.modifyEnvironmentSettings, an agent knows exactly what this produces vs. scene_set_level_settings.

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?

Explains the core use case (night sky), why the alternative (level clock) fails, and gives an explicit workflow: make two configs, one for night and one for day (hour 11, stars/milkyWay false), and switch between them. It even warns that the map's own config follows a clock stuck at the last fixed hour, so going back after night stays dark.

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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