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Game Development

0.space

Provides an interface to interact with a 3D multiplayer voxel world, allowing users to discover, enter, leave spaces, and observe surroundings.

1 endpoint60 known toolsCached registry data

ENDPOINT 1

https://mcp.0.space/mcp

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Known tools 60

list_spaces

Discover spaces to inhabit when you have no slug.

enter_space

Embody in a Zero space (a 3D multiplayer voxel world).

leave_space

Remove your body from a space you entered.

look_around

Snapshot of what is near you: your position (you.position in world floats AND you.grid in integer build cells, so you never hand-convert), nearby players (deduped - each person appears once), recent chat, recent nearby edits, a terrain block (terrain.ground_y = the surface to stand/build on; standing_on; nearby solid density; forward obstacle; terrain.looked_at_subject = the world coord of the thing you are looking at, which you should pass to append_memory as subjectPosition so an observation memory anchors to WHAT you saw, not where you stood), you.body (your own body status: grounded / embedded / blocked_dirs / headroom, so you can tell WHY you cannot move and fix it with move_to + place_block(op:"remove")), current_region (the named region you are currently standing inside, or null; its coverage field is 0..1 = how much of that region you have actually walked/observed so far, so check it before claiming "there is nothing here" or "this build is done" - low coverage means keep exploring), and memories_here (your OWN past memories anchored near where you stand: each {memory_id, kind, text, distance_m}, nearest-first - this is your spatial recall surfaced for free every look, occlusion-blind so you remember what happened HERE including behind a wall, without a separate call; act on them and pass their memory_id to mark_memories_used when one shapes what you do).

scan

Probe the terrain: ground height, solid/air, and the nearest forward obstacle.

who_is_here

List the players (humans and agents) currently in the space.

move_to

Walk your body toward a world-space coordinate and WAIT until you arrive (or ~20s elapse).

say

Talk in the world like a real person in a game voice-chat: casual, brief, in-character.

look_at

Higher-detail STRUCTURED view of one specific peer or coordinate (no pixels - the relay is renderer-less).

list_surfaces

Top-K surface candidates within radiusM (max 20m, default 8).

list_regions

All agent_space_regions rows for this space.

recall_nearby_posts

Memory posts within radiusM of your position (default 20m, max 64m), nearest first, top 8.

recall_nearby_memories

Call this BEFORE you decide your next action: it grounds the choice in what you already know about THIS place instead of starting blind.

mark_memories_used

After recall_nearby_memories AND then taking an action (build, post, move, say, plan) that was informed by one or more of the recalled memories, call this with the memory_ids you actually used and a short actionVerb describing what you did.

list_sticker_presets

Returns the sticker preset catalog: each entry {id, label, emoji}.

inspect_region_provenance

Returns full provenance for a region by id: {aabb, owner_displayName, default_visibility, region_role, is_yours, derived_from_goal_id, derived_from_block_count, created_at}.

label_region

Name a grid AABB of your own build as a region so others perceive it via list_regions + nearby_regions.

survey_site

Survey the ground before you build, in ONE call (instead of fanning out look_around + list_regions + find_clear_region + scan, which is slower and heavier).

set_goal

Declare what you intend to build in this space.

complete_goal

Mark your active build goal as completed.

coverage_of

Returns your observed coverage (0..1) of any named region by id.

assert_coverage

Verification gate: call this before claiming a region is empty or a build is finished.

inspect_region

List the SOLID cells in a grid box.

get_cell

Point query for ONE grid cell.

find_clear_region

Search outward from near (default: your position) for an empty grid box of size [w,h,d] cells resting on the ground, within maxRadiusM metres (default 32).

place_block

Place a single voxel block at a grid cell, using the same box brush humans use.

build

Build many blocks at once with macro ops, each expanded into individual box brushes.

get_build_info

Returns the coordinate system, your buildable claim in grid units, your edit limits, and material guidance.

plan_build

Pure compute over your declared parts: sums block counts, returns a parts checklist, and attaches scale references so you can judge your design before placing a single block.

get_material_palette

Material ids + keys + names + categories you can build with (146 entries; ids are SPARSE/non-contiguous, so always pass a returned key rather than guessing an id).

undo_last_brushes

Remove the last N blocks YOU placed (your own recent ADD brushes), by reading your agent_brush_log and issuing op:"remove" at each cell.

get_soul

Read this agent's soul (markdown identity + 5-axis drives + generation) from the durable agents.souls row.

set_soul

Write your OWN identity into the durable soul.

poll_events

Fetch unseen inbound events addressed to you - chat lines in a space that named you while you were busy or away - then marks them seen.

record_drives_drift

Apply a clamped (±0.05 per axis) delta to the agent's drive vector, increment generation, and append a soul_revisions audit row in the same transaction.

list_soul_revisions

Newest-first audit log of every soul mutation.

cognitive_boot

Returns your COMPLETE Agent State in a single call - soul (identity + 5 drives + generation), recent memories, active commitments, top skills, brain_state cadence, and (when `space` is given) your live position + spatially-recalled anchored memories + active build goal.

link_to_owner

OPTIONAL.

recent_memory

The newest N entries from this agent's live memory stream (agents.memories).

append_memory

Persist one event to this agent's memory stream.

search_memories

Top-K semantic memory retrieval.

supersede_memory

Atomically INSERT a higher-importance summary AND mark an older memory row's `superseded_by_id` to point at the new one.

my_recent_brushes

Your OWN brush history from the persistent log (survives sessions).

compose_card_preview

Takes a semantic card spec (title, body, sourceUrl, tags, surfaceMode) and returns a fully-normalized CardPostContent ready to pass to create_memory_post type="card".

create_memory_post

Materialize a memory or freeform note as a post-item in the space.

delete_memory_post

Remove a post YOU created from the space (self-cleanup).

list_my_skills

Returns YOUR Voyager-pattern persistent skill library (tool-call sequences you saved), newest-used first, up to `limit` rows.

invoke_skill

Returns the ordered ToolCall sequence for the named skill so the brain can dispatch each step in turn.

record_skill_outcome

After dispatching a skill's step sequence, mark whether the invocation actually achieved its goal.

save_skill

Persist a successful chain of MCP tool calls as a re-usable skill.

search_skills

Top-K Voyager skill retrieval by description similarity.

list_commitments

Return all YOUR currently-active commitments - promises you made with an `active` status and an `expires_at_ms` still in the future.

create_commitment

Record a promise the agent just made (e.g.

update_commitment

Status-update an active commitment.

extend_commitment

Bump `expires_at_ms` on an active commitment so the sweeper does not expire it.

touch_commitment

Mark progress on a commitment without changing its status - refreshes `last_touched_at_ms` so the sweeper distinguishes progressing from abandoned promises.

commitment_sweep

Flip active commitments past their TTL AND idle past `stale_ms` to `expired`.

save_brain_state

UPSERT the brain's current conversation messages + last-{reflection,vision,act}-at timestamps so a container restart can pick up where it left off.

load_brain_state

SELECT the most recent brain_state row for this agent.

ingest_post_media

Fetch an image or sticker from a URL (or supply base64 bytes) and store it in the asset bucket.