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mc_looked_at_entity

Identify the entity a player is looking at in Minecraft by returning its entity ID, with configurable raycast distance. Helps answer 'what is that thing?' questions.

Instructions

Returns the entity id the player is currently aiming at, or null if none is within range. Useful for "what is that thing?" questions where the user gestures at an entity in the world. Pair with mc_entity_details.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
rangeNoRaycast distance in blocks. Default 64.
Behavior3/5

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

No annotations provided, so description carries full burden. It mentions range and default but does not disclose other behavioral aspects like prerequisites (player must be in world) or failure modes. It is adequate but lacks depth.

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 concise sentences, front-loaded with purpose. No redundant information; every word adds value.

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?

Simple tool with one optional parameter and no output schema. Description covers purpose, null case, and usage hint. Could mention return type, but overall adequate for the complexity.

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% (one parameter with description). Main description does not add extra meaning beyond the schema, so baseline 3 is appropriate.

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?

Description clearly states it returns entity ID player is aiming at, or null. It distinguishes from siblings by specifying the target (what the player is looking at) and suggests pairing with mc_entity_details, which covers a different use case.

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?

Description explicitly states usefulness for 'what is that thing?' questions and recommends pairing with mc_entity_details. It implies when to use but does not explicitly state when not to use or list alternatives like mc_block_details.

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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