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Minecraft Java Fabric Claude MCP Server

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Claude Plugin with Skills and Agents for the MCP Server Mod for Minecraft Java Edition and the FabricMC Fabric API

MIT
go
automation
7stars
8.8Kdownloads
2forks
Scanned Nov 1, 2026
WebsiteRepositoryGITHUB
Automated scan (limited checks) · 2026-11-01

This grade comes from an automated MCPSafe scan of the server's JavaScript, TypeScript and Python source on 2026-11-01. It read the whole repository (66 files). It checks for leaked credentials, shell or code injection from function inputs, unsafe deserialization, malware signatures, install-time scripts, and weak password handling. It does not check for path traversal, server-side request forgery, prompt injection in tool descriptions, network exposure, SQL injection, cross-site scripting, or vulnerable dependencies. It has not been manually reviewed, and the code may have changed since the scan.

A+100%
Scanned 4d ago

Excellent Security

Vulnerabilities Found
0Crit
0High
0Med
0Low
0Info

Trust Score 79

Review required
Trust grade B

Trust is stricter than security: it combines reviewed security, MCP capability risk, supply-chain metadata, quality, popularity, freshness, and penalties for unknowns.

Security
100
MCP risk
42
Supply chain
92
Maintenance
55
Docs
100
Freshness
100
Risk traits
Runs shell commands
Filesystem access
Network/API access
Requires secrets
Remote transport
Why it scores well
  • • No reviewed severe vulnerabilities published
  • • Good documentation surface
  • • Solid supply-chain metadata
  • • Recently scanned
What reduces confidence
  • • MCP risk traits: Runs shell commands, Filesystem access, Network/API access

Security ScoreA+

100
out of 100

Vulnerabilities Found

0
Crit
0
High
0
Medi
0
Low
0
Info
Last scanned: 11/1/2026

Quality ScoreC

68
out of 100
55
Maint.
43
Popular
100
Docs
72
Compat
Maintenance55%
Popularity43%
Documentation100%
Compatibility72%

Maintenance55

Unknown
Commit Frequency65%
Release Frequency35%
Issue Response65%

Popularity43

7
Stars
8.8K
Downloads
2
Forks
Stars Score25%
Downloads Score71%
Forks Score11%

Documentation100

README Quality100%

Available Documentation

API DocsExamplesChangelog

Compatibility72

MCP Spec Compliance80%
Transport Support75%

Features

TypeScript

Supported Transports

STDIO

Vulnerabilities(0)

This grade comes from an automated scan. Individual findings from automated scans are not published.

READMEMinecraft Java Fabric Claude MCP Server

View source

<p align="center">

<img src="docs/images/logo.png" width="200" alt="Minecraft Java Fabric MCP — Claude plugin logo">

</p>

Minecraft Java — Claude Plugin

A Claude Code plugin that gives Claude **agent

skills and an agent** for driving a live Minecraft Java Edition world

through the `minecraft-java-fabric-mcp-server`

— a Fabric mod that embeds an MCP server inside Minecraft.

A voxel mascot standing on a superflat world, built by the minecraft-builder agent

*Built by the minecraft-builder agent: authored as a parametric voxel model,

render-checked against the design before placing, stamped into the world in a

single batch, then verified in-world — block-for-block.*

Ghasticlawd, a voxel Ghast-and-Claude mascot, built in a live world

And Ghasticlawd* — the project's Ghast × Claude mascot — built the same way:

voxelized, render-verified against the design, then placed and confirmed in-world.*

A layered red-rock canyon inspired by the national parks of the American West, terraformed in a live world

*And terrain, not just figures — this red-rock canyon, inspired by the national

parks of the American West, was shaped by the terrain-shape skill's terrain

toolkit: a parametric heightfield, hydraulically eroded, render-checked against

the design, then materialized into the world as block fills.*

It does two things:

  1. Guided setup — skills and an agent that walk you, step by step, through

standing up the whole stack: Minecraft Java with the Fabric loader, the MCP

mod and its Fabric API dependency, the mod's configuration, and the

connection to Claude.

  1. Building in the world — a minecraft-builder agent that routes each

request to one of four build-* orchestrators, each of which sequences a set

of model-tuned leaf skills — survey, research, plan, blueprint, build, verify,

reflect — to design and construct elements in a live world.

The stack

This plugin is the Claude-facing piece of a two-repository system. The MCP

server is embedded in the Fabric mod and runs inside Minecraft itself —

there is no separate server process and no behavior pack.

| Repository | Role |

| ---------- | ---- |

| `minecraft-java-fabric-mcp-server` | The Fabric mod. Embeds the MCP HTTP server and executes tool calls against the world on the server main thread. |

| `minecraft-java-fabric-claude-plugin` (this repo) | The Claude plugin — skills and agents that use the MCP tools. |

plaintext
Claude (Code / Desktop)
   │  MCP over Streamable HTTP  (http://127.0.0.1:8765/mcp)
minecraft-java-fabric-mcp-server   ← Fabric mod; embeds the MCP server
   │  Minecraft server API + Fabric API  (on the main thread)
the Minecraft world

⚠️ Pin your versions

The mod ships a separate jar for each supported Minecraft version, built against

that version's Fabric API. A Minecraft or Fabric update can change the modding

surface the mod depends on. Pin your Minecraft version, your Fabric API jar, and

the mod jar to a matched, known-good set and upgrade them together. The mod's

release notes list the supported Minecraft versions (currently **1.21.11, 26.1.1,

26.1.2, and 26.2**). Each jar is pinned to its exact Minecraft version, so a jar

built for one will refuse to load on another. Treat the whole stack as experimental.

