pz-nitrado-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| NITRADO_TOKEN | No | Your Nitrado API token. If not set, the server reads from NITRADO_TOKEN_FILE or the config directory. | |
| PZ_ALLOW_WRITES | No | Set to '0' to run the server read-only (no writes, no restarts). Defaults to '1' if unset. | 1 |
| XDG_CONFIG_HOME | No | Base directory for configuration files. Defaults to ~/.config. | ~/.config |
| NITRADO_SERVICE_ID | No | Default service ID to use when not specified in tool calls. | |
| NITRADO_TOKEN_FILE | No | Path to a file containing the Nitrado API token. | |
| NITRADO_SERVICE_ID_FILE | No | Path to a file containing the default service ID. |
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": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| nitrado_list_servicesA | List every service on the Nitrado account with its id, game, status and expiry. Call this when you don't yet know the service_id of the Project Zomboid server, or when the user asks what they have hosted. |
| pz_server_statusA | Live status of the PZ gameserver: online/offline, address, slots, players currently connected, game version and memory. Call this when the user asks whether the server is up, who is playing, or for the connection address. |
| pz_locate_configsA | Discover the absolute paths of this server's config files (.ini, _SandboxVars.lua, _spawnregions.lua). The server name is host-assigned, so call this before touching any config path instead of guessing filenames. |
| pz_list_filesA | List a directory on the gameserver, or search it recursively when a glob pattern is given (e.g. '*.lua'). Call this to explore the server filesystem — saves, logs, mods — beyond the known config files. |
| nitrado_event_logA | The account's audit trail for this service — the panel's 'Registro de eventos'. Records who did what and when: restarts and stops, config file uploads and deletions, settings changes, game installs. Call this for 'who restarted the server', 'what changed recently', or to see whether an action actually went through. This is about actions taken on the service; for what the game itself did, use pz_tail_log. |
| pz_read_fileA | Read a file from the gameserver as text. Call this when you need the raw contents — a full SandboxVars.lua, a log, a save file. |
| pz_get_settingsA | Read the main .ini and return it as a parsed key/value object. Call this when the user asks about a specific setting (password, max players, PVP, public name) — easier than reading the raw file. |
| pz_get_modsA | Return the current Mods and WorkshopItems lists in load order. Call this before changing mods, so you can see what is already installed. |
| pz_list_logsA | List the server's log files newest-first: the live console log plus PZ's rotated logs (chat, user, admin, map, pvp, DebugLog-server...), each with its kind, size and start time. Call this when the user asks what logs exist, or before tailing one you're not sure is there. |
| pz_tail_logA | Read the last N lines of a server log. This is the tool to use for 'what happened', 'why did it crash', 'who connected', or 'show me the chat'. Only the tail is fetched, so it stays fast on multi-megabyte logs. |
| pz_list_config_profilesA | List the saved configuration snapshots — the panel's 'Perfiles de Configuración'. Nitrado writes one automatically most days, plus any you save by hand, so this is the server's config history. Returns names, ids and dates only; use pz_get_config_profile or pz_diff_config_profile to look inside one. |
| pz_get_config_profileA | Return a config file exactly as it was when the snapshot was taken. Use this to see what a setting used to be, or to recover a value that was changed or lost. Passwords are redacted unless you ask for them. |
| pz_diff_config_profileA | Compare a saved snapshot's server .ini with the one running now, and report only what differs. This is the tool for 'what changed since Friday', 'what did I break', or checking whether an edit actually landed. Passwords are redacted unless you ask for them. |
| pz_get_sandboxA | Read the sandbox tuning (SandboxVars.lua): zombie population and speed, loot rarity, day length, XP rates, erosion and so on. Roughly 270 settings, so pass |
| pz_set_sandboxA | Change sandbox settings in place, preserving the file's comments, ordering and every setting you don't touch. Use dotted names for nested ones ('ZombieLore.Speed'). Values are the raw game values — look them up with pz_get_sandbox first, since most are numeric enums where 1 is not 'on' but a specific option. Takes effect after a restart. |
| pz_write_fileA | Overwrite a file on the gameserver, keeping a timestamped .bak copy of the previous content. Use this for whole-file replacements such as a rewritten SandboxVars.lua; prefer pz_set_settings for individual .ini keys. Takes effect after a restart. |
| pz_set_settingsA | Update individual keys in the main .ini while preserving comments, ordering and every other option; missing keys are appended. Call this for any change to server settings such as PublicName, Password, MaxPlayers or PVP. |
| pz_set_modsA | Update Mods and WorkshopItems together. Each entry needs BOTH ids: workshopId is what Steam downloads, modId is what the game loads, and they are different identifiers. Array order is load order, which matters in PZ. Call this for any add/remove/reorder of the server's mod list. |
| pz_restartA | Restart the gameserver so config or mod changes take effect. Players are disconnected. Call this after any write, once the user confirms. This is also how you START a stopped server — the API has no separate start action. Takes roughly a minute; pz_server_status may still report 'started' for a few seconds afterwards, so don't read a stale status as the restart having failed. |
| pz_stopA | Stop the gameserver. Call this only when the user explicitly wants the server down — to apply config changes use pz_restart instead. It stays offline until someone calls pz_restart, which is the only way back up. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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