DesyncedMCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| game_statusA | Connect to the running game's Lua debugger and report a live snapshot: tick, whether a map is loaded, player faction, entity counts. Fails gracefully when the game is not running with -moddev. |
| game_logsA | Return the recent output captured live from the running game (print(), errors, warnings, BOOT lines) via the debugger link. The buffer accumulates while this MCP server stays connected; it survives game crashes up to the moment of death. |
| game_evalA | Execute a Lua chunk inside the running game's VM through the debugger and return its result. Use 'return ' to get values back. Full game API available (Map, Game, data, UI...). The VM answers only while executing Lua (in menu or paused game it can time out). Simulation writes from here can desync multiplayer — fine in single player. |
| game_reloadA | Trigger Debug.Reload() in the running game: reloads all mod Lua from disk exactly like pressing F7 in-game. Use after deploying mod changes to the game's mods directory. |
| search_lua_apiA | Search the official Desynced Lua API reference (modules Action/Debug/Game/Input/Map/Tool/Twitch/UI/View and metatables Component/Entity/Faction/ItemSlot/ModPackage/Register/Widget). Returns matching lines with trailing context (signatures + descriptions). |
| search_game_sourceA | Regex search over the Lua/JSON source of the base game ('main' package) and all mods in the workspace. Returns file:line matches with context. Use to find how the base game defines/uses something before overriding it in a mod. |
| get_game_logsC | Tail the newest Desynced log file (game must run with -log for a log file to be written; -moddev recommended too). Shows Lua errors, warnings and print() output. Optionally filter lines by regex. |
| list_modsA | List mods in the game's mods directory (what the game will actually load) with id/name/version from each def.json, plus mods present in the workspace, to spot version drift between both. |
| read_game_fileB | Read a file from the workspace (base game 'main' package or any mod) by relative path, with optional line range. Example: 'main/ui/FrameView.lua'. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
Latest Blog Posts
- Who's Calling? MCP Hosts Are an Identity Blind Spot (And the Spec Knows It)By Om-Shree-0709 on .mcpAgent IdentityOAuth 2.1
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
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/angeldeejay/DesyncedMCP'
If you have feedback or need assistance with the MCP directory API, please join our Discord server