Deterministic Brotato theorycrafter core + MCP server (spud coach)
Project description
Brotato Coach
A deterministic theorycrafter for Brotato, delivered as an MCP server you can chat with from Claude Code (and other MCP clients).
The design principle: a deterministic core holds the ground truth — weapon/item/character data, DPS formulas, stat mechanics — so the language model looks facts up and computes instead of recalling (and misremembering) them. Every tool returns a finished, verifiable answer or a structured error; there are no baked-in tier lists or opinions, only facts and math.
The dataset (data/brotato.json) is not committed — it is derived from copyrighted game
files, so you build it yourself from a local Brotato install (see Building the dataset).
A full build from Brotato 1.1.15.4 contains 202 weapons, 197 items, 50 characters, and 15
weapon-class sets.
Requirements
- Python 3.11+
uvfor environment/dependency management
Install dependencies:
uv sync
Quick start
Build the dataset (needs a local extraction — see Building the dataset), then start the server:
uv run python build_dataset.py --game-version 1.1.15.4 \
--generated-at $(date -u +%Y-%m-%dT%H:%M:%SZ) # writes data/brotato.json
uv run python -m brotato_coach.server # starts the MCP server over stdio
The server refuses to start without data/brotato.json and tells you to build it first.
Run the tests (the dataset-dependent integration test is skipped when no dataset is built):
uv run pytest # 89 tests (88 passed + 1 skipped without a built dataset)
Run
uvx spudcoach --data /path/to/brotato.json
The dataset is never distributed — build your own from your Brotato install:
uv run python build_dataset.py --game-version <ver> --generated-at <iso8601>
(see docs/extraction-setup.md). SPUDCOACH_DATA works as an env-var alternative
to --data.
Use as a Claude Code plugin
The MCP server is described by plugin/.mcp.json:
{
"mcpServers": {
"brotato-coach": {
"command": "uv",
"args": ["run", "python", "-m", "brotato_coach.server"],
"cwd": "${CLAUDE_PLUGIN_ROOT}"
}
}
}
The server reads the (locally built) data/brotato.json relative to its working directory, so
it must run with the repository root as its cwd (the manifest handles this via
${CLAUDE_PLUGIN_ROOT} when bundled as a plugin), and you must
build the dataset first.
To register it directly in Claude Code without packaging, add the server pointed at your checkout, e.g.:
claude mcp add brotato-coach -- uv run --directory /path/to/brotato-exam python -m brotato_coach.server
Once connected, just ask in natural language — the model routes your question to the tools below:
- "Does Handcuffs fit my Ranger run? I'm at 7 ranged damage, 65 HP."
- "Minigun T4 vs Revolver T4 at 20 ranged damage — which hits harder?"
- "Is attack speed ever dead weight? Can I let knockback go negative on a gun build?"
- "What does the Ranger's ranged-damage bonus do to a raw stat of 6?"
- "Here's my run.json — how's this build doing?" (post-mortem a whole save at once)
Use with Claude Desktop
Claude Desktop can launch the server with uvx in two forms: fetch
straight from this repo (auto-updates on restart, but needs git reachable — see the Windows note
below), or point at a local checkout (nothing fetched at runtime; the most reliable form on
Windows). Either way you supply your own locally built brotato.json — the dataset is never
distributed.
-
Install
uvon the machine running Claude Desktop (winget install astral-sh.uvon Windows, or the standalone installer). -
Open the config file and add the
spud-coachserver:- Windows:
%APPDATA%\Claude\claude_desktop_config.json - macOS:
~/Library/Application Support/Claude/claude_desktop_config.json
Fetch-from-repo form:
{ "mcpServers": { "spud-coach": { "command": "uvx", "args": [ "--from", "git+https://github.com/BrendanL79/spud-coach", "spudcoach", "--data", "C:\\Users\\<you>\\path\\to\\brotato.json" ] } } }
Point
--dataat your built dataset (SPUDCOACH_DATAworks as an env-var alternative). On macOS use a POSIX path like/Users/<you>/brotato.json. - Windows:
-
Fully restart Claude Desktop (quit from the tray, not just close the window).
Windows: "Git executable not found" (or uvx not found)
The git+https://… form makes uv shell out to a git executable. Claude Desktop does not pass
your shell — or even your System PATH — to the MCP subprocess; it spawns servers with its own
trimmed environment. (The PATH it prints in the logs is its command-resolution list, not what
the child process receives.) So a git that runs fine in PowerShell, installed in a System-PATH
directory, can still come back "not found" here — and a bare "command": "uvx" can fail to resolve
for the same reason. Two fixes:
-
Point at a local checkout — no runtime git (recommended). Clone once in a terminal where git works, then use
--from <folder>instead of--from git+…:git clone https://github.com/BrendanL79/spud-coach C:\Users\<you>\src\spud-coach
{ "mcpServers": { "spud-coach": { "command": "uvx", "args": ["--from", "C:\\Users\\<you>\\src\\spud-coach", "spudcoach", "--data", "C:\\Users\\<you>\\path\\to\\brotato.json"] } } }
Update later with
git pullin that folder, then restart Desktop. -
Or force the tools onto the server's
PATH. Keep thegit+httpsform and add anenvblock that hands the child an explicitPATH— git, plus uv's bin and the winget-links dir:"env": { "PATH": "C:\\Program Files\\Git\\cmd;C:\\Users\\<you>\\.local\\bin;C:\\Users\\<you>\\AppData\\Local\\Microsoft\\WinGet\\Links;C:\\Windows\\System32" }
If
uvxitself still isn't found, also set"command"to its absolute path (Get-Command uvxto locate it, e.g.C:\Users\<you>\AppData\Local\Microsoft\WinGet\Links\uvx.exe).
