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Craftwire is an MCP server that gives AI agents eyes and hands in Minecraft. The agent takes screenshots from any angle, reads and clicks menus, chats, presses keys and reads the HUD on a Fabric client. On a Paper server it runs console commands and JavaScript against the Bukkit API, reads and edits the world, spawns bots that play like real players, and builds, deploys and restarts your plugin in one step.

It works with Claude Code, Codex, Gemini CLI, Antigravity, Cursor, Windsurf, VS Code, Claude Desktop and any other MCP client that runs local servers.

Every picture on this page was taken by Craftwire itself, through the tools below, on a throwaway test server.

What it can do

See the game from any angle

screenshot captures what the player sees, or renders from any camera pose without moving the player. Terrain behind the player is rendered too, with or without Sodium. Use it to check a build from above, frame a scene for a promo shot, or watch a test from the side.

Read and click menus like a player

gui_read returns the open screen as data: every slot with its item, name and lore, plus buttons and text fields. gui_action hovers, clicks, drags and types. Plugin menus built from chests work like any other screen.

// gui_read, trimmed
{
  "open": true, "title": "Kit Selector", "type": "ContainerScreen",
  "hovered": { "slot": 16, "item": { "id": "minecraft:golden_apple", "name": "VIP", "lore": ["Requires the VIP rank", "Locked"] } },
  "slots": [
    { "slot": 14, "id": "minecraft:diamond_pickaxe", "name": "Miner", "lore": ["Efficiency V pickaxe", "Click to select", "..."] },
    { "slot": 22, "id": "minecraft:barrier", "name": "Close", "lore": [] }
  ]
}

Bots that plugins treat as players

bot_spawn puts fake players on the Paper server. They join with a join event and a tab-list entry. bot_action makes them chat, run commands (and returns what the server answered), walk, look, use items, attack, break blocks, sneak, sprint, jump, drop items, open and click plugin menus, and read their own HUD (scoreboard sidebar, tab list, boss bars, titles). move_to finds a path: around walls, up steps, down drops, through doors and gates, up ladders and through water, never into lava or fire. Plugins see the same events a real client would cause, so you can test a shop, a minigame or a permission check without a second account.

Drive the server and your plugin dev loop

  • server_command runs console commands and returns their output. server_eval runs JavaScript with the full Bukkit API.

  • world_query and world_edit read and change blocks, and take snapshots you can restore.

  • world_render draws a region as an image on the server, no client needed: a map from above, a floor plan at one height, or a front view, with a coordinate grid and players marked.

  • server_process starts, stops and restarts a local Paper server. It never accepts the EULA for you.

  • events records every Bukkit event, your plugin's own events included: what fired, with which values, whether it ended up cancelled, and which plugins listen to it.

  • exceptions groups the stack traces of the server and the clients into distinct bugs, with a count and the plugin and line to blame.

  • plugin_deploy builds your plugin (Gradle or Maven), swaps the jar, restarts the server and reports whether the plugin enabled and what it logged. Compiler errors come back as file:line.

"Build my plugin, deploy it to ~/servers/test, spawn two bots, have one open /shop and buy the first item, and tell me what the plugin answered."

Find what makes the game lag

profile samples the server's tick (or a client's frame) for a few seconds and tells you whose code uses the time: each plugin or mod by name, the listener and the event it handles or the scheduler task, the hot methods, and the tick times (average, p95, the slowest ticks). Mixins count for the mod that injected them. trace then times every call of one method without changing any code (Java Flight Recorder method tracing): call counts, average and worst times, and who called it.

// profile, trimmed
{ "thread": "Server thread", "busyPercent": 31.4,
  "owners": [ { "owner": "MyShop", "kind": "plugin", "percent": 18.2 }, { "owner": "minecraft", "kind": "minecraft", "percent": 9.1 } ],
  "entryPoints": [ { "owner": "MyShop", "kind": "plugin", "method": "com.example.shop.MoveListener.onMove", "event": "PlayerMoveEvent", "percent": 17.9 } ],
  "ticks": { "count": 200, "msptAvg": 15.7, "p95": 22.3, "over50ms": 0 } }

client_eval runs JavaScript on a client, like server_eval on a server: read a mod's state or the client's, call a method, check a value no other tool shows. Its engine (GraalJS) is downloaded on first use and checked against a sha256 list.

"The server lags when players walk around. Spawn ten bots, make them walk, profile it and tell me which plugin is responsible and why."

