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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
MC_CLIENT_JARNoA Minecraft client jar, e.g. %APPDATA%/.minecraft/versions/1.20.1/1.20.1.jar. If unset, the newest version in your launcher's versions folder (or a Fabric Loom cache) is used.
MCSTRUCT_WORKSPACENoWhere .nbt files and renders go (default ~/minecraft-structures).~/minecraft-structures
MCSTRUCT_EXTRA_ASSETSNoMod jars or resource folders (containing assets/) whose blocks you want to render, separated by ; on Windows and : elsewhere.

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": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}

Tools

Functions exposed to the LLM to take actions

NameDescription
new_structureB

Create an empty structure (all positions are structure void until you place blocks). minecraft_version sets the saved DataVersion: use the OLDEST version you target (newer games upgrade it).

open_structureC

Open a structure .nbt file (relative paths are inside the workspace).

save_structureC

Save as a gzipped structure .nbt (default: /.nbt).

list_structuresB

Structures open in this session, and .nbt files in the workspace.

structure_infoC

Size, block count and the most used block states.

resize_structureB

Change the size (blocks outside the new size are dropped).

set_blocksB

Place many blocks at once: [{"x":1,"y":0,"z":2,"state":"oak_stairs[facing=east,half=bottom]"}, ...]. state "void" removes the position (left untouched when the structure is placed); "air" places air.

fillB

Fill a box (inclusive corners). Modes: replace = every position; hollow = shell of state, inside air; outline = shell only, inside untouched; walls = the four vertical sides only; keep = only empty positions. state "void" clears positions.

replace_blocksA

Replace one block (name or full state) with another, in the whole structure or a box. A bare name (e.g. 'stone_bricks') matches every state of that block.

copy_regionC

Copy a box (from source, default the same structure) so its lowest corner lands at dest.

set_block_nbtC

Attach block entity NBT, e.g. chest contents: {Items:[{Slot:0b,id:"minecraft:candle",Count:2b}]} (1.20.1 item format: id + Count).

undoC

Undo the last edit (up to 30 steps).

layer_textA

One horizontal layer as a character map (rows = z, columns = x) with a legend. Cheap and exact — use it to check positions; use render/render_layer to see how it looks.

renderC

Isometric render with the game's textures. view = the corner you look from; cut_y hides everything above that height (see inside rooms). Also saved under /renders/.

render_layerB

Top-down plan of one layer (with the floor below faded), grid and coordinates.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.2/5.0

Scored across 15 tools

Disambiguation4/5

Most tools have clearly distinct roles: lifecycle (new/open/save/list/info/resize), editing (set_blocks/fill/replace_blocks/copy_region/set_block_nbt), and inspection (layer_text/render/render_layer). The only mild overlap is between set_blocks, fill (replace mode), and replace_blocks, but the descriptions clarify explicit-list vs parametric-box vs state-substitution semantics.

Naming Consistency4/5

The dominant pattern is verb_noun or verb_structure (new_structure, open_structure, save_structure, resize_structure, set_blocks, replace_blocks, copy_region, set_block_nbt). Minor deviations exist (structure_info and layer_text are noun-first; fill, undo, render are bare verbs), but everything remains readable and predictable.

Tool Count5/5

Fifteen tools sit at the top of the well-scoped range and each maps to a real operation in a structure-editing workflow. Nothing feels redundant or padded; the inspection tools in particular earn their place as separate concerns.

Completeness4/5

CRUD-style lifecycle (new/open/save/list/info/resize), editing, undo, NBT, and visualization are all covered with no dead ends. Notable gaps are structure-level transformations (rotate/mirror) and file deletion, which an agent would have to work around manually.

Maintenance

ActivityMaintained
ResponsivenessNo issues