loenn-mcp
Provides tools to download maps from GameBanana for pattern extraction and reuse in procedural generation.
Allows GitHub Copilot to read, edit, analyze, procedurally generate, and preview Celeste .bin map files directly.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@loenn-mcplist all .bin maps in my project"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
loenn-mcp
A Celeste map editor for AI agents — a Model Context Protocol (MCP) server that brings full Celeste .bin map editing to Claude, GitHub Copilot, and other MCP clients, plus a standalone pcgscene CLI for scripting and CI. Read, edit, analyze, generate, and preview maps without opening Lönn.
"For AI agents" describes who talks to this server (any MCP client), not what runs inside it — every tool here is deterministic and procedural. See No AI Inside.
Works with Everest mods and maps from Lönn or Ahorn.
Contents
Related MCP server: onyx MCP
Features
75 MCP tools for complete map manipulation, plus the pcgscene command-line tool for scripting and CI.
Core Tools
Reading & Querying
list_maps— List all.binfilesread_map_overview— Summary of rooms, entities, triggers, stylegroundsread_room— Full room details (tiles, entities, triggers, decals)get_room_tiles— Raw tile grid (FG or BG)read_map_metadata— Quick metadata without full readsearch_entities— Find entities by type, position, roomsearch_triggers— Find triggers by typecompare_rooms— Side-by-side room comparison
Editing
add_entity/remove_entity— Place or delete entitiesupdate_entity/move_entity— Modify entity properties or positionadd_trigger/remove_trigger— Place or delete triggersset_room_tiles— Replace tile gridadd_room/remove_room— Create or delete roomscreate_map— Create new.binfileupdate_room— Modify room properties (music, dark, wind, etc.)clone_room— Duplicate a roombatch_add_entities— Add multiple entities at onceresize_room— Change room dimensions
Decals & Effects
list_decals/add_decal/remove_decal— Manage foreground/background decalslist_stylegrounds/add_styleground/update_styleground/remove_styleground— Manage map effects
Definitions & Catalog
list_entity_definitions/get_entity_definition— Browse entity typeslist_trigger_definitions/get_trigger_definition— Browse trigger typeslist_effect_definitions/get_effect_definition— Browse effect types
Analysis & Insights
Basic Analysis
analyze_map— Entity counts, type breakdown, world boundsvisualize_map_layout— ASCII mini-mappreview_map_section— Detailed ASCII preview
Advanced Analysis
analyze_entity_usage— Entity stats across entire mapanalyze_difficulty— Room/map difficulty estimationfind_entity_references— Locate all instances of an entity typedetect_map_patterns— Identify design archetypes (linear, hub, etc.)analyze_room_connectivity— Adjacency graph analysis
Suggestions & Improvements
suggest_improvements— Actionable room suggestionscompare_maps— Structural diff between maps
Wiki & Caching
wiki_save/wiki_search/wiki_list/wiki_get— Persist and retrieve analysis results
Project Management
get_mod_info— Project metadata and structurevalidate_map/batch_validate_and_fix— Playability validation with auto-fixexport_room_json/import_room_json— JSON room exchange
Diffing
summarize_map_diff— Track map evolution with snapshots
Rendering
render_map_html— Interactive HTML preview (zoom, pan, search, minimap)
Procedural Generation
Pattern-Based Generation
build_pattern_library— Extract patterns from existing mapsgenerate_room_from_pattern— Generate rooms with strategy + seedingest_external_map— Download and extract patterns from GameBanana
Image & Terrain Generation
generate_map_from_image— Convert color-mapped images to playable mapsgenerate_terrain_map— Procedural maps with Perlin noise + Voronoi biomespreview_terrain_biomes— Preview biome layout before generation
Installation & Setup
Install from PyPI
pip install loenn-mcpOr from source:
git clone https://github.com/Magedeline/loenn-mcp
cd loenn-mcp
pip install -e .Connect to Claude Desktop
Add to claude_desktop_config.json:
{
"mcpServers": {
"loenn-mcp": {
"command": "python",
"args": ["-m", "loenn_mcp.server"],
"env": {
"LOENN_MCP_WORKSPACE": "/absolute/path/to/your/mod"
}
}
}
}Connect to GitHub Copilot (VS Code)
Add to .vscode/mcp.json:
{
"servers": {
"loenn-mcp": {
"type": "stdio",
"command": "python",
"args": ["-m", "loenn_mcp.server"],
"env": {
"LOENN_MCP_WORKSPACE": "${workspaceFolder}"
}
}
}
}Preview Maps Locally
python -m loenn_mcp.preview_map Maps/01_City_A.bin
python -m loenn_mcp.preview_map Maps/01_City_A.bin g- # filter by prefixThe interactive HTML preview supports zoom, pan, room details, search, and minimap with keyboard shortcuts.
