minecraft-skin-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| output-root | Yes | Absolute path to the dedicated output directory that the MCP server may read/write within. Passed to the server as --output-root. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| skin_schemaB | Return complete design JSON schema and canonical UV face sizes. Faces are viewed externally; left/right name the character's side. Top face local top is back edge; bottom local top is front edge. |
| skin_buildA | Build a 64x64 PNG, editable design.json, and front/back/side preview in a NEW named folder. All six base parts require opaque palette colors. Paint is ordered rectangles within a face. Return paths, validation and the actual preview image. Use a new name for each revision; existing files are never overwritten. |
| skin_validateA | Validate a PNG inside the output root. Model must be supplied correctly; PNG alone cannot reliably distinguish classic/slim geometry. Checks technical compatibility, not artistic quality or in-game acceptance. |
| skin_previewA | Return a front/back/right/left orthographic image of a PNG inside the output root. Outer layers composite at native texel scale; this is an inspection sheet, not an in-game 3D rendering. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 4 tools
Each tool has a clearly distinct role in the skin workflow: schema lookup, asset creation, validation, and preview rendering. There is little risk of confusing skin_build with skin_preview because one creates files and the other renders an inspection image.
All tool names use the same skin_ prefix followed by a short action/resource label. The pattern is predictable and readable across the entire set.
Four tools is a well-scoped surface for a focused Minecraft skin creation server. Each tool maps to a necessary stage of the workflow without obvious redundancy.
The set covers schema lookup, building, validation, and previewing, which is strong lifecycle coverage for skin creation. Minor gaps exist around listing or reading previously generated designs, but agents can still complete the core workflow.