Get the MCP server mod from

**Modrinth** or

**CurseForge**

(or the GitHub Releases page) —

pick the jar matching your Minecraft version. The setup-mod skill walks you through it.

Install

Add this repo as a plugin marketplace and install the plugin:

plaintext
/plugin marketplace add chapmanjw/minecraft-java-fabric-claude-plugin
/plugin install minecraft-java@minecraft-java-claude

Then restart Claude Code. The skills appear under /minecraft-java:* and the

minecraft-mcp-setup and minecraft-builder agents become available for

delegation.

Setup skills

The four setup skills are meant to be run in order. Each one ends by

handing off to the next. The default path is a single-player install on

localhost (no token, no firewall changes); each skill also covers the

dedicated Fabric server branch (LAN/remote, bearer-token auth).

| Skill | Phase | What it covers |

| ----- | ----- | -------------- |

| setup-fabric | 1 | Install Minecraft Java Edition and the Fabric loader — a single-player client or a headless dedicated server. |

| setup-mod | 2 | Download the MCP mod jar and the matching Fabric API jar and install both into the mods/ folder. |

| setup-server | 3 | Configure the mod's config.json, launch, and verify the embedded MCP server is listening (/healthz); capture the bearer token for remote setups. |

| setup-connect | 4 | Register the MCP server with Claude and verify with a live tool call. |

To start a fresh setup, just ask Claude to set up Minecraft Java for MCP — the

first skill triggers automatically — or invoke it explicitly:

plaintext
/minecraft-java:setup-fabric

Builder skills

The build pipeline is organized in three tiers. The minecraft-builder agent is

Tier 1: it owns state and the quality gates and routes every request to exactly

one Tier-2 orchestrator. The four build-* orchestrators are domain playbooks

that sequence the Tier-3 leaf skills and thread one shared coherence context (one

survey, one terrain recipe, one palette, one biome plan, one integration pass) so

a build holds together. The leaves are single-purpose specialists, each running on

the model best suited to its work — heavy reasoning where it pays off, a small

model for mechanical execution. A leaf never hands off to a sibling; it returns its

result to the orchestrator, which sequences the next leaf. There is no trivial path:

every request runs the full gated spine, depth-scaled. Twenty-eight skills in all.

You can invoke any one directly, but the agent is the intended entry point.

The full list, tiers, and models live in

`skills/TAXONOMY.md`.

*Tier 2 — `build-` orchestrators** (Opus, inline). Every request maps to one:

| Skill | Routes for |

| ----- | ---------- |

| build-natural-world | terrain, landforms, biomes, water, natural scenery, named natural wonders, caves |

| build-settlement | villages, cities, districts, a building with grounds and context |

| build-structure | one named or standalone building, replica, statue/monument, player house |

| build-systems | redstone, farms, contraptions, transit lines, nether hubs, mechanisms |

Tier 3 — leaf specialists, grouped by prefix:

| Skill | Role | Model |

| ----- | ---- | ----- |

| survey-site | Investigates the live world — terrain, biomes, existing builds, surroundings. | Sonnet |

| survey-research | Researches real-world references, including geology and ecology, for faithful recreation. | Sonnet |

| terrain-shape | Designs naturalistic terrain as a recipe — mountains, water, biomes. | Sonnet |

| terrain-landmark | Composes recognizable real-world natural wonders from formation primitives. | Sonnet |

| terrain-ecology | Plants biome ecology and runs the scatter recipe. | Sonnet |

| terrain-integrate | Grounds a build into the world — apron erosion, seam blend (Gate B). | Sonnet |

| terrain-cave | Designs subterranean space — caves, caverns, ravines. | Sonnet |

| design-house | Designs a player's base of operations. | Opus |

| design-village | Designs settlements up to ~15 buildings, reusing standard building types. | Opus |

| design-city | Designs cities and districts (~16+) — urban fabric, zoning, streets, vernacular reuse. | Opus |

| design-building | Designs specific named buildings — real-world and fictional replicas, originals. | Opus |

| design-monument | Designs monuments and build-art — statues, creatures, sculpture, pixel art, logos. | Opus |

| design-grounds | Designs intentional outdoor space — gardens, parks, plazas, courtyards, hedge mazes. | Opus |

| system-redstone | Designs and verifies redstone and mechanical contraptions — Java-correct, with functional tests. | Opus |

| system-transit | Designs the connective network between builds — rail, roads, nether hubs, bridges, tunnels. | Opus |

| exec-plan | Captures requirements, interviews the user, produces a fully-resolved plan.toon. | Opus |

| exec-blueprint | Turns the plan into named, reusable mcb:* structure templates in the world. | Sonnet |

| exec-worker | Executes the plan step by step via the harness — mechanical, no redesign. | Haiku |

| exec-inspect | Verifies each build phase in-world and proposes course corrections (Gate C). | Sonnet |

| exec-reflect | Reviews the finished job and drafts process lessons for project memory. | Sonnet |

