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mc_observe

Render a first-person Minecraft view with three-part perception (seen, detected, uncertain) to guide actions like mining, building, or navigating.

Instructions

👁 第一人称视角:从我眼睛(眼高 1.62)朝我正在看的方向渲染截图,直接内联给你看,并附三段式感知:① 我看到(图里数出来的:像素占比、谁在哪一侧、准星压着什么、手里拿什么);② 程序检测到(游戏数据:坐标/朝向/独立射线打到的方块/半径内实体带坐标·距离·血量/脚下);③ 不确定(客户端预测的方块世界、没加载的区块、读不到的血量 —— 别把推测当事实)。两套眼睛对不上时点名(以程序射线为准)。 图里:玩家(人形,正版皮肤就贴真的)· 怪物(敌对红/被动黄)· 掉落物(黑描边)、右下角手上的东西;暗紫色块=区块没加载。 👁 什么时候看,你自己定:只读查询(mc_status / mc_inventory / mc_scan…)不用看;动手前先看一眼最划算 —— 挖/放/拆/建、走路、找路找东西、确认玩家或怪在哪、看不清、被卡住;一张图够做一段动作;环境变了(走远/天黑/挨打)就再看一眼。 (想变回强制模式:.mcp-mc-agent/view.json 写 {"gate":true}。) 🔴 图已直接内联给你;想另存一份给别人看就把 out:"\.mcp-mc-agent/.express/<子目录>/view.png" 写进发布区,再用 mc_kit_express 取(默认落 .mcp-mc-agent/.out/)。

Input Schema

NameRequiredDescriptionDefault
fovNo垂直 FOV(默认 70,20–140;越小越"望远")
outNo落盘路径(工作区相对;默认 .mcp-mc-agent/.out/mc-observe-<时间>.png 不对外)
imageNo是否画截图(默认 true;false = 只要结构化状态,不画图不落盘,省时间)
widthNo宽(默认 192,32–480;越大越慢越费 token)
heightNo高(默认按 16:9 算,即 108,18–480)
perceptNo是否附三段式感知(看到/检测到/不确定,默认 true;false = 只要图和旧摘要,省 token)
distanceNo看得多远(默认 48,4–128;越大越慢)
entitiesNo是否画出玩家/怪物/掉落物(默认 true)
crosshairNo是否画准星(默认 true)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.4/5.0
Behavior5/5

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

No annotations, so the description carries the full burden and does so: it discloses the render semantics (players humanoid, hostile monsters red / passive yellow, dropped items black-outlined, dark purple = unloaded chunk), the conflict-resolution rule (program raycast wins over client prediction), and an explicit uncertainty section warning against treating guesses as fact. It also notes the inline delivery and the gate mode opt-in via view.json.

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

Conciseness3/5

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

Front-loaded with purpose and usage, which is good, but the body is dense with emoji bolding and includes tangents — the gate-mode config file path and the mc_kit_express save workflow are peripheral to invoking this tool. The core message survives, but a fair amount of the text could be cut without loss.

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

Completeness4/5

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

No output schema and nine optional parameters, yet the description explains what comes back (inline image plus three-part perception, with an option to suppress either via `image`/`percept`) and where files land. Combined with 100% schema coverage on the tuning knobs, an agent has enough to call it correctly; only token/size trade-offs are hinted rather than spelled out.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, with ranges and defaults already documented for fov, width, height, distance, image, percept, entities and crosshair, so the baseline is 3. The description only adds meaning for `out` (route to .express/<subdir>/ and fetch via mc_kit_express, default lands in .out/), leaving the other eight parameters entirely to the schema.

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

Purpose5/5

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

States a specific verb and resource: render a first-person screenshot from the player's eyes and return it inline with a three-part perception breakdown. It also names what the perception contains (pixel ratios, entity positions, crosshair target, held item, program raycast, nearby entities with coords/health), so the agent knows exactly what it gets back.

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?

Explicit both ways: read-only queries (mc_status / mc_inventory / mc_scan) don't need it, but 'look once before acting' for dig/place/break/build, moving, finding things, confirming entities, or when stuck. It also gives a cadence rule (one image per action segment, re-look when the environment changes), which is unusually actionable.

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