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mc_nearby_entities

Retrieves nearby entities including mobs, items, and players, with positions and equipment summaries. Optionally renders item icons for held or displayed items.

Instructions

Get nearby entities in the world (mobs, items, projectiles, players, etc.). Returns id, type (Mojang class name), position, distance, and a primaryEquipment summary (held item / framed item / displayed item) where applicable.

Prefer this over iterating entities via mc_execute — no script round-trip, and the summary shape is already curated. (If you do script it, batch the loop in sync { } .) Use mc_entity_details to drill into a specific entity by id.

Set includeIcons=true to also receive a top-level icons map keyed by itemId ({base64Png, width, height, spriteName}) for every primaryEquipment item — lets you see what entities are holding/displaying without per-entity mc_get_entity_item_texture calls. Deduplicated across entities.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
limitNoMax entries returned. Default 100.
rangeNoSearch radius in blocks. Default 64.
includeIconsNoRender each unique primaryEquipment item's icon. Default false.
Behavior4/5

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

No annotations provided, so description carries full burden. It discloses that the tool returns curated data and an optional icons map, and clarifies deduplication. Lacks mention of rate limits or performance, but is otherwise transparent.

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 paragraphs: first states core purpose and return, second gives usage guidance and optional feature. No redundant sentences, well-structured.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Despite no output schema, the description sufficiently explains the return shape and optional icons. Combined with full param coverage, it is complete for an agent to use effectively.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

All three parameters have schema descriptions (100% coverage). The description adds context: includeIcons explanation and deduplication behavior, enhancing beyond the schema.

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 states the tool retrieves nearby entities (mobs, items, etc.) and lists returned fields (id, type, position, distance, primaryEquipment). It distinguishes from sibling tools like mc_execute and mc_entity_details.

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

Usage Guidelines5/5

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

Explicitly advises to prefer this over iterating via mc_execute, and directs to mc_entity_details for specific entity details. Also explains the includeIcons option as an alternative to per-entity texture calls.

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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