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dungeondraft-mcp

An MCP server that lets Claude (or any MCP client) read, edit and export Dungeondraft maps. It works directly on .dungeondraft_map files, so Dungeondraft doesn't need to be running. It also converts Universal VTT exports (.dd2vtt) into Foundry VTT v13 scenes.

Ask things like "build a small tavern in the north-east corner of my crossroads map", "make a night version of this map", or "turn this dd2vtt into a Foundry scene".

Not affiliated with Dungeondraft or Megasploot. For live editing inside a running Dungeondraft, see battlemap-mcp. The two work well side by side.

Tools

Tool

What it does

list-maps

Finds .dungeondraft_map files in the configured folders

inspect-map

Summary: size, levels, element counts, terrain, packs, most-used assets. Can list elements (node id, asset, grid position) by type and area

list-assets

Searches built-in assets and installed asset packs by words, category, tag or pack

add-objects

Places props at grid positions (rotation, scale, mirror, layer, shadow, tint)

add-walls

Adds wall polylines or closed rooms, with doors and windows; can also add doors to an existing wall

add-floors

Adds floor patterns (planks, cobble, tiles) over a rectangle or polygon

build-room

Builds a closed wall, a matching floor and doors in one step

add-lights

Adds point lights (range in squares, colour, intensity)

add-paths

Adds path assets along grid points

set-terrain

Sets terrain slot textures (1–8), fills a level, or paints rectangles, circles and lines with soft edges

set-environment

Sets ambient light (presets: day, overcast, dusk, night, dark) for day/night variants

remove-elements

Removes elements by type within an area, or by node id (supports dry_run)

duplicate-map

Copies a map to start a variant

export-dd2vtt

Builds a .dd2vtt from the map's walls, doors and lights plus an image exported from Dungeondraft

dd2vtt-to-foundry-scene

Turns a .dd2vtt into a Foundry v13 scene JSON (grid, walls, doors, lights) and extracts the image

Every edit tool accepts level (key, index or label; the default is the first level) and dry_run.

Coordinates

All tools use grid squares measured from the map's top-left corner, with x to the right and y down. (3, 4) is a grid intersection, and (3.5, 4.5) is the centre of the square in column 3, row 4. Fractions are allowed. Dungeondraft stores 256 px per square internally, and the server converts for you. Object positions are object centres. Rotation is in degrees clockwise. Light range, path width and terrain feather are in squares.

Related MCP server: foundry-cli

Safety

  • Allowed folders only. Maps are read and written only inside DD_MCP_ROOTS, which defaults to your Documents folder. .. paths and links that point outside are rejected. The Dungeondraft install and asset folders are read-only.

  • Backup first. Before every change the original is copied to <map>.bak-YYYYMMDD-HHMMSS (UTC).

  • Verified writes. The new map is written to a temp file, re-parsed and checked: it must round-trip byte for byte, element counts must match what the edit added or removed, and every section the edit didn't declare must be byte-identical to before. Only then is the temp file renamed over the original. If any check fails, nothing is written.

  • Conflict check. If the file changed on disk after it was read (for example Dungeondraft saved it), the edit is refused.

  • Close the map in Dungeondraft before editing it here, or reopen it afterwards without saving. Otherwise Dungeondraft overwrites the change on its next save.

  • Asset pack licences. No image data is ever read from any pack. Packs whose pack.json sets allow_3rd_party_mapping_software_to_read: false are listed by name only: their contents aren't indexed, and only pack.json is read, to fill in the map's asset manifest when you use them.

Install

Requires Node.js 20 or newer.

Claude Code

claude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/your/maps" -- npx -y dungeondraft-mcp

Claude Desktop

Add this to claude_desktop_config.json (Settings → Developer → Edit Config), then restart Claude Desktop:

{
  "mcpServers": {
    "dungeondraft": {
      "command": "npx",
      "args": ["-y", "dungeondraft-mcp"],
      "env": {
        "DD_MCP_ROOTS": "C:\\Users\\you\\Documents\\Dungeondraft"
      }
    }
  }
}

On Windows, if Node isn't on your PATH, use the full path, e.g. "command": "C:\\Program Files\\nodejs\\npx.cmd".

From source

git clone https://github.com/casancam/Dungeondraft-MCP.git && cd Dungeondraft-MCP
npm install && npm run build
claude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/maps" -- node "$PWD/dist/index.js"

Configuration

Variable

Default

Meaning

DD_MCP_ROOTS

your Documents folder

Folders the server may read and write maps in, separated by ;

DUNGEONDRAFT_DIR

auto-detected (see below)

Dungeondraft install folder (the one containing Dungeondraft.pck), used to list and validate built-in assets

DD_ASSET_DIRS

none

Your Dungeondraft asset folder(s) with *.dungeondraft_pack files, separated by ;. Set this to use custom packs

DUNGEONDRAFT_DIR is auto-detected at C:\Program Files\Dungeondraft (verified), and also at /opt/Dungeondraft and /Applications/Dungeondraft.app/Contents/Resources (both unverified). Without it the server still works, but built-in asset names aren't checked before they're written.

Dungeondraft → Foundry VTT

  1. In Dungeondraft: File → Export → Universal VTT, saved into a configured folder.

  2. Run dd2vtt-to-foundry-scene on it. Set image_src to the path the image will have in Foundry, e.g. maps/tomb.png.

  3. Upload the extracted image to Foundry (or The Forge Assets Library) at that path.

  4. In Foundry, create a scene, right-click it, choose Import Data, and pick <name>.foundry-scene.json.

Light radii use dim = range × grid distance and bright = dim / 2. Dungeondraft bakes lighting into the image, so pass include_lights: false if the Foundry lights look doubled. Windows are exported as doors, because .dd2vtt doesn't tell them apart.

export-dd2vtt is for when you changed walls, doors or lights after exporting. Dungeondraft is needed to render the map image, so export a PNG/WEBP of the whole map from Dungeondraft and point the tool at it. docs/foundry-import.md describes what a live in-Foundry importer would need.

Known limits

  • Water, caves, painted materials, roofs and text are preserved but can't be edited. Text and floor patterns can be listed and removed.

  • Floor patterns are drawn over terrain. set-terrain warns when a stroke is hidden under one.

  • export-dd2vtt doesn't write objects_line_of_sight.

  • Tested with Dungeondraft 0.9.4 to 1.2.0.1 map files (formats 2 and 3), on Windows.

Development

npm install
npm run fixtures       # download public sample maps used by some tests (not redistributed)
npm test               # vitest
npm run build
node scripts/smoke.mjs # end-to-end over MCP stdio on a temp copy of the test map

The tests use a real Dungeondraft 1.2.0.1 map (test/fixtures/mcp_test.dungeondraft_map), public sample maps (formats 2 and 3, up to 14 MB and 4 levels), and synthetic asset packs. They check:

  • byte-identical round-trips

  • door placement against every door in the samples

  • that untouched sections stay identical after each edit

  • map → UVTT geometry against Dungeondraft's own .dd2vtt exports

  • pack listing, validation and the opt-out flag

Tests that need a Dungeondraft install or the downloaded samples are skipped when those are missing. File-format notes and how each claim was verified are in docs/research.md.

Credits

License

MIT

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