set_time
Change the in-game time to day, night, or a specific tick value to control the Minecraft world's clock.
Instructions
Set the in-game time.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| value | Yes | e.g. 'day', 'night', or a tick number |
Change the in-game time to day, night, or a specific tick value to control the Minecraft world's clock.
Set the in-game time.
| Name | Required | Description | Default |
|---|---|---|---|
| value | Yes | e.g. 'day', 'night', or a tick number |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden of behavioral disclosure. It does not mention whether the time change persists, affects all players, requires permissions, or if there are restrictions on accepted values beyond examples. For a mutating tool, this is insufficient.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, efficient sentence that clearly states the purpose without any fluff. It is front-loaded and immediately understandable.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given that the tool performs a mutation (setting in-game time) with no annotations and no output schema, the description is minimal. It lacks details about persistent effects, scope, or restrictions on accepted values beyond the schema's example. More context would help an agent assess side effects.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The parameter schema already provides a clear description and examples. The tool description adds no further meaning beyond what the schema states. Since schema coverage is high, this is an acceptable baseline.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description 'Set the in-game time' clearly states the action (set) and the resource (in-game time). It is specific enough to distinguish from other tools in the sibling list, like set_weather or set_gamerule, though it doesn't explicitly mention alternatives.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
No guidance is provided for when to use this tool versus similar setter tools (e.g., set_weather, set_gamerule). The description offers no context about prerequisites, typical use cases, or exclusions.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
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