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phiresky
by phiresky

get_player_surroundings

Examine a player's surroundings to see nearby entities, their view direction, open GUI, movement state, and local terrain/resources. Understand what the player is currently doing in Factorio.

Instructions

See what's around a player — nearby entities grouped by type, what they're looking at, open GUI, walking state, and the terrain/resources in the area. Use this to understand what the player is currently doing.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
playerNoPlayer name (default: first connected player)
radiusNoScan radius around the player (default: 30)
Behavior4/5

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

With no annotations, the description carries full burden and adequately discloses behavioral traits: it groups entities by type, includes looking direction, GUI, walking state, and terrain/resources. It implies a read-only operation, though it doesn't specify if it's a snapshot or streaming, or if there are performance considerations.

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

Conciseness5/5

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

Two sentences with zero waste. First sentence lists the output components, second sentence states the use case. Front-loaded with the core purpose.

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?

The description explains the return structure sufficiently for a tool with no output schema, listing major components. It is complete for understanding the player's environment, though it might not cover edge cases like empty surroundings.

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 coverage is 100%, so baseline is 3. The description does not add additional meaning beyond the schema for the two parameters; it mentions 'nearby entities' but the schema already describes the radius. No extra value.

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?

The description clearly specifies the verb 'see' and the resource 'player surroundings', listing specific elements like nearby entities grouped by type, looking direction, GUI, walking state, and terrain/resources. This distinguishes it from siblings like get_player_info (general info) and get_players (list of players).

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

Usage Guidelines4/5

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

The description explicitly states 'Use this to understand what the player is currently doing', providing clear context for use. However, it does not mention when not to use this tool or name alternative tools for other scenarios.

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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