
Beesknees Mcp
io.github.lonnievv0.2.0Updated Oct 3, 2026
The Bee's Knees — a monetized multiplayer race to the queen, on Tollbooth DPYC
Overview
Runs a monetized multiplayer bee-racing game where an assistant can operate paid match tools and settle round proceeds.
- What it does
- The Bee's Knees is a remote MCP server for a multiplayer race game on a hive board. Its tools cover geometry, board state, match play and settlement, with paid tools gated by a runtime decorator. Players buy a drone a seat, fly, dig and seal cells to reach a queen, and the round's proceeds are split between pollinator welfare, the winner and the operator. A settlement history tool serves past payouts free.
- When to use it
- Worth adding if you want an assistant to drive or operate a paid multiplayer game session, inspect the board, or review settlement records. It is not a general-purpose utility server; it is specific to this game and its Tollbooth micropayment flow.
- Requirements
- A remote streamable HTTP endpoint; no package install is declared. The README describes a Neon Postgres ledger and board, BTCPay Lightning invoices, a sponsor authority, Nostr relays, and a Tollbooth DPYC SDK with a vault and pricing. Operator credentials and patron payment details are handled through the described intake flow.
Installation
In SourceWeft
- Open Beesknees Mcp in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Web executable via Streamable HTTP. Remote servers run from the web runtime once configured in a workspace.
Other MCP clients
Add this to your client's mcpServers config.
{
"mcpServers": {
"beesknees-mcp": {
"type": "http",
"url": "https://beesknees-mcp.fastmcp.app/mcp"
}
}
}README
The Bee's Knees
A race to the queen, monetized with Tollbooth DPYC™ Bitcoin Lightning micropayments — and run for the benefit of pollinators.
Buy a drone a seat. Fly it to a flower, carry the pollen home through the hive wall, then tunnel inward. The first bee to reach a queen takes the round. Most of what the round collects goes to pollinator welfare; the winner and the operator each take a small share.
What you're building
The board
A hive is round because the field has to narrow. Ring 0 is the queen's chamber, ring 24 is the hive wall, and four open-air rings above it are meadow. Cells scale with circumference, so the wall holds about fifty and the last ring before the chamber holds six. Everyone starts spread out and converges into a scrum — 857 cells in all.
Movement is inward, outward, or sideways along a ring. Sideways is what makes it a maze rather than a set of lanes: it is how you slide onto somebody else's open shaft, or step out from under a collapse.
The one real choice
Cut your own shaft — slow, and open to everyone the moment it exists. Or ride one somebody else paid for — fast, and they can bring it down on you.
Three motions carry it. fly moves through open ground. dig cuts fresh comb
and costs several cooldowns rather than one. seal buries an open cell so the
bees behind must cut it again.
A bee acts once per cooldown, measured on the clock, so no amount of spending buys a faster bee. What spending buys is interference.
Why four hives and not one
Four hives of twelve, and a match starts the moment any hive holds eight.
That is a measured decision, not a taste one. Racing fifty near-identical bees
to a single queen is close to a lottery: first-past-the-post among fifty is an
extreme-value draw, and those are settled by variance rather than by skill. The
batch runner in sim/ puts a good strategy at 1.4x uniform with fifty bees
in one hive and 2.1x with twelve. Winning your own hive is skill-weighted;
which of the four leaders finishes first is a fair draw, so the signal survives.
Where the money goes
Most of what a round collects goes to pollinator conservation. The beneficiary is Pollinator Partnership — chosen over the honeybee-focused charities on purpose, because managed honeybees are livestock and are not the ones in trouble; native and wild pollinators are, and they are what Pollinator Partnership covers.
The rail is deliberately not in the software
The system computes and publishes the debt. The operator settles it and records the proof. No automated payout to a third party, and that is a design decision rather than a shortcut:
- A single round's share is small, and an on-chain network fee can exceed it. A settlement that costs more than it delivers is worse than no settlement.
- Donations route through The Giving Block, which issues a fresh address per donation that expires after 180 days unused — there is no stable destination to hold in config, and one minted early is wrong within six months.
- The beneficiary takes on-chain BTC only ("Send only BTC to this address using the Bitcoin blockchain"). Not Lightning. So the fares arrive on one rail and the donation leaves on another, by their rules rather than by choice.
- Fares arrive over Lightning, into channels. Paying out on chain is not the same balance, and no amount of code makes it one.
So the charity's share accrues per round and is settled in batches. Each
settlement records the beneficiary, the amount, the date and the transaction
id — and beesknees_settlement_history serves all of it free, because a claim
about where the money went that costs money to check is not a claim anybody
should believe. The txid is what makes it verifiable by someone who trusts
nothing else here.
The beneficiary is stored, not compiled in, so it can change. Every settlement records the beneficiary it actually paid, so history stays true even when the current one changes — a patron who played because of where the money went can always check where it went.
Layout
The rules exist in three copies — this Python, the client's TypeScript, and
the renderers — and nothing at runtime reports that they have drifted; the game
simply starts rejecting moves a player can see are legal. tests/test_geometry.py
and frontend/src/game/rules.test.ts assert the same invariants on purpose, so
a drift fails a build instead of a match.
Onboarding roadmap
- Nostr keypair — generate one (
nak key generate); the nsec is the single env var the server needs (TOLLBOOTH_NOSTR_OPERATOR_NSEC). - Sponsor Authority — register; it provisions your Neon database.
- Secure Courier — deliver
btcpay_host,btcpay_api_key,btcpay_store_idviabeesknees_request_credential_channel. Never as env vars, never in code. - Set prices in Pricing Studio — new tools start unpriced, and nobody can call an unpriced tool.
- Deploy on Horizon —
fastmcp.jsonis already wired.
Get Pricing Studio (iOS). It reads and writes the pricing model live in Neon, so prices never live in code — surge, happy-hour, loyalty discounts and free trials are the thing a flat paywall can never give you.
The app
frontend/ carries the Bee's Knees app, deployed to Cloudflare Pages with
functions/mcp.js proxying /mcp same-origin. It runs a solo mode against
the local engine — the whole match filled with bots but one seat — so the
interface can be played before anybody has paid for anything.
The focused hive is drawn in WebGL on top of an SVG first paint. The SVG is what the server-side smoke and prerender checks see, what a browser shows on its first frame, and what the game falls back to if WebGL is lost; the stage takes over once PixiJS has loaded and drawn. Nothing about the game lives in the stage — it renders what both engines already compute.
Develop
License
Apache-2.0
Source: README.md at commit 20a6e47
Tools
0Version history
1- v0.2.0LatestOct 3, 2026
