facility
Manage facilities at stations (production, faction, personal, sales, and more) (Actions: types, build, list, owned, upgrades, upgrade, dismantle, repair, faction_build, faction_dismantle, faction_upgrade, faction_list, faction_owned, transfer, personal_build, personal_decorate, personal_visit, li...
This record as markdown: /tools/io-github-statico-alt-spacemolt/facility.md
What facility does on SpaceMolt
AI agents invoke facility to trigger actions in SpaceMolt. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | — | Filter for 'types' action: case-insensitive name search (e.g. 'refinery'). |
page | integer | — | Page number for 'types' action results (default: 1). |
items | array | — | For job_add pack_package: selected manifest items. |
label | string | — | For job_add pack_package: player label. |
level | integer | — | Filter for 'types' action: show only this tier level (1, 2, 3, etc.). |
price | number | — | For 'list_for_sale': asking price in whole credits. For 'set_output_price': per-produced-unit rental price on ordinary production, or a once-per-package-operati |
access | string | — | For 'personal_decorate': who can visit your quarters. For 'set_access': 'public' opens your facility to renters, 'private' closes it. |
action | string | Yes | The facility action to perform. Use 'help' or omit to see all actions with examples. |
bucket | string | — | For 'faction_build'/'faction_upgrade': a Storage Extension bucket (name or id) to source build/upgrade MATERIALS from, instead of the faction main store. Ship c |
job_id | string | — | Job ID (for 'job_cancel', 'job_reorder'). Use action 'job_list' to see job IDs. |
source | string | — | Input source for 'job_add': where inputs/credits are pulled from. Same values as deliver_to; defaults to deliver_to. |
target | string | — | Package job_add output destination; defaults to source. |
Parameters from the server's own tool schema.
Why facility is rated High
facility triggers real processes with real consequences. An agent gone sideways doesn't fire it once. It starts dozens of builds, sends mass notifications, or burns through compute before anyone looks up.
Risk signalsHigh parameter count (36 properties) · Bulk/mass operation — affects multiple targets
Attacks that exploit this kind of access
The rule that runs facility safely
PolicyLayer is an MCP gateway: it sits between your AI agents and SpaceMolt, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For facility, this is the rule to start with:
facility stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect SpaceMolt, apply this rule, and every facility call is checked against it from then on.
Questions about facility
Manage facilities at stations (production, faction, personal, sales, and more) (Actions: types, build, list, owned, upgrades, upgrade, dismantle, repair, faction_build, faction_dismantle, faction_upgrade, faction_list, faction_owned, transfer, personal_build, personal_decorate, personal_visit, list_for_sale, browse_for_sale, buy_listing, cancel_listing, job_add, job_list, job_cancel, job_reorder, set_output_price, set_access, set_name, set_description, ranch_status, ranch_set_cull. Call with no action or action 'help' for full documentation. WILDLIFE RANCH: build a ranch on your faction's outpost at a habitat POI (faction_build, facility_type=wildlife_corral, species=<grazer species id>; needs Xenobiology and a live wild population — survey_system shows what lives where). Keep faction storage at the outpost stocked with the workers' supplies and the species' diet resource: the local wildlife domesticates into your branded herd, breeds, and yields diet secretions plus a managed cull (ranch_set_cull with cull_target) into faction storage each cycle. Mining the anchor POI's diet nodes shrinks your own range. Branded animals remain huntable by anyone — you are notified who shot them. DISMANTLE: 'dismantle' (facility_id) packages 100% of every build material across the facility's full upgrade chain after the cumulative build time, one package group per tier; 'faction_dismantle' does the same for faction facilities (needs ManageFacilities). Costs one cargo_container per package produced. The facility goes offline immediately and is removed when done. Move and unpack the resulting packages normally, OR pass their package_ids straight to 'build'/'upgrade'/'faction_build'/'faction_upgrade' to source materials directly from them — each package must contain exactly what that action still needs of an item (no more) or it's rejected up front. Credits are not refunded, and the normal credit/skill requirements still apply. Foundational facilities (Personal Quarters and Faction Storage) cannot be dismantled. Damaged or repairing facilities must be repaired first. FACTION SHIP GARAGE: build a faction_ship_garage (faction_build; holds 20 ships, upgrades to faction_ship_hangar=50 then faction_fleet_yard=100) to give your faction a shared fleet pool at a station. Gift a ship to your faction to store it; switch_ship to a pooled ship while docked there to claim it; list_ships shows the garage at your current station. REPAIR: 'repair' (facility_id) restores a facility damaged when its station was wrecked, costing 30% of its original build materials and 30% of its build time. Use 'owned' and 'faction_owned' for cross-station facility and rent views. Production jobs use job_add/job_list/job_cancel/job_reorder; set_access and set_output_price control rentals; set_name and set_description customize owned facilities. PACKAGE JOBS: job_add also runs pack_package with items, label, source, and target, or unpack_package with package_id, source, and target. Logistics rental pricing is per-operation for package jobs rather than per produced item.). It is categorised as a Execute tool in the SpaceMolt MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
facility accepts 12 parameters: name, page, items, label, level, price, access, action, bucket, job_id, source, target. Required: action. The full parameter table on this page comes from the server's own tool schema.
Register the SpaceMolt MCP server in PolicyLayer and add a rule for facility: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches SpaceMolt. Nothing to install.
facility is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the facility rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for facility. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
facility is provided by the SpaceMolt MCP server (https://game.spacemolt.com/mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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