dayz-agentic-modding-mcp
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TDQS
Scored across 55 tools
Every tool targets a distinct capability, and the descriptions actively pre-empt confusion between near-neighbors: client_verdict vs log_verdict, world_state vs world_entities, client_chat vs client_type, world_action vs world_exec, and knowledge_find vs knowledge_show are all explicitly differentiated. Even the largest families (11 world tools, 11 client tools, 7 knowledge tools) have no functional overlap.
All 55 tools follow a predictable snake_case domain_prefix_suffix pattern (knowledge_*, world_*, client_*, ui_*, asset_*, server_*, bridge_*, job_*, log_*, mod_*, project_*), so the domain of any tool is identifiable at a glance. Minor deviations: compound suffixes like world_time_set, world_weather_set, and client_compile_check, plus a mix of verb suffixes for actions and noun suffixes for read-only queries (status, state, tree, menu).
55 tools is more than double the 25-tool threshold the rubric treats as too many, and an agent must navigate families of 11 world tools, 11 client tools, and 7 knowledge tools in a single selection space. The scope is genuinely broad and every tool earns its place, but the surface could be consolidated by 30-40% (parameterized client input, merged environment setters, combined job operations) without losing capability.
The toolchain covers the full modding pipeline end-to-end: knowledge indexing, lint/build, the complete asset pipeline (export, binarize, check, convert), server lifecycle, bridge management, world manipulation, client automation, and UI interaction, with observability at every stage via jobs, logs, and verdicts. Minor gaps remain: full player inventory cannot be read (only hands), UI testing lacks wait-for-widget and scroll operations, and bridge attachment stays a manual profile edit.