pz-mcp-server
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., "@pz-mcp-serverwhich class has getModData?"
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.
pz-mcp-server
An MCP server for Project Zomboid mod development. It gives an AI assistant three things modders constantly need:
The Java API the game exposes to Lua — searchable, from the unofficial PZ Javadocs (Build 42).
The vanilla game files — the game's own Lua, its events, and its item/recipe scripts.
The script/mapping reference — every script block parameter, tile property, distribution, translation and XML format, from PZ-API-Docs.
Mod project tooling — scaffold, validate, and lint a mod against the real API.
Everything runs locally; nothing is fetched at runtime.
Setup
Requires Node 18+.
git clone https://github.com/Svi-ra/pz-mcp-server.git
git clone --branch pages https://codeberg.org/albion/PZ-JavaDocs.git pz-javadocs-pages
git clone https://github.com/PZ-Wiki-Modding/PZ-API-Docs.git
cd pz-mcp-server && npm install && npm run buildClone both sources next to the server, so the layout is:
somewhere/
pz-mcp-server/
pz-javadocs-pages/ <- the `pages` branch, ~10k html files
PZ-API-Docs/ <- the script/mapping reference (rst sources)That is where the server looks by default; otherwise set PZ_JAVADOC_DIR / PZ_API_DOCS_DIR.
Refresh either one later with git pull inside that checkout. The Javadoc is required; the
PZ-API-Docs checkout is optional — only its four tools need it.
Register with Claude Code
claude mcp add pz --scope user -- node /absolute/path/to/pz-mcp-server/dist/index.jsOr copy .mcp.json.example to .mcp.json in your modding folder and
fill in the paths.
Environment
Variable | Default | Purpose |
|
| Javadoc |
| common Steam locations | Game install (the folder holding |
|
| Decompiled game source (the folder holding |
|
| PZ-API-Docs checkout (repo root or its |
|
| Where mods live and get scaffolded |
|
| Derived class-hierarchy index |
Run pz_status to see what got resolved. Only the Javadoc is required: the game-file tools
need PZ_GAME_DIR, the source tools need PZ_SOURCE_DIR and the reference tools need
PZ_API_DOCS_DIR, and each says so plainly when its source is missing.
Related MCP server: enfusion-mcp
Tools
Java API
Tool | What it does |
| Fuzzy class search; also matches CamelCase initials ( |
| Signature, inheritance, fields, constructors, methods with javadoc. |
| Find a method/field across all 3,965 classes — "which class has |
| Classes and sub-packages of a package |
| Supertypes, subtypes, and interface implementors |
Vanilla game files (needs PZ_GAME_DIR)
Tool | What it does |
| Regex search of |
| Read a vanilla Lua file by line range (sandboxed to the install) |
| Event names the game fires, with the files that declare or handle them |
| Item/recipe/vehicle definitions from |
Decompiled game source (needs PZ_SOURCE_DIR)
The Javadoc gives signatures; this gives bodies. Point PZ_SOURCE_DIR at the output of
ZomboidDecompiler — the folder holding the
zombie/ package tree, e.g. D:/ZomboidDecompiler/ZomboidDecompiler/bin/output/source.
Tool | What it does |
| Regex search over the source — what a method actually does, who reads a tile property, how vanilla implements something |
| Read a class by name ( |
| Every declaration of a method name, with its full parameter list |
Script & mapping reference (needs PZ_API_DOCS_DIR)
Tool | What it does |
| The 134 documented pages, by section ( |
| Read a page — a script block ( |
| Regex search over the whole reference |
| A parameter or property by name across every block: type, default, min/max, allowed values |
Mod projects
Tool | What it does |
| New mod skeleton: |
| mod.info keys, poster, |
| Flags |
| Which data sources resolved |
Notes
The scaffold defaults to the Build 42 layout (
mods/<Mod>/42/mod.info+media/); passlayout: "b41"for the old flat layout, orversion_dir: "common"for a build-agnostic mod.pz_lint_luais heuristic. It only reports names that appear nowhere — not in the Java API, not in the mod, not in vanilla Lua — so dynamically built names can still produce false positives. It caughtgetBodyDammage(),getCellz()and a made-up event in testing while staying silent on correct code.pz_find_overloadsis the one to reach for before calling a Java method from Lua: the Javadoc summary andpz_lint_luaboth check names, not argument lists, so a wrong overload passes every static check and only fails at runtime.The PZ-API-Docs tools read the repository's
.rstsources directly, so a plaingit cloneis enough — no Sphinx build. That reference is community-maintained: a parameter it does not list may still be valid, so cross-check withpz_search_scriptbefore concluding.The class hierarchy is parsed once from
overview-tree.htmland cached in.cache/.
Tests
npm run build
node test/smoke.mjs # every tool, over a real stdio session
node test/lint.mjs <mod-folder> # validate + lint one mod
node test/gamefiles.mjs # game-file tools (set PZ_GAME_DIR first)Credits
The API data comes from albion's unofficial PZ Javadocs, and the script/mapping reference from PZ-API-Docs by the PZ Wiki Modding group. This project only reads those checkouts — it does not redistribute them.
Project Zomboid is a trademark of The Indie Stone. This is an unofficial, fan-made tool.
License
MIT — see LICENSE.
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