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CodeCraft MCP Server

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CodeCraft is answering right now. Last checked 12 min ago. It exposes 9 tools. Last commit 5 Sep 2026.

Checks whether generated Minecraft Bedrock content will actually load. Nine read-only tools.

Uptime history 14 days of history · worst day 40%
14 days agonow
45.1%
Uptime 24h
41 of 91 checks
9
Tools
read from the server
442 ms
Response time
average over 24h
0
Stars
last commit 5 Sep 2026

What the code does

We read the source, 19 h ago · tools taken from the live server · rules 3dff92dd89df

Evidence

Things with no honest explanation: a promise that contradicts the code, code that runs at install time while hiding what it does, data leaving the machine.

    spawn(entityTypeIdentifier: string, blockLocation: minecraftserver.Vector3): minecraftserver.Entity;
Capabilities

What this server is able to do. For an MCP server this is often the job itself — a terminal server runs commands because that is what it is for. Listed so you know what you are plugging in, not as an accusation.

    spawn(entityTypeIdentifier: string, blockLocation: minecraftserver.Vector3): minecraftserver.Entity;

Is this your server and something here is wrong? Tell us — corrections are free and do not require a plan.

We found things in this code

Code changes quietly between releases, and nobody reads the diff of a dependency. We do, on every release — watch CodeCraft and you get told the day something new turns up.

Three servers free · no card

Connect this server

Endpoint below is the one we actually reach during checks — not the one copied from a README. Last verified 12 min ago.

run in your terminal
claude mcp add codecraft --transport http https://codecraft-ashy-seven.vercel.app/mcp
~/Library/Application Support/Claude/claude_desktop_config.json
{
  "mcpServers": {
    "codecraft": {
      "url": "https://codecraft-ashy-seven.vercel.app/mcp"
    }
  }
}
~/.codex/config.toml
[mcp_servers.codecraft]
url = "https://codecraft-ashy-seven.vercel.app/mcp"
.cursor/mcp.json
{
  "mcpServers": {
    "codecraft": {
      "url": "https://codecraft-ashy-seven.vercel.app/mcp"
    }
  }
}
.vscode/mcp.json
{
  "mcpServers": {
    "codecraft": {
      "url": "https://codecraft-ashy-seven.vercel.app/mcp"
    }
  }
}

Available tools 9

Read directly from the server with tools/list, grouped by what they act on. If a tool disappears, we record the date.

validate
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_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_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.
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.
feasibility
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.
lookup
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.
review
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.
schema
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.
version
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.

Endpoints

URLTransportStateLatencyChecked
https://codecraft-ashy-seven.vercel.app/mcp streamable-http answering 238 ms 12 min ago

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CodeCraft — questions

Answers built from our own checks of this server.

What can CodeCraft do?
It exposes 9 tools, read directly from the server on our last check. Among them: check_feasibility, get_schema, get_version_info, lookup_id, review_pack, validate_command and 3 more. The full list with descriptions is on this page — we take it from the server itself via tools/list, not from a README. How MCP servers expose tools in the first place →
Is CodeCraft working right now?
We send a real MCP handshake every 15 minutes. Over the last 24 hours 41 of 91 checks got a reply (45.1%), average response time 442 ms. The bar chart above shows every period we have measured.
How do I connect CodeCraft?
Copy the ready config from this page — we generate it for Claude Code, Claude Desktop, Codex, Cursor and VS Code, each with the file path that client actually reads. It is a remote server, so there is nothing to install — the client connects to the address.
Does CodeCraft need an API key?
No. CodeCraft completed a full MCP handshake with us as an anonymous client and listed its tools without asking for anything. All 9 of them are readable on this page. This is what we observed, not what the docs claim.
How fast is CodeCraft?
It answers our handshake in 442 ms on average, which is faster than 33% of all working MCP servers we measure. The comparison comes from our own checks across the whole registry, every 15 minutes.
Is CodeCraft open source?
Yes — it is published under the Apache-2.0 licence, written in TypeScript, 0 stars on GitHub and 1 open issue. The source link is on this page, so you can read exactly what it does with your data before you connect it.