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EL4CTEO

Roblox Studio MCP

Build and edit terrain

terrain
Destructive

Fill, repaint, and clear voxel solids in Roblox with block, ball, cylinder, or wedge primitives; swap materials or carve by using Air.

Instructions

Fills, repaints and clears Roblox terrain — hills, water, caves, roads.

Terrain is not made of instances, so none of the instance tools reach it: there is nothing to create, no path for find, and no property for modify. This is the only way to shape it short of writing FillBall calls by hand through execute_luau.

fill takes an ARRAY of solids and applies them as one undo step, which is how terrain is actually built: a hill is several overlapping balls, a road is a row of blocks. Shapes are block (needs size), ball (needs radius), cylinder (needs radius and height) and wedge (needs size).

To CARVE, fill with material Air. That is not a special mode — a cave is a ball of Air inside a hill, and a tunnel is a row of them.

replace swaps one material for another inside a region and leaves the shape alone, which is how you turn a grass hill to snow without rebuilding it. clear empties a region, or everything with confirm=true. stats says whether the place uses terrain at all -- call it first in an unfamiliar place. It cannot say WHERE the terrain is: Roblox exposes no bounding box for it, only the fixed limit. Take a screenshot to see the shape.

Positions are the centre of the solid, in studs, as "x, y, z". Terrain snaps to a 4-stud voxel grid, so small features come out blockier than the numbers suggest; nothing thinner than about 4 studs survives.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opNo'fill' adds solids (use material Air to carve), 'replace' swaps a material in place, 'clear' empties a region or everything, 'stats' reports what is there.stats
toNoreplace only: the material to write instead.
fromNoreplace only: the material to look for.
sizeNoreplace and clear: extent of the region in studs, e.g. "512, 256, 512".
shapesNofill only: the solids to apply, together, as one undo step.
confirmNoclear only: required to empty ALL terrain. Omit it and give `position`/`size` to clear one region instead.
positionNoreplace and clear: centre of the region, e.g. "0, 0, 0".
studioIdNoTarget Studio; omit for the active one.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv0.5.6

TDQS

A5/5.0
Behavior5/5

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

Annotations already indicate destructiveHint=true and readOnlyHint=false, but the description adds extensive behavioral detail: terrain snaps to a 4-stud voxel grid, positions are the centre of the solid, fill applies multiple solids as one undo step, clear with confirm=true wipes everything, stats cannot report where terrain is because Roblox exposes no bounding box, and carving is done via Air material. These insights go far beyond the annotations and give the agent a realistic model of the tool's side effects and limitations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but every sentence carries essential information: the core purpose, the differentiation from instance tools, per-operation details, shape requirements, carving, position/grid behavior, and advice for usage. It is front-loaded with the most important fact (what it does) and then progresses logically. No filler or repetition; the length is justified by the tool's complexity.

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?

Given the tool's complexity (multiple operations, shapes, carving, destructive potential) and the lack of an output schema, the description covers everything an agent needs: all operations and their semantics, parameter details, positional conventions, grid snapping, undo behavior, and strategic advice (call stats first, use screenshot). Nothing critical is missing for correct invocation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

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

While schema coverage is 100%, the description enriches the parameters significantly. It explains that `fill` takes an array of solids and applies them as a single undo step, that `replace` swaps materials without changing shape, that `clear` can be scoped to a region or globally with confirm, and that `stats` only reports presence, not location. It also ties shape types to their required parameters (e.g., block needs size, ball needs radius) and explains the carving mechanic via Air. This is value beyond the schema's brief property descriptions.

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 first sentence states exactly what the tool does: 'Fills, repaints and clears Roblox terrain — hills, water, caves, roads.' It uses specific verbs and a resource, and clearly distinguishes itself from instance tools by explaining that terrain is not made of instances and that this is the only way to shape it (besides hand-written FillBall calls). This unequivocally differentiates it from siblings like create, modify, and delete.

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 states when to use this tool: 'none of the instance tools reach it: there is nothing to create, no path for find, and no property for modify. This is the only way to shape it short of writing FillBall calls by hand through execute_luau.' It also gives tactical advice, such as calling `stats` first in an unfamiliar place and taking a `screenshot` to see the shape. This covers both when to use and what alternatives exist (execute_luau), leaving nothing to inference.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.