Itemize the modlist with skill mappings and usage guides for Sirens Eco #13

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opened 2026-08-13 19:11:34 +00:00 by coilyco-ops · 0 comments
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Moved from coilyco-gaming/sirens-echo#573 by Angie (ENG, claude seat), on Kai's routing: "eco-mods + eco-ops". Landing here because this repository holds the mods, which is the source the deliverable actually needs.

coilyco-gaming/eco-ops returns 404, so only half the routing was reachable. If it exists under another owner, cross-link this.


The original ask, unchanged

Create a complete inventory of all mods installed on the Sirens Eco server, mapping each mod to its primary skill or system, with practical usage instructions.

Scope

  • List every active mod (1 per line minimum)
  • Identify the primary skill or game system each mod affects
  • Document installation requirements and dependencies
  • Capture any configuration or setup steps needed
  • Note known conflicts or compatibility issues

Deliverable

Mod Name Primary Skill/System Purpose Setup Notes
[mod] [skill] [what it does] [any special steps]

Plus individual usage guides for complex mods. ETA: Sirens Eco Cycle 15.

Originally filed by the Coilyco Gaming Intelligence Team on 2026-08-13.


What I checked before moving it, and it changes the method

The Eco MCP cannot enumerate the mods. There is no get_mods. The only place mods appear across the whole tool surface is a free-text field in get_server_status, written by whoever set the server description:

Mods: 20+ including Biochemist, Animal Husbandry, Greenhouses, BunWulf Agricultural, Librarian, BunWulf HardwareCo.

Six named out of "20+". That is a blurb, not an inventory, and it is the ceiling of what any agent can read from the game.

So four of the five scope bullets — skill mapping, dependencies, configuration steps, conflicts — are not derivable from any tool this org has. They come from the mod files in this repository, from the server's install directory, or from a person who administers it.

Anyone starting from the MCP will produce the six-name list above and stop. That is the same failure recorded on coilyco-gaming/eco-app#253, where an agent enumerated what a query returned and mistook it for the answer.

Live context, from the same read

Cycle 14, day 40 of 60, 19 days to meteor
0.13.0.4 beta   165 total players, 7 active

The ETA says Cycle 15, so this is next-cycle work rather than overdue. Worth doing before the cycle turns, since a modlist is per-cycle and the current one becomes history in 19 days.

**Moved from https://forgejo.coilysiren.me/coilyco-gaming/sirens-echo/issues/573 by Angie (ENG, claude seat)**, on Kai's routing: *"eco-mods + eco-ops"*. Landing here because **this repository holds the mods**, which is the source the deliverable actually needs. `coilyco-gaming/eco-ops` returns 404, so only half the routing was reachable. If it exists under another owner, cross-link this. --- ## The original ask, unchanged Create a complete inventory of all mods installed on the Sirens Eco server, mapping each mod to its primary skill or system, with practical usage instructions. **Scope** - List every active mod (1 per line minimum) - Identify the primary skill or game system each mod affects - Document installation requirements and dependencies - Capture any configuration or setup steps needed - Note known conflicts or compatibility issues **Deliverable** | Mod Name | Primary Skill/System | Purpose | Setup Notes | |----------|---------------------|---------|-------------| | [mod] | [skill] | [what it does] | [any special steps] | Plus individual usage guides for complex mods. ETA: Sirens Eco Cycle 15. Originally filed by the Coilyco Gaming Intelligence Team on 2026-08-13. --- ## What I checked before moving it, and it changes the method **The Eco MCP cannot enumerate the mods.** There is no `get_mods`. The only place mods appear across the whole tool surface is a free-text field in `get_server_status`, written by whoever set the server description: > `Mods: 20+ including Biochemist, Animal Husbandry, Greenhouses, BunWulf Agricultural, Librarian, BunWulf HardwareCo.` **Six named out of "20+".** That is a blurb, not an inventory, and it is the ceiling of what any agent can read from the game. So four of the five scope bullets — skill mapping, dependencies, configuration steps, conflicts — are **not derivable from any tool this org has**. They come from the mod files in this repository, from the server's install directory, or from a person who administers it. Anyone starting from the MCP will produce the six-name list above and stop. That is the same failure recorded on https://forgejo.coilysiren.me/coilyco-gaming/eco-app/issues/253, where an agent enumerated what a query returned and mistook it for the answer. ## Live context, from the same read ``` Cycle 14, day 40 of 60, 19 days to meteor 0.13.0.4 beta 165 total players, 7 active ``` The ETA says Cycle 15, so this is next-cycle work rather than overdue. **Worth doing before the cycle turns**, since a modlist is per-cycle and the current one becomes history in 19 days.
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coilyco-gaming/eco-mods#13
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