Test your plugin with scenarios

A scenario is a plugin test written as JSON: bots run commands and click menus, and checks wait for the message, the block, the item or the event that should follow. When a check fails you get the expected and actual values plus what the bots saw, which events fired and which exceptions were logged at that moment. Run them from the AI with scenario_run, or in CI with npx craftwire test --server <dir> --junit report.xml. See docs/scenarios.md.

{ "name": "shop sells a diamond", "bots": ["Buyer"],
  "steps": [
    { "bot": "Buyer", "command": "/shop" },
    { "bot": "Buyer", "action": "gui_click", "slot": 13 },
    { "expect_message": { "bot": "Buyer", "matches": "you bought a diamond" } },
    { "expect_no_exceptions": {} } ] }

Give the AI your plugin's own tools

A plugin or mod can add its own tools through a small API (craftwire-api, no dependencies), for example myshop_coins to read a player's balance, or a tool that sets up a test auction in one call. They appear next to the built-in tools, run on the game thread, and are removed when the plugin is disabled. See docs/extensions.md.

Let the AI run its own client

You don't have to keep the game open. client_process starts a Minecraft client the hub runs itself:

  • The window is hidden, the client runs in offline mode, and it joins the server that server_process started.

  • Every client tool then works on it: screenshots, menus, input, the HUD.

  • The first start downloads Minecraft and Fabric straight from Mojang and Fabric (about 250 MB, cached in ~/.craftwire/client). Later starts take about 10 seconds.

  • mods loads extra jars next to the agent, such as the Fabric mod you are building or Sodium.

  • No server needed for a mod: world opens a singleplayer world instead, or creates one (flat, void or normal, creative with cheats by default; replace starts fresh every run).

The launcher is part of Craftwire: no third-party launcher, every file checked against its published sha1, and your own .minecraft is never touched. Offline mode needs a dev server with online-mode=false. You still need to own Minecraft Java Edition; this is the same model as Fabric's development client.

"Start a client, open /kits on the test server and show me what the VIP kit's tooltip looks like."

"Start a client in a fresh void world with my mod, place my machine block and show me what it looks like running."

Related MCP server: Maicraft

Install

You need three parts:

  • The hub, which your AI client starts. It is the craftwire npm package and needs Node.js 20 or newer.

  • The agent mod for the Minecraft client (craftwire-agent-fabric-<version>.jar). It is a Fabric mod and needs Fabric API.

  • The plugin for a Paper server (craftwire-paper-<version>.jar), if you want the server tools.

Both jars are on Releases. One jar of each runs on Minecraft 26.2 and 26.3: it picks the right code for the game it is loaded into.

1. Connect your AI client

/plugin marketplace add uxplima/craftwire
/plugin install craftwire@uxplima
npx craftwire setup codex

This adds [mcp_servers.craftwire] to ~/.codex/config.toml and copies the Craftwire skills to ~/.codex/skills/.

npx craftwire setup gemini

This adds craftwire to ~/.gemini/settings.json and copies the skills to ~/.gemini/skills/.

npx craftwire setup antigravity

This adds craftwire to ~/.gemini/config/mcp_config.json.

npx craftwire setup cursor          # ~/.cursor/mcp.json
npx craftwire setup windsurf        # ~/.codeium/windsurf/mcp_config.json
npx craftwire setup vscode          # user mcp.json (Copilot agent mode)
npx craftwire setup claude-desktop  # claude_desktop_config.json

Run it over stdio: command npx, arguments -y craftwire. On Windows use cmd /c npx -y craftwire.

npx craftwire setup with no client lists the ones it finds on your computer. Add --dry-run to see the change without writing it. Setup only touches the craftwire entry, and it backs the old file up as .bak first. Manual configs for every client are in docs/clients.md. Restart the client afterwards.

2. Add the game side

  • Client: put the agent mod and Fabric API in your Fabric profile's mods/ folder and start the game. When the hub is running, a green ⚡ Craftwire connected appears in the top-left corner. F8 pauses AI control at any time.

  • Server: put the plugin in the Paper server's plugins/ folder and start it. The plugin connects to the hub on its own. The first start downloads GraalJS (for server_eval), so it needs network access once.

Then ask your AI: "take a screenshot of what I'm looking at" or "what's the TPS, and which plugins logged errors since startup?".

One hub for several AI clients, or another machine

npx craftwire serve runs the hub as a server with MCP over HTTP: several AI clients share the same game and server, an AI on another machine can connect (--allow-remote, TLS), and --read-only gives observers only the tools that change nothing. Every request needs a bearer token. See docs/http.md.

