Stardew Save MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| overviewB | Headline state: farm name, players, in-game date, shared money, lifetime earnings, deepest mine level, game version. |
| playersB | Every player: skill levels, XP, XP-to-next-level, professions, spouse, backpack size, house-upgrade level. |
| community_centerB | Community Center: rooms done/left, every incomplete bundle with exact items still required, and Vault payment status. |
| bundle_sourcingA | Incomplete Community Center bundles with, for each still-needed item, a wiki
how-to-obtain summary AND reachability hints: if the summary references a gated
location that isn't unlocked in this save (e.g. Desert, Ginger Island), it's
flagged via locked_source_hints (a hint - the item may have an ungated source
too). Includes the full |
| inventoryA | Items held: each player's backpack plus chest contents. Default merges all chests into one bag; set by_container=True for a per-container breakdown. |
| processingA | Keg/jar planning data: held crops grouped into fruit/veg/special (by the save's own item category) + machine counts. Modded items are excluded and listed separately. |
| machinesA | Inventory of every placed processing machine (Furnace, Keg, Cask, Seed Maker, Charcoal Kiln, Tapper, Bee House, Preserves Jar, etc.) grouped by type with counts and state (ready / working / idle). Excludes chests and decorative craftables. Use this to answer 'what/how many machines do I have'; machines_ready shows only machines with output ready to collect right now. |
| buildingsA | Farm buildings and farmhouse upgrades: what's built (barns, coops, silo, stable, mill, greenhouse, obelisks, etc.) with animal-house tier and total animal capacity vs current occupancy, plus each player's house upgrade level (kitchen at 1, cellar at 3). Use this to reason about what to build/upgrade next and whether there's room for more animals or which house perks (cooking, cellar aging) are unlocked. |
| feedC | Animal feed status: animals, silo hay, fiber, and days of feed covered. |
| museumC | Museum donations out of 95 and the next milestone (e.g. 60 = Rusty Key). |
| monster_goalsB | Adventurer's Guild eradication goals: kills vs target + reward per category. |
| friendshipsB | Per-player villager hearts/points and spouse status. |
| perfectionB | Full weighted Perfection %: the 11 in-game categories (shipped, obelisks, golden clock, monster slayer, great friends, skills, stardrops, cooking, crafting, fish, walnuts) with each one's have/total and earned %. Verified weights. |
| fish_availableA | Fish catchable under given conditions (defaults to the save's current season, any weather). Each entry lists seasons, weather, locations, time, already-caught. |
| player_toolsB | Each player's tools (pickaxe/axe/hoe/watering can/rod) and upgrade tier. |
| walletA | Special keys/items owned (Rusty Key, Skull Key, Club Card, etc.). Reads 1.6 mail flags + legacy booleans, so it's correct on 1.5 and 1.6 saves. |
| unlocksA | Which gated locations/vendors are reachable in THIS save (Desert + Desert Trader, Sewers/Krobus, Skull Cavern, Casino, Quarry, Greenhouse, Minecarts, Movie Theater, Adventurer's Guild, Ginger Island) with what each gates and, if locked, how to unlock it. Use this to filter item-acquisition advice to what's actually available (e.g. don't suggest the Desert Trader if the bus isn't fixed). |
| can_complete_nowC | Incomplete CC bundles finishable from items currently held (presence-only). |
| missing_museumA | Undonated museum items (minerals + artifacts) with sourcing notes. |
| modsC | Detect mods and list what couldn't be mapped to vanilla references (modded item ids, unmapped bundle/museum entries). |
| missing_recipesA | Per player: cooking + crafting recipes you've LEARNED but not yet made
(make these to progress Perfection), with known/made counts and how many you
still haven't learned. Pairs with |
| shipping_trackerB | What the host has shipped (basicShipped) by name with lifetime quantities, plus distinct count vs the 154-item Full Shipment / perfection target. |
| golden_walnutsA | Golden Walnut progress on Ginger Island: found vs 130, unspent balance, whether the island is unlocked, and repeatable-source progress. |
| full_reportC | Everything at once: overview, players, CC, inventory, processing, feed, museum, monster goals, friendships, perfection, tools, wallet, mods. |
