Stardew Save MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| 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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