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vehemont

Stardew Save MCP

by vehemont

skill_xp_forecast

Calculate actions or harvests needed to reach a target skill level from current save XP. Input item price for farming or per-action XP for other skills.

Instructions

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.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
skillYesWhich skill to forecast.
playerNoPlayer/farmhand name; empty = host player.
save_pathNoPath to a save file OR a save folder (e.g. .../Saves/Farm_123 or .../Saves/Farm_123/Farm_123). Leave empty to use the save configured at server startup (--save/--save-dir or SDV_SAVE_PATH/SDV_SAVE_DIR). The server never auto-discovers saves; one must be configured or passed explicitly.
item_priceNoBase sell price of a crop harvest -> uses the farming XP formula. 0 = unused.
target_levelYesGoal level 1-10.
per_action_xpNoXP per action override (e.g. 5 for petting/collecting; use for fishing). 0 = unused.

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
noteNo
errorNo
skillNo
actionNo
playerNo
target_xpNo
current_xpNo
target_levelNo
xp_remainingNo
current_levelNo
xp_per_actionNo
actions_neededNo
Behavior3/5

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

With no annotations, the description carries full burden. It discloses that food buffs do not affect XP, which is a key behavioral trait, but does not cover error handling, default behaviors, or what happens if both parameters are supplied.

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 with essential information front-loaded. No wasted words or repetition of schema details.

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?

Given the presence of an output schema, the description adequately covers the tool's purpose, key parameters, and a behavioral note. It misses details on save path handling or default player, but for a forecasting tool this is sufficient.

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?

Schema coverage is 100%, baseline 3. The description adds value by explaining the conditional OR relationship between item_price and per_action_xp, and clarifies that food buffs are irrelevant, going beyond schema descriptions.

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 forecasts actions needed to reach a target skill level. It distinguishes from siblings like fishing_xp_forecast by covering all skills, and includes specific parameter guidance.

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?

Provides clear context on when to use (forecast XP actions) and parameter choices (item_price OR per_action_xp). However, does not explicitly contrast with the sibling fishing_xp_forecast or state exclusions.

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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