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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
OUTPUT_DIRNoBuild output directory../output
PROJECT_DIRNoDirectory for .terrain file storage../projects
GAEA_INSTALL_DIRNoGaea installation directory. If not set, auto-detected from common paths.auto-detected

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
check_gaea_statusA

Check if Gaea is installed and report executable paths, project directory, and readiness. Call this first to verify the environment.

get_gaea_version

Get the installed Gaea version number.

list_projectsA

List .terrain files in the project directory. Use absolute paths for files outside this directory.

build_terrainA

Build a terrain using Gaea.Swarm.exe CLI. Renders all output nodes in the .terrain file. The -v (variables) argument is always placed last automatically. Typical build time: seconds to minutes depending on resolution and node complexity.

list_node_types

List available Gaea node types with their categories and port definitions. Categories: Primitive, Terrain, Simulate, Surface, Modify, Derive, Colorize, Utility, Output. Use the "key" value (e.g. "Mountain") as the nodeType parameter in add_node.

read_terrain_graphA

Read a .terrain file and return a complete summary: all nodes, their properties, ports, and connections. Call this first when working with an existing terrain to understand the current graph structure. Each node has an "id" that you use in connect_nodes, set_node_property, remove_node, etc.

get_node_detailsA

Get all properties and port connections of a specific node. Use read_terrain_graph first to find node IDs.

create_terrainA

Create a new empty .terrain file compatible with Gaea 2.2.9. The file is saved in the project directory. After creation, use add_node to populate the graph. A typical workflow: create_terrain → add_node (generators: Mountain, RadialGradient) → add_node (processors: Erosion2, Thermal2, Rivers, Craggy, Snow) → add_node (colorizers: SatMap, ColorErosion) → add_node (outputs: Export, Mesher) → connect_nodes to wire the chain.

add_node

Add a node to the terrain graph. Use list_node_types to see available types and their ports. Common types: Mountain, Erosion2, Combine, SatMap, Export. Set initial properties for best results, e.g. Mountain: {Scale: 1.5, Height: 3}, Erosion2: {Duration: 15}, Combine: {Method: "Multiply"}, Mesher: {Format: "GLB"}. Position nodes left-to-right by increasing X (spacing ~300-500). Y=26250 for a single row. After adding, use connect_nodes to wire it into the graph.

remove_nodeA

Remove a node and all its connections (both incoming and outgoing) from the terrain graph.

connect_nodes

Connect two nodes by wiring an output port to an input port. Default ports: "Out" → "In" (works for most simple chains). For nodes with multiple ports (e.g. Combine has Input2, Mask; Erosion2 outputs Flow, Wear, Deposits), specify the port names explicitly. For Combine, set Method property before connecting (e.g. "Multiply" for masking, "Max" for blending terrains, "Screen" for color compositing). Each input port accepts only one connection — connecting replaces any existing connection on that input.

disconnect_port

Remove the incoming connection on a specific input port of a node.

set_node_propertyA

Set a property value on a node. Properties vary by node type. Common properties: Seed (int), Duration (float), Scale (float), Style (string enum). Use get_node_details to see current properties and their values. Only non-default values are stored — setting a property to its default effectively removes it.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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