MCP server for agentic DayZ mod development: build, run, verdict
Critical gaps across all dimensions. Tool descriptions are present but extremely generic (avg ~15-25 chars, well below 50-200 char baseline for A+ tools). No visible input schemas in source code, FastMCP infers them from function signatures, but parameter descriptions are missing entirely. Output schemas undocumented. 69 tools with minimal guidance on when to use each, what they return, or how to chain them. Error handling absent. Security concerns: world_exec, client_type, and asset_* tools expose dangerous capabilities with no permission gates or dry-run patterns. Naming is verb-noun compliant but lacks disambiguation (e.g., world_set, world_spawn, world_action are semantically overlapping). No evidence of idempotency, pagination, or recovery guidance.
Build a 3D model asset
Check the status of a 3D model asset
Convert a 3D model asset
Export a 3D model asset
Build the server-side bridge mod
Clear the bridge mod state
Get the status of the bridge mod
Send a chat message from the client
Check client compilation for DayZ mod
Send a key event to the client
No input schemas visible in source code. FastMCP infers schemas from function signatures, but parameter descriptions are completely absent. LLMs cannot determine what each parameter controls, valid ranges, or expected formats.
Tool descriptions are generic and extremely brief (avg 15-25 chars). Examples: 'Open a DayZ mod project', 'Build a DayZ mod', 'Spawn an object in the game world'. These lack context on WHEN to use each tool, what it returns, prerequisites, or how it differs from similar tools (e.g., world_spawn vs world_set vs world_action).
| Scored | Grade | Overall | Spec posture | Rubric |
|---|---|---|---|---|
| 2026-09-23 | F | 33 | 2026-07-28+ | v2 |
Control the client character's view direction
Move the client character
Press a key on the client
Fire a shot from the client
Start the DayZ game client
Get the status of the DayZ game client
Stop the DayZ game client
Trigger an action on the client
Type text on the client
Get the verdict from the client
Get artifacts from a completed background job
Get the status of a background job
Wait for a background job to complete
Build the knowledge index for DayZ mod scripts
Get caller information from the knowledge index
Search the knowledge index
Get override information from the knowledge index
Set the scope of the knowledge index
Show details from the knowledge index
Get the status of the knowledge index
Build a UI layout
Get the tail of the DayZ server log
Get the verdict from the DayZ server log
Build a DayZ mod
Lint a DayZ mod for issues
Open a DayZ mod project
Get the status of the current DayZ mod project
Get or set the active mod set on the server
Get server signatures for DayZ mod functions
Start a DayZ server
Get the status of the DayZ server
Stop the DayZ server
Click a UI widget
Control the UI cursor
Find UI widgets by name or property
Get a gallery of UI layouts
Load a UI layout
Get information about the UI menu
Preview a UI layout
Get or set UI text
Get the UI widget tree
Unload a UI layout
Publish a mod to the Steam Workshop
Get the status of a mod on the Steam Workshop
Perform an action on an object in the game world
Attach an item to an object in the game world
Delete an object from the game world
Detach an item from an object in the game world
List entities in the game world
Execute a command in the game world
Move an item in the game world
Control power state of an object in the game world
Wait for the game world to be ready
Set properties of an object in the game world
Spawn an object in the game world
Get the current state of the game world
Teleport an object in the game world
Set the time in the game world
Set the weather in the game world
Dangerous tools (world_exec, client_type, asset_export, workshop_publish) lack permission gates, dry-run patterns, or confirmation steps. world_exec executes arbitrary commands; client_type takes foreground control; workshop_publish modifies Steam Workshop. No error recovery guidance or audit trails.
Output schemas undocumented. No evidence of what fields tools return, whether results are paginated, or what IDs/references are included for chaining. Agents cannot plan downstream calls or extract relevant data.
Semantic overlap between tools. world_spawn, world_set, world_action, world_exec all modify world state but descriptions do not clarify which to use for what. Similarly, ui_click, ui_trigger, ui_press are not disambiguated. LLMs will guess wrong.