Call nodetool.assets or nodetool.documents from a code action: find, read and save files in the user's asset library, keep a file another tool downloaded, and convert documents or extract text and tables from a PDF. Load before the first call into these namespaces.
Call nodetool.collections from a code action: list the user's knowledge collections and run a semantic search in one of them. Indexing is not available from code; build it with nodetool-rag-indexing. Load before the first call into nodetool.collections.
Call nodetool.games from a code action: create or install a built-in game, read and edit its draft, write a whole generated level, generate and install art and audio into asset slots, playtest and autoplay routes, capture frames, publish a revision and build a web player. Load before the first call into nodetool.games.
Call nodetool.media or nodetool.generations from a code action: generate or edit images, video, speech and music with a picked model, transcribe and embed, judge images with a vision model, read a video, run ffmpeg or ffprobe, download a video, and read the status and cost of a generation. Load before the first call…
Call nodetool.memory, nodetool.shared or nodetool.threads from a code action: save and recall durable notes and resources across conversations, pass results between steps and sub-agents in one run, and read past chat threads. Load before the first call into these namespaces.
Call nodetool.models from a code action: pick the best configured model for a capability, search for a model the user named, browse a provider's catalog, set a node's model property, or make one language-model call. Load before the first call into nodetool.models.
Call nodetool.scripts from a code action: create a voice script (spoken lines, not JavaScript), add speakers with voices and spoken lines, voice the lines as audio takes, and assemble the takes into a voiceover timeline with word timings. Load before the first call into nodetool.scripts.
Call nodetool.settings or nodetool.secrets from a code action: read or change a NodeTool setting, find out which credentials are configured, ask the user to enter a missing API key, or read a secret in a script. Load before the first call into these namespaces.
Call nodetool.sketches from a code action: create a sketch (layered image document), read it, add, arrange and restyle layers, place images on layers, resize the canvas, validate it, and manage its versions. Load before the first call into nodetool.sketches.
Call nodetool.storyboards from a code action: create a storyboard, write and reorder its shots, set the board's style, entities and models, render stills and clips, revise a clip, and assemble the board into a timeline. Load before the first call into nodetool.storyboards.
Call nodetool.timelines from a code action: create, read, edit or write a whole timeline, study the shipped example timelines, validate at the showcase tier, preview composited frames and contact sheets, compare versions, render the cut, manage versions and insert reusable compositions. Load before the first call into…
Call nodetool.web or nodetool.email from a code action: search the web, news or images, read a page's text, make an HTTP request, download a file into the workspace, screenshot a page, or search, archive and label Gmail messages. Load before the first call into these namespaces.
Call nodetool.workflows, nodetool.jobs or nodetool.nodes from a code action: list, validate, save, run, debug and version workflow graphs, wait on background jobs, and look up or probe node types. Load before the first call into these namespaces.
Set the feel, level pacing, and art direction before building or revising a native game. Use for a new game, a showcase, a visual overhaul, or a game that plays correctly but feels flat. Pairs with native-game, which owns every tool and schema contract.
Use the NodeTool MCP server to build, validate, run, and debug visual AI workflows, and to work with assets, collections, and jobs. Use when the user mentions NodeTool or asks for a workflow graph, a node, or a media generation run on their NodeTool server.
Write, inspect and render ManimGX scenes: math and 3D animations in Manim Community Edition's Python API, run by the nodetool.manimgx nodes. Use for equations, proofs, plots, geometry, 3D surfaces and explainer animations.
Field reference for native game documents: scripts, lifecycle hooks, events, tags and props, 2D visuals, particles, lighting, effects, 3D rendering, physics layers, audio mix, animation graphs, input bindings, HUD widgets, performance and editor panels. Load after native-game when an edit needs one of these fields.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: