gripforge_game_mods
shallowio.github.gripforgeai/mcp · Verify this server
Journey — while building or after: a packaged way to apply the same extension mechanisms (config, documents, hooks, reactions) as one separable unit — a variant to switch on, content added over the game, a game opened to its players' mods (an option of the developer). gripforge_game_audit then plays the modded game. The mods of a Game Kit project (gkp_…), docs/mods-engine.md: a mod (gripforge.mod/1) is data applied over the project before the kits mount — config keys and collection documents the kits declare moddable (configPatch by dotted path, data.<collection> { remove, patch, add, order }, hooks documents that tap decisions, scripts whose rules react to events) — whole or not at all, never code. The kits are built to be adapted without recoding them — interceptable (hooks), registrable (registries), modifiable (config, documents, patches) and reactive (rules on events that change data): that is the normal, recommended way to build a game, written in the project (see gripforge_game_engine points) or packaged as a mod. A mod packages those changes as one separable unit: a variant to switch on or off (a hard mode, a season event) without copying the project, content added over the game, and — an option of the developer — a game opened to its players' mods. action=list (default): the game policy (config.mods of game.engine: enabled, disabled, order, deny), every mod with its status (applied | disabled | refused) and issues ({ level, code, path, message }), the documents each added, the fingerprint the network handshake compares. action=validate { mod }: a dry run — the project with this mod added (or replacing the one with its id), applied as the host would: its status and issues, nothing written. action=install { mod }: writes it to the mods collection (validated against the mod schema). action=remove { id }. action=enable / disable { id }: the policy list mods.disabled. action=order { ids }: these mods first, in this order (a mod always comes after those it depends on). 0 credits.
1 trials · measured today
gripforge_game_mods scores 100.0/100 on Vouch's measured behaviour index, from 1 real invocation trials against io.github.gripforgeai/mcp, measured 20 Oct 2026 under methodology v0.2.0. Every measured component scored 100.
Component breakdown
| Component | Weight | Value |
|---|---|---|
| Reliability | 35% | not applicable |
| Schema integrity | 25% | 100.0 |
| Failure behaviour | 15% | not applicable |
| Latency | 15% | not applicable |
| Concurrency | 10% | not applicable |
Tool details
- Transport
- remote + stdio
- Credential class
- self-provisionable
- Input schema
- not declared
- Output schema
- not declared
- Side-effect classification
- unclassified
Score history
| Day | Score | Tier | Methodology |
|---|---|---|---|
| 2026-10-20 | 100.0 | shallow | v0.2.0 |
Probe evidence
| Probe | Outcomes |
|---|---|
| schema_integrity | pass: 1 |
Raw request/response logs are not archived yet — the outcome counts above are drawn directly from every recorded trial.
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