Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
OMNIMOD_HOSTNoThe IP / hostname of the device running OmniMod127.0.0.1
OMNIMOD_PORTNoAgent Dev Link port (the engine default)26911
OMNIMOD_TOKENNo32-hex pairing token. If unset, call omni_pair to obtain one.
OMNIMOD_WORK_DIRNoWhere the scaffolder writes mod folders by default.~/.omnimod-mcp
OMNIMOD_TIMEOUT_MSNoPer-request HTTP timeout. The engine bounds game-thread work at 10s.20000
OMNIMOD_PROJECT_ROOTNoAbsolute path to the OmniMod checkout, for local JAR/docs access.
OMNIMOD_FORGE_COMPAT_REPONoPublic GitHub mirror of the engine's Forge 1.20.1 compat layer (see omni_knowledge topic='repos').
OMNIMOD_COMMAND_BLOCKS_REPONoPublic GitHub mirror of the engine's command-block / command-surface system (see omni_knowledge topic='repos').
OMNIMOD_AUTO_TRANSLATE_BLOCKSNoTranslate 1.20→1.8 names on the way out.true

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}
prompts
{
  "listChanged": true
}
resources
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
omni_pingA

Liveness probe for the OmniMod Agent Dev Link bridge. NO AUTH. Returns service info, protocol version, and auth requirement.

omni_pairA

Quick-pair with the device using the 8-character code the user sees on Options -> Agent Link Info -> Quick Pair Computer. NO AUTH. After this call, the token returned is stored in the MCP's live config so the next call works without re-pairing.

omni_configA

View or update the live MCP connection config. host/port/token changes affect every subsequent bridge call in this session. Use this to point at a different device, or to set a token obtained by omni_pair.

omni_stateA

Snapshot of the running game: status state, screen, mode, player position/health/food, world, devpatch status. Call this BEFORE every interaction to confirm the world you think is loaded is actually loaded.

omni_helpA

Self-describing endpoint catalog the running device serves (the engine returns its own list). Use this to discover platform-specific additions.

omni_logsB

In-game log ring (TRACE..FATAL + AGENT). Supports since (sequence cursor), limit, level (min severity), source substring, q substring, tail (file tail bytes).

omni_errorsB

Convenience for /omni/logs with min severity hardcoded to WARN. Use this first when something looks wrong.

omni_notificationsB

Grouped WARN/ERROR/FATAL by source. Compact issue feed (one row per source with count + sample).

omni_agentlogA

Write your own annotation into the log ring. Use this to mark phases of an agent run (e.g. phase 1: scaffolding world).

omni_devpatch_verifyA

Compare source-file sha256 against the active DevPatch inventory on the device. Returns mismatches (changed_since_patch), missing (tracked but not sent), and matches. NO-OP envelope when no devpatch is active.

omni_worldsA

List saved worlds. Returns the full list only when no world is running; otherwise reports the running world with a note.

omni_world_createB

Create a new world. Optional mods stages them before launch. Template ids: void_single (1x1 indestructible bedrock), void_platform_7x7 (7x7 breakable grass), flat, default.

omni_world_enterA

Load a saved world by folder name (call omni_worlds first to get the name).

omni_world_quitA

Back to the main menu. Required before omni_world_create if a world is already running.

omni_mapdev_statusB

MapDev apply-ledger state and current map name.

omni_mapdev_modeA

Dual-mode switch for the running map (the DEV <-> PLAY preview system). Call with no args to QUERY the current mode. mode='play' (alias 'preview') = PREVIEW: every command block becomes invisible, unopenable, unbreakable and untargetable while ALL command-block logic (impulse/repeating/chain, redstone, functions, schedulers) keeps running — the map behaves exactly as published. mode='dev' = full editing shape. Switching is instant (chunk meshes rebuild), race-free (server-thread scheduled) and persisted per map in mapmode.json. After switching to PLAY, always verify the map still WORKS (hiding never disables logic). Same unified kernel as /omni_dev mode and the pause-menu Map Dev screen.

omni_map_guideA

The complete professional map-development master guide (same content as the omnimod://knowledge/map-dev-guide resource): the 8-phase workflow, the full command surface (modern MCBP syntax + command-block modes), map functions, dual-mode DEV/PLAY testing, verification battery and handoff protocol. Read this once per session before building a map; use omni_knowledge(topic='mapdev') for the compact phase summary.

omni_block_translateA

Translate ONE 1.20 block id to its 1.8 form (with metadata). Returns translated, passthrough, or unresolved. This is the function to call before any 1.20 block name goes into an op — there is NO alias table on the placement path in the engine.

omni_item_translateA

Translate ONE 1.20 item id to its 1.8 form (with metadata). Same rules as omni_block_translate but for the item registry (187 entries).

omni_block_searchA

Fuzzy search the 1.8 registry (198 blocks / 187 items) and the alias table. Returns exact-1.8 matches, 1.20→1.8 aliases, and 1.20 names that have no 1.8 equivalent.

omni_batch_validateA

Translate and validate a raw MapDev op batch WITHOUT sending it. Returns the cleaned batch + a list of errors and warnings (e.g. unknown block names, region over 1M blocks, y out of range, op count over 20k).

omni_batch_applyB

Translate + validate + send a raw MapDev op batch to the bridge. The engine applies it within ~2s of the world being loaded.

omni_shape_solid_boxB

Solid cuboid (1 fill_area op). Coordinates are inclusive.

omni_shape_hollow_boxB

Hollow cuboid shell as up to 6 fill_area ops. Floor/ceiling/walls can be toggled independently.

omni_shape_cylinderC

Vertical cylinder. Solid by default. Each y-layer is one or two fill_area runs.

omni_shape_sphereB

Sphere (or ellipsoid via 3-element radius). Rasterized as x-runs per (y,z) row.

omni_shape_pyramidB

Stepped square pyramid, 1 fill per layer. hollow=true skips the interior of each layer.

omni_shape_gable_roofB

Gable roof over a footprint. Ridge runs along the given axis. Each course is two fills (both slopes).

omni_shape_hip_roofC

Hip roof over a footprint. Inset by 1 each layer until point. Empty middle kept solid (1 fill at apex).

omni_shape_buildingB

One-call house: foundation (optional), floor, walls, roof, centered door, window band. This is the answer to 'build me a house' / 'build me a tower' / 'build me a small castle'.

omni_shape_lineB

3D Bresenham line of place_block ops. Use for paths, fences, wires.

omni_blueprintA

Run any sequence of high-level shape calls in a single MCP round-trip. Provide a list of named operations; the response is the full op list ready to feed into omni_batch_apply (or auto-applied if apply=true).

omni_commandA

Run any in-game command (full-privilege, player-anchored). Response includes chat feedback.

omni_playerC

Player actions: teleport, move, look, lookAt, give, say, attack, use, hotbar, drop, sneak, sprint, jump. Per-action fields vary; see the per-action constraints in the tool description.

omni_inventoryA

Full inventory, hotbar, and armor (slot id+label+item id+count+meta+damage).

omni_world_scanB

Block and entity snapshot inside a 64^3 box. Hard cap 262,144 blocks. Results truncated to maxBlocks/maxEntities.

omni_world_raycastB

Raycast from origin (or player eye) along direction. Returns block hit, face, distance, plus entity hit if any.

omni_chatB

Broadcast a blue [Agent] chat line.

omni_mod_addA

Stage a mod JAR (base64) into a world. The next world load picks it up. If a world is running, reload it via omni_world_quit + omni_world_enter to activate.

omni_mod_scaffoldA

Write a Forge 1.20.1-shaped mod folder to disk. Output is a folder (not a ZIP) — zip it yourself before omni_mod_add, or stage it via the folder mod path on the engine side. Every JSON key written is one the engine actually reads (see scaffold.ts comments).

omni_mod_inspectB

Inspect a Forge mod (JAR or unzipped folder). Returns metadata, file counts, parsed models/recipes/GUIs, and a problem list (each problem cites the engine code that would trip on it).

