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Faneraiy14

minecraft-rcon-mcp

by Faneraiy14

Видати предмет гравцю

mc_give

Give any Minecraft item to a specified player, optionally setting the quantity, through the /give command.

Instructions

Видає item (напр. "diamond", "minecraft:diamond_sword") гравцю player у кількості count (типово 1) (/give).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemYesІдентифікатор предмета, напр. "diamond" або "minecraft:diamond_sword"
countNo
playerYes
timeout_msNoТаймаут RCON-запиту в мілісекундах (500–30000, типово 10000)
Behavior3/5

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

With no annotations, the description carries the full behavioral disclosure burden. It does add useful operational details: the command mapping (/give), item identifier examples, and a default count of 1. However, it does not disclose side effects on the player's inventory, whether the player must be online, or error behavior for invalid items.

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 a single sentence that front-loads the action, includes examples, gives a default, and references the underlying command. Every element earns its place and nothing is redundant.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description is adequate for a simple tool: intent, item formatting, recipient, and default count are clear. However, it omits any note about player identification format (name vs UUID), whether recipients must be online, or what happens on failure, which would be useful given there is no output schema and no annotations.

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?

With only 50% schema description coverage, the description compensates by clarifying the item parameter with concrete examples and by stating that count defaults to 1. It also identifies player as the recipient, which is not described in the schema. The timeout_ms parameter remains schema-documented rather than description-covered, but that is a minor gap.

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 uses a specific verb (Видає / gives), names the resource (item), the recipient (player), and the amount (count), and includes concrete Minecraft item identifier examples. It is unambiguous and distinct from siblings like mc_teleport or mc_set_time despite not explicitly naming an alternative.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives no guidance on when to use mc_give versus mc_command, which is a key sibling that could also execute a /give command. Use is only implied by the action itself; there are no exclusions, prerequisites, or routing hints.

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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