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MCP: Options instead of toggles, correct error handling - #19731

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@RobLoach RobLoach commented Oct 7, 2026 •

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First set of MCP Tooling mentioned in #19715: an option a client can read and set, instead of ~30 blind toggles, and a reply that says why a command failed.

Smarter Switches (No More Blind Guessing)

The Old Way: The game only had simple flip switches. If an AI said "fast forward," it didn't know if it was turning it on or off—it just pushed the button blindly. If fast-forward was already running, pushing the button accidentally slowed the game back down.

The New Way: The AI can now say "Set fast forward to ON" or "Set fast forward to OFF." If it’s already on, the game just keeps it on.

Status: The AI can now ask, "Is this turned on right now?" and get a straight answer, along with details like what frame the game is on or if a game is still loading.

Actual Error Messages (Instead of Silence or Lies)

The Old Way: When something broke, the game was terrible at explaining why. Sometimes it just said "NO," replied with completely blank text, or said "Done!" even when the action failed completely.

The New Way: If a command fails, the game now admits it failed and explains why. If you try to pause a game when no game is even running, it actually tells you that was a mistake instead of pretending it worked.

Cleaning Up the Tool Menu

The old menu showed dozens of messy, confusing buttons.

They hid the cluttered buttons from the AI so it only sees the clean, smart controls. However, human players using older tools or keyboards can still use all the original commands—nothing was deleted.

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RobLoach marked this pull request as draft October 7, 2026 23:30
@RobLoach RobLoach changed the title MCP: options instead of blind toggles, and errors that say why MCP: Options instead of toggles, correct error handling Oct 8, 2026
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RobLoach marked this pull request as ready for review October 8, 2026 05:35
@RobLoach
RobLoach marked this pull request as draft October 8, 2026 05:52
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