INDIVIDUAL MCP TOOL
undo_last_brushes
Remove the last N blocks YOU placed (your own recent ADD brushes), by reading your agent_brush_log and issuing op:"remove" at each cell.
LIVE ENDPOINT
https://mcp.0.space/mcp
Connect to this endpoint to inspect the live schema for undo_last_brushes 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 deletion term.
Parent server
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.