pcgscene CLI
A batch-first command-line tool for scanning and repairing maps outside an
MCP client — install once, use from scripts, pre-commit hooks, or CI. Every
command that touches a .bin file writes through the same atomic,
backed-up, round-trip-validated path as the MCP server, so a bad run can
never destroy a map.
pip install loenn-mcp
pcgscene scan MyMap.bin # score every room + map connectivity
pcgscene validate MyMap.bin # in-game readiness checklist (exit 0/1)
pcgscene fix MyMap.bin --dry-run # preview safe auto-repairs
pcgscene fix MyMap.bin # apply them (backed up first)
pcgscene diff before.bin after.bin # what changed between two mapsCommand | What it does |
| Scores every room (interestingness, difficulty, exit connectivity, spawn presence, fairness gate) plus map-wide reachability from the start room. |
| Deep report for a single room ( |
| In-game readiness checklist — bad names, missing spawns, sealed exits, unreachable rooms — with a CI-friendly exit code. |
| Safe auto-repairs: adds missing spawns, sanitizes bad room names, converts |
| Room/entity/tile changes between two maps. |
| Preset-driven generation ( |
Every command accepts --json (and --out FILE) for machine-readable
output, so an editor plugin or CI step can consume the report directly.
Procedural Generation
Generation Strategies
Strategy | Description |
| Mix of exploration and challenge (default) |
| Open spaces, gentle platforming, few hazards |
| Dense tiles, many hazards, tight jumps |
| Linear path, minimal platforms, fast flow |
Model Profiles
Profile | Behavior | Use Case |
| Random seed each call | Maximum variety |
| Stable seed from strategy | Reproducible layouts |
| Random seed | Emphasis on shape/connectivity |
Quick Start Example
# 1. Build pattern library from existing maps
build_pattern_library()
# 2. Create a new map
create_map("Maps/PCG/Generated.bin", "PCG/Generated")
# 3. Generate rooms
generate_room_from_pattern(
map_path="Maps/PCG/Generated.bin",
room_name="a-01",
strategy="exploration",
seed=42,
model_profile="deterministic"
)
# 4. Validate and preview
validate_room("Maps/PCG/Generated.bin", "a-01")
render_map_html("Maps/PCG/Generated.bin")Seeded Generation
Use seed=<int> + model_profile="deterministic" for reproducible output:
# Both calls produce identical rooms
generate_room_from_pattern(..., strategy="challenge", seed=1234, model_profile="deterministic")
generate_room_from_pattern(..., strategy="challenge", seed=1234, model_profile="deterministic")GameBanana Integration
Download and extract patterns from community mods:
# Dry-run (preview only)
ingest_external_map(
source_url="https://gamebanana.com/mods/53774",
attribution="Spring Collab 2020",
confirm_download=False
)
# Download and extract
ingest_external_map(
source_url="https://gamebanana.com/mods/53774",
attribution="Spring Collab 2020 (various authors)",
confirm_download=True,
tags="community,expert"
)Patterns are saved to PCG/Datasets/ with attribution. Always verify mod licenses permit derivative use.
Image-to-Map Conversion
Convert color-mapped images directly into playable Celeste maps. Each pixel becomes one 8×8 tile.
Default Color Mapping
Color | Hex | Maps to |
Black |
| Solid tile |
White |
| Air (empty) |
Red |
| Spike hazard |
Green |
| Player spawn |
Blue |
| Jump-through platform |
Yellow |
| Strawberry |
Magenta |
| Spring |
Cyan |
| Refill crystal |
Orange |
| Crumble block |
Grey |
| Background solid |
Usage
# Basic conversion
generate_map_from_image(image_path="Assets/my_level.png")
# Custom colors and scale
generate_map_from_image(
image_path="Assets/large_map.png",
output_path="Maps/Custom/level.bin",
scale=4, # 4×4 pixel blocks → 1 tile
color_map_json='{"#FF0000":"solid","#00FF00":"spawn"}'
)Requires Pillow: pip install loenn-mcp[image]
Seeded Terrain Generation
Generate complete maps with Perlin noise and Voronoi biomes. Inspired by AliShazly/map-generator.