omni_recipe_validateA

Static linter for a recipe JSON object. Checks the keys the engine actually reads (ModernRecipeRuntime.java:565-1078), the 3x3 pattern limit, the 1.8 vanilla registry for any non-tag ingredient, and the 1.20 result form compatibility.

omni_knowledgeB

Fetch the static OmniMod knowledge base. Topics: identity, rules, pitfalls, commands, recipe shapes, staging paths, endpoint catalog, troubleshooting.

omni_map_onboardA

START HERE for any map task. Locates the map folder, verifies the per-map agent context pack, and returns the mandatory documents (mandate + map overview + change log + file map + build system + block names + testing mandate) as text so you actually read them before building. Also reports missing/outdated/unwritten documents. Run this before your first batch on a map, even when connected to the bridge — the MCP knowledge base describes the engine, this pack describes THIS map.

omni_map_docsA

Read specific documents from a map's agent context pack. Use omni_map_onboard first; use this for targeted lookups afterwards (e.g. just the troubleshooting file, or just the change log).

omni_map_bootstrapA

Create or repair the agent context pack inside a map folder. Static knowledge docs are (re)written when missing or version-stale; MAP_OVERVIEW.md / CHANGE_LOG.md / FILE_MAP.md are seeded only when absent and never overwritten. Use this for map folders the running game has not provisioned (copies pulled off a device, exported maps, Web-target saves).

omni_map_statusA

Verify a map's context pack and workspace without changing anything: which documents exist, which are version-stale, which living documents are still unwritten, what batches exist, what the apply ledger says (ops/placed/failed per batch — Level 1 verification without the HTTP bridge), and which verification reports have been written.

omni_map_filemapA

Regenerate FILE_MAP.md for a map from the real folder contents: every file under _dev/ with owner/size/mtime, the world data files marked off-limits, every batch with its label and op count (flagging unparseable ones), the verification reports, and the sibling mod-staging folders. Run this after creating, renaming or deleting ANY file in the map.

omni_map_changelogA

Append an entry to a map's CHANGE_LOG.md (append-only: existing history is never rewritten). Required at the end of every task. To correct an earlier entry, set corrects and append a new entry instead of editing the old one. Pass read: true to read the log instead of writing.

omni_map_overviewA

Read MAP_OVERVIEW.md, or replace one of its numbered sections. This is where the user's actual goal, the build specification, and this map's coordinate conventions live — write it BEFORE building, and correct it whenever a previous agent recorded the goal wrongly. Sections: 1 Identity, 2 The user's goal, 3 Current build specification, 4 Coordinate conventions, 5 Mods in this map, 6 Open items, 7 Do not touch, 8 Notes.

omni_map_reportA

Write a verification report into worlds//_dev/state/verification/. Every task owes one. Pass template: true to get the blank report skeleton to fill in.

Prompts

Interactive templates invoked by user choice

NameDescription
build-a-medieval-villageA guided recipe for building a small medieval village on a 7x7 grass platform. Use this as a starting point and adapt.
author-a-new-modA guided recipe for authoring a brand-new Forge 1.20.1 mod that OmniMod will load. Use omni_mod_scaffold to materialize, omni_mod_inspect to lint, and omni_mod_add to stage.
debug-a-silent-noopWhen a build seems to have no effect (blocks missing, recipe dropped, model missing-texture). Walks the agent through the most common silent-failure modes.
work-on-a-mapThe canonical professional loop for ANY map task: understand the request precisely, read the map's own context pack, build in verifiable stages, run the deep verification battery, then update the map's living documents. Start every map session with this.
verify-a-map-changeRun the full five-level verification battery against something already built, and write the report. Use when you inherited a map, when the user reports something looks wrong, or before declaring any task done.

Resources

Contextual data attached and managed by the client

NameDescription
OmniMod project identity
OmniMod non-negotiable rules
OmniMod pitfalls
OmniMod commands
OmniMod recipe shapes
OmniMod staging paths
OmniMod endpoint catalog
OmniMod troubleshooting
Professional map-development master guide (full text)
Engine source repositories (Forge compat layer + command-block system)
1.8.8 block registry
1.8.8 item registry
Per-map agent context pack (the documents written into every map folder)

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/Mcamento8/omnimod-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server