Tools

Area

Tools

Hub

list_instances · wait_for · get_request_status · logs · exceptions

Client

screenshot · camera · gui_read · gui_action · input · chat · hud_read · player_state · client_settings

Server

server_command · server_eval · world_query · world_edit · world_render · server_info · plugin_manage · events

Dev loop

server_process · plugin_deploy · client_process · scenario_run

Bots

bot_spawn · bot_action · bot_remove

Debugging

profile · trace · client_eval

CLI

npx craftwire setup · npx craftwire doctor · npx craftwire test · npx craftwire serve

Resources: craftwire://instances, craftwire://exceptions, each game's log (craftwire://instances/<name>/log), a client's chat and a fresh screenshot, and the docs (craftwire://docs/scenarios, extensions, http). Prompts: test_plugin, debug_lag, write_scenario and setup.

Skills that teach the agent the workflows ship with the Claude Code plugin, and setup installs them for Codex and Gemini CLI:

  • craftwire: the tools in general.

  • paper-plugin-dev: the plugin dev loop.

  • fabric-mod-dev: Fabric mod development.

  • minecraft-promo-shots: promo screenshots.

How it works

AI client ──stdio──▶ craftwire hub ◀──WebSocket (127.0.0.1)── Fabric agent mod (your game)
                                    ◀──────────────────────── Paper plugin (your server)

The hub listens on 127.0.0.1 only. It writes its port and a random token to ~/.craftwire/hub.json, and the mod and the plugin read that file to connect to it. The game and the server open no ports of their own. Every tool call is logged to ~/.craftwire/logs/.

Security

  • Use it on development servers only. Anyone who can run the hub on your computer gets full control of the game and the server: console commands, JavaScript, world edits. The plugin logs a warning on every start.

  • The plugins/Craftwire/config.yml file has a switch for each risky feature: allow-eval, allow-world-edit, allow-bots and max-edit-volume. A disabled feature answers PERMISSION_DISABLED.

  • On a client, client_eval can be turned off with allow-eval=false in config/craftwire.properties (or -Dcraftwire.allowEval=false).

  • Bots skip the login checks (whitelist and bans). Their player data is deleted when they leave.

  • F8 in the game stops all AI input until you press it again.

FAQ

No. Ask it to use client_process: the hub starts a hidden client of its own and joins your dev server. Your server needs online-mode=false, because these clients play offline. Open the game yourself only when you want to watch, or when you want shots with your own resource packs and shaders.

Run npx craftwire doctor. It checks Node.js, Java, the running hub, and the games and servers connected to it, including their versions. Add --server <folder> to check a server folder as well: the server jar, the EULA and the plugin.

No, use one at a time. Each client starts its own hub, and the mod and the plugin follow the newest hub in hub.json. Close the other client, or remove craftwire from its config. See docs/clients.md.

No. ChatGPT only connects to remote HTTPS MCP servers, and the hub never leaves 127.0.0.1 by design. Use Codex, OpenAI's coding agent, instead: npx craftwire setup codex.

  • The client mod works on any server you join. Screenshots, menus and input happen on your own client.

  • The server tools need the Craftwire plugin, so they only work on servers you run.

  • The camera and screenshots are tested with Sodium.

Many clients start commands without a shell and cannot find npx. craftwire setup already writes the cmd /c npx form for this. If you write the config by hand, use "command": "cmd", "args": ["/c", "npx", "-y", "craftwire"].

Development

  • Hub: cd hub && npm install && npm test

  • Agents: ./gradlew build (unit tests, both jars, and checkCompat: every game class, method and field the jars use must exist in every supported version)

  • Client game tests, per version: ./gradlew :fabric-gametest-v26_2:runClientGameTest (or v26_3); they load the built agent jar

  • Paper plugin: ./gradlew :agent-paper:integrationTest -Pmc=26.3 (downloads that Paper build and runs the plugin in a real server; default 26.2)

  • Dev-loop E2E with a real Paper server: run ./gradlew :agent-paper:build :test-fixtures:build, then cd hub && npm run test:e2e (CRAFTWIRE_E2E_MC=26.3 for the other version)

  • Supported versions live in versions/<mc>.properties and mc_versions in gradle.properties; version-specific code in agent-fabric/compat/<mc> and agent-paper/compat/<mc>

  • Dev client with the built mod: ./gradlew :fabric-gametest-v26_3:runClient (or v26_2)

By UXPLIMA · MIT licensed

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