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Glama

mc_move

Move a Minecraft character to coordinates using walk, fly, jump, or swim modes, with automatic obstacle avoidance and water swimming; repeat calls continue toward the target when not yet arrived.

Instructions

移动。mode="walk" 走过去(自动避障;在水里会自动改成"直接游",实测 2 格/秒);mode="fly" 创造模式直飞(最稳,创造模式默认用它);mode="jump" 原地跳一下(爬台阶/脱困,不需要坐标);mode="swim" 在水里游到 x/y/z(不给坐标就只上浮换气)。 🔴 一次只走 10 秒(用户要求:单次调用别超过 11 秒)。没走到会返回 arrived:false + remaining(还差几格)+ hint——直接再叫一次 mc_move 往同一个目标走就行,会从当前位置接着走;走远路就是连着叫几次,比一次挂 90 秒好(挂住的时候用户看不到消息)。 🔴 在水里(mc_status 里 在水里)寻路基本不动(A* 不把水当节点,实机"4 秒只挪 1 格"):mc_move 会自动直接游(按住 forward+jump 浮在水面,实测 2 格/秒),上了岸再交回寻路。快淹死了就 mode:"swim" 不给坐标(只上浮换气):水挖不掉,别去 mc_dig 水。 🔴 路上自己垫方块上去(pillared)会报 pillaredWith/held——手上会变成垫脚那种方块,别以为还攥着镐(要挖就 mc_act{mode:"break"},它会自己换)。

Input Schema

NameRequiredDescriptionDefault
xNo
yNo
zNo
modeNowalk / fly / jump / swim(创造模式缺省 fly;jump 不需要坐标;swim 不给坐标就只上浮换气)
budgetMsNowalk/swim 的最长时间(默认 10000,上限 10000);swim 不给坐标时的上浮时间(默认 3000,上限 3000)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.1/5.0
Behavior3/5

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

No annotations are supplied, so the description carries full weight and does a lot: the 10-second per-call cap, the arrived:false + remaining + hint continuation contract, the auto-pillar side effect that swaps the held item, and the water pathfinding failure with its workaround. It stops short of the permission/authorization or failure modes an agent would want if a call is rejected outright, so it sits just above adequate rather than fully comprehensive.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Structure is strongly front-loaded: mode definitions first, then the time-budget rule, then water and pillar caveats. It is long and the emoji/warning markers plus some restated cautions add bulk, but each block conveys distinct operational information rather than filler.

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

Completeness5/5

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

For a tool with no output schema, the description fills the gap by naming the exact return fields (arrived, remaining, hint, pillaredWith, held) and explaining what to do with them. Combined with the time-budget and water rules, an agent has everything needed to call it correctly and handle a partial result.

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?

Schema coverage is 40%, so the description must compensate, and it mostly does: it defines all four mode values and their coordinate requirements (jump needs none, swim without coordinates surfaces only). budgetMs is only indirectly covered via the '10 seconds per call, never exceed 11' rule, and the x/y/z coordinate space (absolute vs relative) is never stated, leaving one real gap.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a one-word verb ('移动') but immediately enumerates four concrete modes (walk/fly/jump/swim) with distinct behavior, so the resource and scope are clear. It separates itself from siblings by pointing to mc_dig and mc_act{mode:"break"} as the right tools for other jobs. A first-line summary above the mode list would make it a 5.

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

Usage Guidelines5/5

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

Every mode carries an explicit selection condition: fly is 'most stable, default in creative', jump is for steps/getting unstuck and needs no coordinates, swim handles water and with no coordinates only surfaces for air. It also states the anti-pattern (pathfinding in water, digging water with mc_dig) and prescribes the repeated-call loop for long distances.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.