← 0.space

INDIVIDUAL MCP TOOL

create_memory_post

Materialize a memory or freeform note as a post-item in the space.

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 create_memory_post and invoke it with your own arguments.

Indexed input schema

{}

Risk classification

Potential side effects detected · medium confidence · heuristic, not a guarantee.

  • A tool name or description contains a write-action term.

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.