Available tools
All tools return a JSON object. Lookups that miss return {"error": "not_found", "did_you_mean": [...]}.
| Tool | Arguments | Returns |
|---|---|---|
get_weapon |
name, tier? |
Weapon record incl. precomputed DPS line, on-hit effects, and weapon-class sets; {matches:[...]} if tier omitted and several tiers match |
get_item |
name |
Item record: effects, tags, archetype, frozen_stat |
get_character |
name |
Character kit: wanted_tags, banned_item_groups, flat_bonuses, gain_modifiers, special_effects |
get_weapon_class_set |
class_name |
Weapon-class set bonuses (Blade, Gun, Elemental, …), by equipped count |
loadout_set_bonuses |
weapon_names |
Per-class set progress across a whole loadout: equipped count, active bonuses, and next threshold |
list_weapons |
scaling_stat?, tier? |
{weapons:[...]} filtered summaries |
list_items |
tag?, scaling_stat?, archetype?, tier? |
{items:[...]} filtered summaries |
get_filter_options |
— | Valid filter values in the dataset: item tags, archetypes, scaling stats, tiers, and weapon-class names |
weapon_dps |
name, tier, stats |
Realized DPS at the given stats, with breakdown |
compare_weapons |
names_with_tiers, stats |
{ranking:[...]} sorted by DPS descending |
compare_merge_paths |
weapon_name, path_a, path_b |
Winner or crossover RD for two merge paths (lists of tiers) |
explain_stat |
stat |
Verified stat mechanics: caps, special behavior, neglectable / never-negative flags |
stat_display_value |
character, stat, raw_value |
Displayed value after the character's gain modifiers (e.g. Ranger RD 6 → 9) |
evaluate_item_for_build |
item_name, character_name, current_stats |
Per-effect verdict — live / wasted / harmful — with reasons, plus a summary |
evaluate_run |
path? or run_json? |
One-call post-mortem of a whole Brotato run.json save: run context (character, wave, danger), realized stats, weapon-DPS ranking, set progress, and per-item verdicts |
check_dataset_version |
— | game_version, generated_at, schema_version |
stats / current_stats are objects keyed by short stat name (e.g. {"ranged_damage": 7, "max_hp": 65}).
names_with_tiers is a list of [name, tier] pairs. path_a / path_b are lists of tier numbers.
Note the two stat-name forms: stats / current_stats use the short name (ranged_damage), while the stat argument of explain_stat and stat_display_value uses the stat_-prefixed form (stat_ranged_damage). get_filter_options returns the valid filter values so you don't have to guess (all filters are case-sensitive exact matches).
evaluate_run takes exactly one input: pass the save's contents as run_json (e.g. an uploaded/pasted run.json) or its location as path (e.g. a file in your Brotato save directory). The save is read-only — it is never modified. Ids the loaded dataset doesn't recognize (e.g. content newer than your build) are listed under notes rather than dropped; a malformed save returns {"error": "bad_run_file", ...}.
Building the dataset
The dataset is not committed — it is built from an extraction of a real game install. The raw
extracted/, the decompiled recovered/, the copyrighted game_files/, and the derived
data/brotato.json are all gitignored (see docs/extraction-setup.md
for how the extraction is produced). Once extracted/ is present at the repo root:
macOS / Linux (bash):
uv run python build_dataset.py \
--game-version 1.1.15.4 \
--generated-at $(date -u +%Y-%m-%dT%H:%M:%SZ)
Windows (PowerShell):
uv run python build_dataset.py `
--game-version 1.1.15.4 `
--generated-at (Get-Date).ToUniversalTime().ToString("yyyy-MM-ddTHH:mm:ssZ")
This writes data/brotato.json. Supply the actual installed Brotato version to --game-version
(it is not recorded inside the .pck; check the Steam client). Re-run after each patch to refresh
your local copy — it stays gitignored, so don't commit it.
How it works
extracted/ (gitignored, regenerable) raw .tres game data
│
▼ build_dataset.py (offline, per patch)
data/brotato.json (gitignored, built locally) the deterministic core artifact
│
▼ loaded at startup
brotato_coach.server (FastMCP) 16 tools over the pure functions
│
▼ connected as a plugin
Claude Code / Desktop / Web chat frontend
brotato_coach/tres.py— a minimal Godot.tresparser.brotato_coach/builders/— turn parsed.tresinto enriched records (weapons with precomputed DPS lines, items with archetype flags, characters with gain modifiers, sets, and the verifiedstat_mechanicstable).brotato_coach/calc.py— pure DPS / merge math (no I/O), unit-tested against hand-verified values.brotato_coach/{query,answers,evaluate}.py— pure functions that produce finished answers.brotato_coach/runfile.py— pure parser that normalizes a Brotatorun.jsonsave into a build (character, weapons, items, realized stats) forevaluate_run; the only I/O is reading the save file.brotato_coach/server.py— thin FastMCP wrappers over those functions.
Reference material on the game mechanics the coach encodes lives in docs/
(extraction setup, weapon-merge DPS methodology, run post-mortem methodology, stat mechanics).
Disclaimer
This is an unofficial, fan-made tool. It is not affiliated with, endorsed by, or sponsored by Blobfish, the developer of Brotato, or any of its partners. Brotato and all related names, marks, and assets are the property of their respective owners.
This project ships no game assets and no game data. The stat dataset it operates on is
generated locally, by you, from a copy of the game you already own (build_dataset.py reads an
extraction of your own install). Nothing derived from the game's copyrighted files is distributed
in this repository.
The software is provided "as is", without warranty of any kind (see LICENSE). Its recommendations are computed from datamined values and may be incomplete or wrong; use your own judgment.
License
MIT © 2026 Brendan LeFebvre. This license covers the code and documentation in this repository only — it does not grant any rights to Brotato or its assets.
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