Dungeondraft Mcp

io.github.casancamv0.1.0Updated Oct 3, 2026

Read, edit and export Dungeondraft maps; convert Universal VTT (.dd2vtt) into Foundry VTT scenes

Overview

AI-generated overview

Lets an assistant read, edit and export Dungeondraft map files and convert Universal VTT exports into Foundry VTT scenes.

What it does
Works directly on .dungeondraft_map files without Dungeondraft running. Tools list and inspect maps, search built-in and installed asset packs, and add objects, walls, doors, windows, floors, lights, paths and terrain. It can build a room in one step, set ambient light for day or night variants, duplicate a map, remove elements, and export a .dd2vtt or turn one into a Foundry v13 scene JSON.
When to use it
Useful for tabletop game masters and map makers who want an assistant to build or adjust battle maps from text prompts, or to move Dungeondraft maps into Foundry VTT. Worth adding if you already keep .dungeondraft_map files locally and want scripted, repeatable edits.
Requirements
Local process run with npx; Node.js 20 or newer. Optional environment variables: DD_MCP_ROOTS for folders the server may read and write maps in (defaults to your Documents folder), DUNGEONDRAFT_DIR for the Dungeondraft install folder, and DD_ASSET_DIRS for asset folders containing .dungeondraft_pack files. No account or API key.
Before you install
Edit tools write to your map files, so keep backups; the server copies the original before each change and refuses edits if the file changed on disk. Close the map in Dungeondraft before editing, or reopen without saving, or your change is overwritten. Access is limited to DD_MCP_ROOTS, and the install and asset folders are read-only. Asset packs that opt out of third-party reading are listed by name only.

Installation

In SourceWeft

  1. Open Dungeondraft Mcp in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

dungeondraft-mcp

An MCP server that lets Claude (or any MCP client) read, edit and export Dungeondraft maps. It works directly on .dungeondraft_map files, so Dungeondraft doesn't need to be running. It also converts Universal VTT exports (.dd2vtt) into Foundry VTT v13 scenes.

Ask things like "build a small tavern in the north-east corner of my crossroads map", "make a night version of this map", or "turn this dd2vtt into a Foundry scene".

Not affiliated with Dungeondraft or Megasploot. For live editing inside a running Dungeondraft, see battlemap-mcp. The two work well side by side.

Tools

ToolWhat it does
list-mapsFinds .dungeondraft_map files in the configured folders
inspect-mapSummary: size, levels, element counts, terrain, packs, most-used assets. Can list elements (node id, asset, grid position) by type and area
list-assetsSearches built-in assets and installed asset packs by words, category, tag or pack
add-objectsPlaces props at grid positions (rotation, scale, mirror, layer, shadow, tint)
add-wallsAdds wall polylines or closed rooms, with doors and windows; can also add doors to an existing wall
add-floorsAdds floor patterns (planks, cobble, tiles) over a rectangle or polygon
build-roomBuilds a closed wall, a matching floor and doors in one step
add-lightsAdds point lights (range in squares, colour, intensity)
add-pathsAdds path assets along grid points
set-terrainSets terrain slot textures (1–8), fills a level, or paints rectangles, circles and lines with soft edges
set-environmentSets ambient light (presets: day, overcast, dusk, night, dark) for day/night variants
remove-elementsRemoves elements by type within an area, or by node id (supports dry_run)
duplicate-mapCopies a map to start a variant
export-dd2vttBuilds a .dd2vtt from the map's walls, doors and lights plus an image exported from Dungeondraft
dd2vtt-to-foundry-sceneTurns a .dd2vtt into a Foundry v13 scene JSON (grid, walls, doors, lights) and extracts the image

Every edit tool accepts level (key, index or label; the default is the first level) and dry_run.

Coordinates

All tools use grid squares measured from the map's top-left corner, with x to the right and y down. (3, 4) is a grid intersection, and (3.5, 4.5) is the centre of the square in column 3, row 4. Fractions are allowed. Dungeondraft stores 256 px per square internally, and the server converts for you. Object positions are object centres. Rotation is in degrees clockwise. Light range, path width and terrain feather are in squares.

