
CodeCraft
Checks whether generated Minecraft Bedrock content will actually load.
What it can do
What data it sees
Do you need an account
No: the server works without sign-in
Checks whether generated Minecraft Bedrock content will actually load. Nine read-only tools.
How to connect
How to connect CodeCraft to Claude
The server address to paste into Claude settings:
https://codecraft-ashy-seven.vercel.app/mcp
- Open Claude (claude.ai or the desktop app).
- Go to Settings → Connectors.
- Click Add custom connector.
- Paste the server address copied below into Remote MCP server URL and click Add.
- In a chat, click + → Connectors and switch the new connector on.
Custom connectors are available on Free, Pro, Max, Team and Enterprise plans (Free is limited to one). On Team and Enterprise an organization Owner adds the connector first under Organization settings → Connectors.
Authorization
After you click Add, a sign-in window for the service opens. Sign in with your own account and approve access. Claude never sees your password.
How to connect CodeCraft to ChatGPT
The server address to paste into ChatGPT settings:
https://codecraft-ashy-seven.vercel.app/mcp
- Open ChatGPT in a browser (chatgpt.com). A Plus, Pro, Business, Enterprise or Edu plan is required.
- Turn on developer mode once: Settings → Apps → Advanced settings → Developer mode.
- Open Settings → Connectors and click Create.
- Fill in the form: Name (anything), Description (one line about what the service does), MCP server URL (copy it below).
- Under Authentication choose OAuth if the service requires sign-in, otherwise None. Click Create.
- In a new chat open + → Apps/Connectors and enable the connector.
OpenAI has renamed this section before (Connectors → Apps/Plugins). If the label differs, search settings for "developer mode". On Business/Enterprise workspaces an admin must allow custom connectors first.
Authorization
On first use ChatGPT opens the service's sign-in window. Sign in and approve access.
How to connect CodeCraft to Cursor
The server address to paste into Cursor settings:
https://codecraft-ashy-seven.vercel.app/mcp
Fastest: click Open in Cursor below and confirm the prompt.
Manually:
- In Cursor open Settings → Cursor Settings → MCP and click Add new global MCP server.
- Paste the JSON copied below into
~/.cursor/mcp.json(per project:.cursor/mcp.jsonin the repo root). - Save the file. The server appears in the MCP list; authorize it there if asked.
Authorization
If the service needs sign-in, an authorize button appears next to the server in the MCP list.
Server tool list (9)
Raw names from tools/list. Only developers need these.
| check_feasibility | Checks whether a user request can be built with a behavior pack and the @minecraft/server API. If it is blocked, returns why, the evidence behind that rule, and a workable alternative. Call this BEFORE writing any code or JSON: input simulation, file system access and network access do not exist in the Bedrock scripting API, and those are the most commonly hallucinated APIs. |
| get_version_info | Returns which version number belongs where for this game version: min_engine_version (a three-part array), @minecraft/server module versions, the valid format_version values for every document type, and the list of recognised document types. format_version is an axis of its own and is unrelated to the game version. Call this before writing any behavior pack file. |
| get_schema | Summarises the schema of a Bedrock document type: required fields, valid format_version values, and the name, type and description of every field on that node. It does not return the raw schema — that is far too large. When a node has many fields the summary narrows and says what was shortened in the truncated field; use path to descend into a child node for full detail. Call this before writing a file to learn which fields are required and what format_version must be. |
| lookup_id | Tells you whether a minecraft: identifier actually exists in this version and what kind it is (block, item, entity, biome, effect, enchantment, feature, dimension, camera preset, particle, potion). For a block it also returns the valid block states and the values they accept. An identifier without a namespace is treated as minecraft:. Verify every identifier here before writing it — an identifier that does not exist fails silently in the game. |
| validate_json | Validates a behavior or resource pack JSON file against the official schema and returns the JSON pointer, the violated rule and a readable message for every error. Unexpected property names and the valid enum values are included in the message. Run every JSON file you produce through this before handing it to the user. |
| validate_command | Validates a single Bedrock command line against the official command index: does the command exist, does the argument count match, are the selectors and block states valid. When no overload matches it returns the valid usages, and it tells you whether the command requires cheats. Run every command through this before giving it to the user. `execute ... run <command>` chains are resolved: the command after run is validated too, including nested execute. |
| validate_script | Compiles a behavior pack script with the real TypeScript compiler against the actual @minecraft/server type definitions for that version. Returns diagnostics with line, column, TS error code and message, and reports which module versions it compiled against. Catch non-existent APIs and calls removed in later versions here — Bedrock scripting APIs written from memory are the most common source of output that fails silently. |
| validate_python | Validates a Python automation script that runs OUTSIDE the game, on three axes: Python syntax (using the real interpreter), Minecraft commands embedded in the script (against the official command index), and the shape of the /connect WebSocket message envelope. For behavior pack scripts use validate_script instead — Python does not run inside a pack. The embedded command check is the most valuable one: a command written from memory can look syntactically fine and still do nothing in the game. Only strings starting with / are treated as commands. If syntax could not be checked, syntaxChecked is false in the result; ok:true alone does not mean the syntax is valid. |
| review_pack | Validates every file of a behavior or resource pack in one call: it applies the right validator to each file (JSON schema, script compilation, command syntax) and then runs the checks a schema structurally cannot do — identifier consistency, filename rules, manifest module type, texture keys, component names, Molang queries and loot/trade table paths. This is the LAST step before handing a pack to the user, and it is both faster and broader than validating each file separately. |