
CodeCraft
io.github.TanerTalasv0.1.0更新于 Sep 29, 2026
Checks whether generated Minecraft Bedrock content will actually load. Nine read-only tools.
安装
在 SourceWeft 中
- 打开 控制台中的 CodeCraft,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Web executable,通过 Streamable HTTP。 远程服务在工作区中配置后即可从网页运行时运行。
其他 MCP 客户端
把它添加到你客户端的 mcpServers 配置中。
{
"mcpServers": {
"codecraft": {
"type": "http",
"url": "https://codecraft-ashy-seven.vercel.app/mcp"
}
}
}README
CodeCraft
A validation and data-lookup MCP server for Minecraft Bedrock.
You bring the model. CodeCraft does not generate anything — it measures whether what was generated is actually going to work.
[data] [license] [MCP] [Bedrock]
Usage site · setup, tool reference, and where validation ends
Why it exists
In Bedrock, a field name recalled slightly wrong produces output that silently does not work. No error message, no red line. Everything looks fine until the pack is loaded into the game.
A real example — both lines pass the schema, one of them never loads:
With the top line the pack did not appear in the behavior pack list at all.
It did not even raise an error. The javascript type is left over from before
1.16 and the schemas keep it for backward compatibility, but it does not load
with @minecraft/server 2.x. The schema says "valid type", the game says "I
cannot load this type".
That one line was measured in the real game (30-08-2026). There are seven more
classes like it, all in docs/VALIDATION-LIMITS.md
with ContentLog evidence.
CodeCraft closes that gap: values are read from version-pinned data, and
output is validated against the official schema and against a real tsc.
Nine tools
All nine are read-only. The server writes nothing, sends data nowhere, and keeps no user data.
The order is not alphabetical, it is the order of use — and tools/list
preserves it.
Setup
In Claude, open Customize → Connectors (not Settings; older guides point there, and there is no custom connector field on that screen):
- Customize → Connectors → add a custom connector
- Paste the endpoint address
- Save
Three things you should see once it connects — a single "it worked" is not enough:
- The tool count is 9, complete
- The client classifies them as "read only tools" — a separate permission class
- Our own titles are visible, e.g. "Can Bedrock do this" — the tool surface is English
More: docs/MCP.md
Where validation ends
This table is not advertising, it is a statement of limits. "Passed validation" and "works in the game" are not the same thing — eight classes of error get through validation and break in the game, and every one of them was measured in a real game.
F and G are worth reading twice. The game rejects both exactly as hard — the whole block definition is dropped. F was raised to error and G was not, because our own component index has a measured gap of 126 names. What decides severity is not only "what does the game do" but "how complete is our list" — two separate questions, and neither is answered without measuring.
The tools find and report, they do not write — the endpoint is read-only,
fixing is the caller's job. The half that is still open is written down too:
docs/VALIDATION-LIMITS.md
Bedrock has five separate version numbers
This is where the confusion hurts most, and it is half the reason the tool exists:
format_version is an axis of its own and has nothing to do with the game
version: it is the schema version of that file type. Block 1.21.100, feature
rule 1.13.0, spawn rule 1.8.0, manifest 2. It does not change when the
game version changes.
The module version is a trap of its own — the game version arrives embedded inside the prerelease tag:
Correct values are not recalled, they are read from the schema — which is
exactly what get_schema and get_version_info are for.
Architecture
Dependencies point one way: mcp → validator → knowledge → data. Nothing
imports backwards.
There is no build step. Node runs the .ts files directly; tsc is used
only for type checking and, as a subprocess, for validate_script.
Data
data/ is not a database — it is a set of indexes that live in git and are
versioned there. Eight collectors produce it from four upstream sources.
A scheduled GitHub Action refreshes it, and a freshness check reports when the data goes stale. The cron is set to 05:00 UTC — but it does not run then. All five scheduled runs measured on 03-09-2026 started late, the earliest by 4h24m, ~5h on average; GitHub queues scheduled jobs and delays them under load. So the indexes can be up to 1 day + ~5 hours old.
Raw upstream data never enters the repo. Only derived facts are indexed:
whether an identifier exists, the name of a field, a version number. Reasoning
and measurements: docs/SOURCES.md
Invariants
- The validation layer never calls an LLM. No package in this repo depends
on an LLM SDK. The rule is not a sentence, it is a measurement:
packages/mcp/test/no-llm.test.ts - The endpoint is read-only. All nine tools carry
readOnlyHint data/lives in git. No database- The free tier is a requirement, not a constraint
- Raw upstream data never enters the repo
How measurement is written down
In this repo, "it works" and "it was measured" are different things. A claim is written only once it has been measured, and how it was measured is written next to it — with the date. A measurement that turns out wrong is not deleted; it is struck through and where it went is written down.
That is what the "measured (date)" comments in the code are: each one is the record of something that really did break, once.
Documents
The documents below are in Turkish — they are the developer's notebook. The product surface is English: the tools, the server instructions, every finding and error message, and the site.
License
The code is Apache-2.0. The repo carries third-party content under
three separate licenses and produces data derived from a fourth —
THIRD-PARTY-NOTICES.md says which is which.
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.
来源:README.md,提交 a5c59f5
工具
0版本历史
1- v0.1.0最新Sep 16, 2026