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…ixing Co-authored-by: pardeike <853584+pardeike@users.noreply.github.com>
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[WIP] Isn't the section "AI Tools Available" incomplete? It is missing the idea that mods add their own tools that then can be used (I think with prefixing the game id, right?). I want you to rework this section so this key concept is clear.
Enhanced "AI Tools Available" section to document mod-provided tools and game ID prefixing
Sep 14, 2025
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The "AI Tools Available" section in README.md was incomplete and didn't explain the key concept that GABP-compliant mods expose their own tools to AI agents. This enhancement addresses the missing documentation around mod tools and the game ID prefixing mechanism.
What was missing
The original section only listed GABS's core game management tools (
games_list,games_start, etc.) but completely omitted:Changes made
The enhanced section now includes:
Core Game Management Tools - Organized the existing GABS tools under a clear subsection and added the missing
games_toolscommand.Game-Specific Tools from Mods - A new section explaining:
minecraft_inventory_get,rimworld_crafting_buildminecraft_,rimworld_) that prevents tool name conflictsgames_toolsto discover available mod toolsWhy this matters
This documentation gap made it unclear how AI agents actually interact with games beyond basic start/stop operations. The real value of GABS comes from mods exposing rich game functionality through GABP, and the game ID prefixing ensures this works seamlessly even with multiple games running simultaneously.
The changes align with the existing test suite which validates the game-prefixed tool naming convention and multi-game scenarios.
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