The terrain-*, design-*, system-*, and exec-* leaves carry reference/

libraries loaded on demand so the detail never bloats context until it is needed —

landforms and command budgets, rooms and styles and layouts, village mechanics,

urban zoning, architectural technique, redstone limits, contract checks, blueprint

rendering. The shared terrain core (reference/terrain/ — palettes, water,

weathering, formation primitives, non-negotiables) is promoted to the plugin root

and linked by every terrain leaf rather than copied.

For representational and parametric builds (vehicles, creatures, statues),

design-monument runs a render-verify loop backed by a bundled Python voxel

toolkit (tools/voxel/, numpy + Pillow): author the form as a parametric model,

render three orthogonal views to PNG and check the silhouette before placing a

block, stamp the whole thing into the world in one block_fill_batch, then confirm

with an in-world block_render_region. See `tools/README.md`.

The agent can't see the world, and a wrong silhouette can't be detailed away — so

the cheap iteration happens on a render first. (The bean above was built exactly

this way.)

Terrain works the same way through a separate toolkit. terrain-shape and the

other terrain leaves author land as a recipe — a composable sampler graph —

verify it offline (Gate A: ziggurat, seam, and relief checks), and materialize it

with block_fill_columns in one server call rather than a voxel grid. The terrain

toolkit (tools/terrain/) adds scipy to the numpy + Pillow base, and uses

opensimplex when present (falling back to Perlin noise otherwise). The build

harness (tools/builder/) is stdlib-only. Install all the Python deps once with

python -m pip install -r tools/requirements.txt.

Agents

`minecraft-mcp-setup` — orchestrates the complete setup end to end. It runs

all four phases in one continuous session: checks prerequisites up front, works

each phase interactively, verifies every phase's checklist before advancing,

and carries forward the values later phases depend on (paths, ports, token,

host).

`minecraft-builder` — designs and constructs elements in a live world. It

health-checks the MCP connection (and points you at minecraft-mcp-setup if

the world isn't reachable), recovers existing project state from the world, then

routes the request to one of the four build-* orchestrators, which sequences the

leaf skills through one gated spine: survey → research → plan → shape → ecology →

blueprint → build → integrate → inspect → register → reflect. Delegate to it for

any build — e.g. "Build a lakeside village near the nearest player."

Use the individual /minecraft-java:* skills directly if you'd rather drive

one step yourself.

State model

The builder keeps persistent state in the Minecraft world, not in your

workspace — a project folder is useful only while you're working in it, but the

world travels everywhere:

  • Blueprints are saved as named structure templates (mcb:<project>_<element>)

via the structure_* tools, so build elements can be placed, copied, and

iterated later.

  • A registry — vanilla command storage at mcbuilder:registry, holding a

TOON document (read/written with the

data_storage_* tools) — records every project and build (element, structure,

coordinates, dimension, status, revision). Any future session reads it back

and can pick up where the last left off.

Local files under .minecraft-builder/<project>/ (requirements, survey, plan)

are treated as throwaway scratch — Markdown for prose, TOON for structured

data. The exec-reflect skill records only process lessons in project memory,

never build data.

MCP connection

This plugin does not auto-register an MCP server, because the endpoint and

posture are per-user (your own host, port, and — for remote setups — a bearer

token). The setup-connect skill registers it for you.

For a single-player install the mod listens on http://127.0.0.1:8765/mcp

with no authentication — just the URL is needed. For a dedicated/remote

server the mod generates a bearer token on first boot; pass it via an

environment variable so it stays out of version control.

`.mcp.json.example` in this repo is a reference template

showing both the no-auth localhost form and the token-via-env pattern.

The mod actually exposes two servers from one jar: minecraft-java (the

world tools, port 8765) and an optional minecraft-java-client (inspection —

view_capture returns the player's real first-person frame, plus sense_* /

client_status, port 8766) that runs inside a real rendered client so Claude can

SEE the world as a player does. Connect the world server always; add the

inspection server when a client is running (single-player serves both from one

process). setup-connect covers the server-only, client-only, and server+client

patterns, and exec-inspect uses the real-client frame for in-game verification

when it's connected.

Contributing

See CONTRIBUTING.md for conventions and how to validate

changes, CHANGELOG.md for release history, and

SECURITY.md to report a vulnerability.

License

MIT — see LICENSE.

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Server Information

Source
GITHUB
Language
go
License
MIT
Transport
STDIO
Added
Aug 2, 2026
Updated
Oct 1, 2026