Beat Saber Modding Tools MCP
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TDQS
Scored across 24 tools
The tools are mostly easy to distinguish by resource and action, but there is meaningful overlap in the environment/detection cluster (detect_game vs build_environment), the manifest cluster (read_manifest, validate_manifest, generate_manifest), and the version cluster (get_assembly_info, compare_versions, set_version). Descriptions do clarify the differences, so an agent can usually choose correctly, but the boundaries are not perfectly crisp.
The set is overwhelmingly consistent snake_case with an action-oriented verb_noun pattern such as list_game_references, add_game_references, set_version, and build_mod. game_process_status is the main exception, being noun-first rather than verb-first, but it remains clear and readable.
Twenty-four tools is on the high side, but the domain is broad: environment detection, project scaffolding, references, templates, manifests, versioning, build, packaging, deployment, and CI utilities. Most tools map to a distinct modding workflow task, so the count is slightly over typical but reasonable for this server’s scope.
The surface covers the full Beat Saber mod lifecycle: detection and environment setup, project creation and inspection, reference management, item templates, manifest validation and generation, version synchronization, build, package, deploy, and supporting CI/file utilities. There are no obvious lifecycle dead ends for the stated modding purpose.