| wiki_searchA | Find a wiki page TITLE when you don't already know it. Search the item/NPC/event noun in 1-3 words, then open the best result with how_to_obtain/wiki_infobox/wiki_page. If you already know the name, skip this and call those tools directly (they follow redirects). For 'how to get / where to buy / price of X', prefer how_to_obtain(X). |
| wiki_pageA | Fetch a wiki page as cleaned plain text - to VERIFY facts and pull context (prices, seasons, locations, event schedules). |
| wiki_infoboxA | A page's infobox as structured key/value fields (price/season/location) - the most reliable surface for verification. |
| how_to_obtainA | How to get an item: the wiki's lead-section summary of every acquisition method (monster drops, shop purchases, trades, gifting, crafting) plus the structured infobox (source/season/price). Use this to plan the best way to obtain a quest/bundle item. Call wiki_page(item) for full drop-rate detail. |
| skill_xp_forecastA | Actions needed to reach a target skill level from current save XP. Supply item_price (crop harvest) OR per_action_xp. Food buffs do NOT change XP. |
| processing_plannerC | From held crops + machines owned: kegs/jars needed to clear the backlog in
|
| crop_plannerA | Which crops fully mature in the window and profit per tile. Tiller +10% auto-applied. Base prices unless quality_weighted. |
| friendship_forecastC | Loved gifts + weeks to reach a target heart level from current save points. |
| sprinkler_planC | Sprinklers + materials to water |
| build_plannerA | Total materials to craft a set of machines, with bars rolled down to ore + coal + furnace-time and tapper products (Oak Resin, Maple Syrup, Pine Tar) rolled down to tapper-nights, then compared against the save's inventory (still_needed). Answers 'what do I need to build 20 kegs + 5 tappers, and how much ore/coal/furnace time?' |
| processing_valueA | Rank ways to sell a crop: raw (Tiller + quality) vs keg (wine/juice) vs jar
(jelly/pickle). See |
| fish_pond_forecastC | Days to fill a fish pond to capacity via reproduction. |
| crop_quality_oddsC | Gold/silver/normal (and iridium with Deluxe) crop-quality percentages. |
| list_buffsA | Food/consumable buffs that raise a skill LEVEL (Farmer's Lunch +3, Trout Soup +1). These change level-dependent effects, NOT XP gain. |
| animal_product_qualityA | Iridium/gold/silver/normal produce odds per animal (friendship + mood + Coopmaster/Shepherd). Reads all save animals, or models one. |
| animal_product_valueC | Raw (Rancher +20% + quality) vs processed (Artisan +40%) value of an animal product. |
| fishing_xp_forecastB | Catches needed to reach a target fishing level from save XP.
XP = ((quality+1)*3) + (difficulty/3), x-multipliers stack (see |
| daily_briefingB | One-call morning digest from the save: date, daily luck, upcoming birthdays with the exact loved gift to give (from your inventory) or ideas to acquire + current hearts, open quests and active special orders with objectives/deadlines (the real tasks), festivals in the next 7 days, next_goals (closest progression wins: skills near a level/profession, nearest bundles, museum milestone and perfection categories), and the routine chores (machines, crops, animals to pet). |
| gift_helperA | Per-villager birthday (read from the save) + your current hearts + notable
loved gifts, flagging which loved gifts you currently hold. Also lists
birthdays within |
| ready_to_collectB | What's ready right now: placed machines whose product is ready to collect (kegs/jars/mayo/cheese/tappers/mushroom boxes/crab pots) and crops ready to harvest in tilled soil. |
| villager_scheduleA | A villager's daily schedule from the wiki, paired with YOUR save context (current date, weather, and hearts) so you can pick the matching conditional branch. Schedules depend on season/day/weather/hearts/events, so read the wiki text against the context provided. |
| chestsB | Every container with identity + location: type (Chest/Stone Chest/Big Chest/ special), map + tile (X,Y), color label, item count, and full contents. |
| find_itemA | Locate an item across player backpacks, all chests, and machine outputs. Returns each place holding it with quantity and container location (map + tile + color) - answers 'where is my X?'. |
| net_worthA | Gold + sellable value of everything held (backpacks + chests + machine outputs), data-driven from each item's base sell price. Economy snapshot. |
| questsA | Every player's active quest journal + the special-orders board. For item
delivery/harvest/resource quests it names the requested item, counts how many
are on hand (across all backpacks + chests), and flags |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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