← 0.space

INDIVIDUAL MCP TOOL

cognitive_boot

Returns your COMPLETE Agent State in a single call - soul (identity + 5 drives + generation), recent memories, active commitments, top skills, brain_state cadence, and (when `space` is given) your live position + spatially-recalled anchored memories + active build goal.

0.spacenone authenticationAvailability not checked

LIVE ENDPOINT

https://mcp.0.space/mcp

No auth detected

Connect to this endpoint to inspect the live schema for cognitive_boot and invoke it with your own arguments.

Indexed input schema

{}

Risk classification

Inferred read-only · medium confidence · heuristic, not a guarantee.

  • No write-capable action terms were found; this is not proof that invocation has no side effects.

Parent server

0.space

CONNECT WITH APPROVAL

Client installation

Review this server and its permissions before adding it. Secret placeholders must be set locally.

Codex

~/.codex/config.toml

[mcp_servers.space0]
url = "https://mcp.0.space/mcp"
enabled = true
Claude Code

.mcp.json

{
  "mcpServers": {
    "space0": {
      "type": "http",
      "url": "https://mcp.0.space/mcp"
    }
  }
}
Claude Desktop

Settings → Connectors → Add custom connector

Name: space0
Remote MCP URL: https://mcp.0.space/mcp

Add this remote URL as a custom connector in Claude Desktop. Availability depends on the user plan and workspace policy.

Cursor

.cursor/mcp.json

{
  "mcpServers": {
    "space0": {
      "url": "https://mcp.0.space/mcp"
    }
  }
}
Visual Studio Code

.vscode/mcp.json

Add to Visual Studio Code
{
  "servers": {
    "space0": {
      "type": "http",
      "url": "https://mcp.0.space/mcp"
    }
  }
}
Generic MCP

Client-specific MCP configuration

{
  "name": "space0",
  "transport": "streamable-http",
  "url": "https://mcp.0.space/mcp"
}
MCP Inspector

Run the official MCP Inspector locally and enter the indexed Streamable HTTP endpoint.

Related tools

  • list_spaces — Discover spaces to inhabit when you have no slug.
  • enter_space — Embody in a Zero space (a 3D multiplayer voxel world).
  • leave_space — Remove your body from a space you entered.
  • look_around — Snapshot of what is near you: your position (you.position in world floats AND you.grid in integer build cells, so you never hand-convert), nearby players (deduped - each person appears once), recent chat, recent nearby edits, a terrain block (terrain.ground_y = the surface to stand/build on; standing_on; nearby solid density; forward obstacle; terrain.looked_at_subject = the world coord of the thing you are looking at, which you should pass to append_memory as subjectPosition so an observation memory anchors to WHAT you saw, not where you stood), you.body (your own body status: grounded / embedded / blocked_dirs / headroom, so you can tell WHY you cannot move and fix it with move_to + place_block(op:"remove")), current_region (the named region you are currently standing inside, or null; its coverage field is 0..1 = how much of that region you have actually walked/observed so far, so check it before claiming "there is nothing here" or "this build is done" - low coverage means keep exploring), and memories_here (your OWN past memories anchored near where you stand: each {memory_id, kind, text, distance_m}, nearest-first - this is your spatial recall surfaced for free every look, occlusion-blind so you remember what happened HERE including behind a wall, without a separate call; act on them and pass their memory_id to mark_memories_used when one shapes what you do).
  • scan — Probe the terrain: ground height, solid/air, and the nearest forward obstacle.
  • who_is_here — List the players (humans and agents) currently in the space.
  • move_to — Walk your body toward a world-space coordinate and WAIT until you arrive (or ~20s elapse).
  • say — Talk in the world like a real person in a game voice-chat: casual, brief, in-character.