Biomes
Biome | Terrain |
| Dense tiles, tight platforms, spikes |
| Moderate density, many platforms, springs |
| Open spaces, gentle platforms, collectibles |
| Sparse tiles, jump-throughs, refills |
| Enclosed, crumble blocks, dark rooms |
| Sparse platforms, wind effects |
Quick Example
# Generate a 4×3 map with seed 42
generate_terrain_map(seed=42, difficulty=3, width_rooms=4, height_rooms=3)
# Preview biome layout before generating
preview_terrain_biomes(seed=42, width_rooms=4, height_rooms=3)
# Output:
# [P] [^] [^] [F]
# [~] [P] [^] [M]
# [C] [~] [P] [F]Parameters
Parameter | Default | Description |
| -1 (random) | Integer seed for reproducible output |
| 4 | Rooms horizontally |
| 3 | Rooms vertically |
| 8.0 | Perlin noise frequency (lower = smoother) |
| 12 | Number of biome region centres |
| all | Comma-separated biome names |
| 3 | 1-5 scale for hazard density |
Analysis & Insights
Advanced analysis tools for map design, difficulty, and patterns.
Quick Examples
# Analyze difficulty
analyze_difficulty(map_path="Maps/MyMod/1-City.bin")
# Detect gameplay patterns
detect_map_patterns(map_path="Maps/MyMod/1-City.bin")
# → "standard-level (7-15 rooms)", "linear-horizontal", "checkpointed"
# Get room suggestions
suggest_improvements(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-01")
# Track map evolution
summarize_map_diff(map_path="Maps/MyMod/1-City.bin") # save snapshot
# ... edit map ...
summarize_map_diff(map_path="Maps/MyMod/1-City.bin") # show diff
# Cache results for instant re-use
wiki_save(key="city_difficulty", content="Avg 4.2/10, 3 hard rooms", tags="analysis")
wiki_search(query="difficulty")
# Batch validation
batch_validate_and_fix(map_path="Maps/MyMod/1-City.bin", auto_fix=True)
# Search and clone
search_entities(map_path="Maps/MyMod/1-City.bin", entity_type="strawberry")
clone_room(map_path="Maps/MyMod/1-City.bin", source_room="lvl_a-01", new_name="lvl_a-01-copy")
# Export/import rooms
export_room_json(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-01")
import_room_json(map_path="Maps/MyMod/2-Resort.bin", json_path="Export/lvl_a-01.json")Wiki Cache
Analysis results persist in .loenn_mcp_wiki/ as JSON files for instant re-use across sessions.
No AI Inside (v7.0.0)
As of v7.0.0 every tool in loenn-mcp is deterministic and procedural —
Markov chains, wave-function collapse, noise, BFS/graph analysis. The server
makes no calls to any AI/LLM API, requires no API key, and ships no AI
models. The former ai_analyze_map / ai_describe_room / ai_suggest_entities
tools and the anthropic dependency were removed.
Disclaimer: this project was developed with the assistance of Claude (Anthropic) as a coding tool, based on the algorithms published in Robinet et al., "Towards a Celeste AI Framework" (FDG '25, DOI 10.1145/3723498.3723796). All output has been human-tested in Lönn and in-game.
Configuration
Variable | Default | Description |
| Current directory | Root of your Celeste mod project. All map paths are relative to this. Path traversal is blocked. |
Architecture
Core Modules
celeste_bin.py — Standalone .bin parser
Pure Python (no Everest/Lönn required)
Full read/write round-trip with no data loss
Handles all 7 value types: bool, uint8, int16, int32, float32, lookup string, raw string, RLE-encoded string
Recursive element tree matching Lönn/Maple format
pcg.py — Procedural generation
Pattern extraction from rooms (size, entity density, tile motifs, gameplay tags)
JSON pattern library with deduplication
Strategy-based generation (balanced, exploration, challenge, speedrun)
Seeded randomness for reproducible output
Model profiles (deterministic, creative, architect)
image_map.py — Image-to-map conversion
Color-to-role mapping (configurable palette)
Automatic room splitting
Entity placement from pixel colors
Scale support (downscaling)
Fuzzy color matching
terrain_gen.py — Seeded terrain generation
Perlin noise with fractal octaves
Voronoi biome partitioning
Fully seeded (same seed = identical output)
Difficulty scaling (1-5)
Biome-aware entities
gdep_tools.py — Game analysis
Wiki caching (
.loenn_mcp_wiki/)Pattern detection (linear, hub, collectible-rich, etc.)
Difficulty analysis (1-10 scale)
Room connectivity graphs
Map diffing with snapshots
Batch validation and auto-fix
Actionable suggestions
server.py — MCP server
Built with FastMCP
Path-traversal protection
Atomic map writes
Explicit download confirmation
cli.py — pcgscene command-line tool
scan / score / validate / fix / diff, all
--json-capableShares
celeste_bin's atomic-write path — no separate write logic to drift
Requirements
Python 3.9+
fastmcp >= 3.0.0Pillow >= 9.0(optional, for image-to-map conversion)
Install with all optional features:
pip install loenn-mcp[image]No Celeste installation required.
License
MIT — see LICENSE.
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