Safety

  • Allowed folders only. Maps are read and written only inside DD_MCP_ROOTS, which defaults to your Documents folder. .. paths and links that point outside are rejected. The Dungeondraft install and asset folders are read-only.
  • Backup first. Before every change the original is copied to <map>.bak-YYYYMMDD-HHMMSS (UTC).
  • Verified writes. The new map is written to a temp file, re-parsed and checked: it must round-trip byte for byte, element counts must match what the edit added or removed, and every section the edit didn't declare must be byte-identical to before. Only then is the temp file renamed over the original. If any check fails, nothing is written.
  • Conflict check. If the file changed on disk after it was read (for example Dungeondraft saved it), the edit is refused.
  • Close the map in Dungeondraft before editing it here, or reopen it afterwards without saving. Otherwise Dungeondraft overwrites the change on its next save.
  • Asset pack licences. No image data is ever read from any pack. Packs whose pack.json sets allow_3rd_party_mapping_software_to_read: false are listed by name only: their contents aren't indexed, and only pack.json is read, to fill in the map's asset manifest when you use them.

Install

Requires Node.js 20 or newer.

Claude Code

sh
claude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/your/maps" -- npx -y dungeondraft-mcp

Claude Desktop

Add this to claude_desktop_config.json (Settings → Developer → Edit Config), then restart Claude Desktop:

json
{  "mcpServers": {    "dungeondraft": {      "command": "npx",      "args": ["-y", "dungeondraft-mcp"],      "env": {        "DD_MCP_ROOTS": "C:\\Users\\you\\Documents\\Dungeondraft"      }    }  }}

On Windows, if Node isn't on your PATH, use the full path, e.g. "command": "C:\\Program Files\\nodejs\\npx.cmd".

From source

sh
git clone https://github.com/casancam/Dungeondraft-MCP.git && cd Dungeondraft-MCPnpm install && npm run buildclaude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/maps" -- node "$PWD/dist/index.js"

Configuration

VariableDefaultMeaning
DD_MCP_ROOTSyour Documents folderFolders the server may read and write maps in, separated by ;
DUNGEONDRAFT_DIRauto-detected (see below)Dungeondraft install folder (the one containing Dungeondraft.pck), used to list and validate built-in assets
DD_ASSET_DIRSnoneYour Dungeondraft asset folder(s) with *.dungeondraft_pack files, separated by ;. Set this to use custom packs

DUNGEONDRAFT_DIR is auto-detected at C:\Program Files\Dungeondraft (verified), and also at /opt/Dungeondraft and /Applications/Dungeondraft.app/Contents/Resources (both unverified). Without it the server still works, but built-in asset names aren't checked before they're written.

Dungeondraft → Foundry VTT

  1. In Dungeondraft: File → Export → Universal VTT, saved into a configured folder.
  2. Run dd2vtt-to-foundry-scene on it. Set image_src to the path the image will have in Foundry, e.g. maps/tomb.png.
  3. Upload the extracted image to Foundry (or The Forge Assets Library) at that path.
  4. In Foundry, create a scene, right-click it, choose Import Data, and pick <name>.foundry-scene.json.

Light radii use dim = range × grid distance and bright = dim / 2. Dungeondraft bakes lighting into the image, so pass include_lights: false if the Foundry lights look doubled. Windows are exported as doors, because .dd2vtt doesn't tell them apart.

export-dd2vtt is for when you changed walls, doors or lights after exporting. Dungeondraft is needed to render the map image, so export a PNG/WEBP of the whole map from Dungeondraft and point the tool at it. docs/foundry-import.md describes what a live in-Foundry importer would need.

Known limits

  • Water, caves, painted materials, roofs and text are preserved but can't be edited. Text and floor patterns can be listed and removed.
  • Floor patterns are drawn over terrain. set-terrain warns when a stroke is hidden under one.
  • export-dd2vtt doesn't write objects_line_of_sight.
  • Tested with Dungeondraft 0.9.4 to 1.2.0.1 map files (formats 2 and 3), on Windows.

Development

sh
npm installnpm run fixtures       # download public sample maps used by some tests (not redistributed)npm test               # vitestnpm run buildnode scripts/smoke.mjs # end-to-end over MCP stdio on a temp copy of the test map

The tests use a real Dungeondraft 1.2.0.1 map (test/fixtures/mcp_test.dungeondraft_map), public sample maps (formats 2 and 3, up to 14 MB and 4 levels), and synthetic asset packs. They check:

  • byte-identical round-trips
  • door placement against every door in the samples
  • that untouched sections stay identical after each edit
  • map → UVTT geometry against Dungeondraft's own .dd2vtt exports
  • pack listing, validation and the opt-out flag

Tests that need a Dungeondraft install or the downloaded samples are skipped when those are missing. File-format notes and how each claim was verified are in docs/research.md.

Credits

License

MIT

Source: README.md at commit 7a80568

Tools

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Version history

1
  1. v0.1.0LatestOct 3, 2026