molanko-mcp-avatar-generator
molanko-mcp-avatar-generator
适用于 molanko-avatar-generator 的 MCP 服务器。
该服务器暴露一个工具:
generate_avatar—— 根据提供的图片或 Minecraft 玩家名/UUID 生成 Molanko 头像,然后将生成的 PNG 作为 MCP 图片结果返回。
需要提供图片来源:在 image 或 minecraftPlayer 中恰好提供一个。
运行
npm install
npm start该服务器使用 MCP stdio 传输,因此可以由支持本地 stdio 服务器的 MCP 客户端启动。
Related MCP server: mcp-xmorf
工具:generate_avatar
图片来源
恰好提供其中一个:
image—— MCP 风格的图片对象:{ "type": "image", "data": "<base64>", "mimeType": "image/png" }minecraftPlayer—— Minecraft 用户名或 UUID,带不带 UUID 连字符均可。服务器使用 Mojang 的 profile 和 session API 解析当前皮肤,然后直接从 Mojang 提供的纹理 URL 下载皮肤。
示例:
{ "minecraftPlayer": "Notch" }{ "minecraftPlayer": "069a79f4-44e9-4726-a5be-fca90e38aaf5" }如果同时提供了 image 和 minecraftPlayer,请求会被拒绝,而不是静默选择其中一个。
选项
scale—— 最近邻输出缩放倍数outlineMode—— 轮廓半径;0表示禁用轮廓outlineColor——auto、auto_darker、auto_lighter或十六进制颜色bgColor——auto、auto_lighter、auto_darker或十六进制颜色fillBackground—— 是否填充输出背景upscale48—— 将 32x32 头像居中渲染到 48x48 画布上averageColor—— 可选覆盖值,用于自动轮廓/背景颜色;使用auto、#RRGGBB或#RGB
averageColor 不是独立的工具。它用于覆盖生成器自动计算的平均颜色。如果省略或设置为 auto,底层生成器会根据来源皮肤计算平均颜色。十六进制值会被解析为 { r, g, b },并作为 averageColor 传递给 molanko-avatar-generator。
结果作为包含 PNG 的 MCP image 内容项返回。
Minecraft 玩家解析
minecraftPlayer 遵循与 Android 头像生成器相同的基本方法:UUID 直接规范化;用户名通过 api.mojang.com/users/profiles/minecraft/{name} 解析;然后通过 Mojang 的 session profile API 解析 UUID,以获取玩家的 textures 属性和皮肤 URL。无需任何第三方皮肤渲染或皮肤镜像服务。
服务器会报告有用的错误信息,例如无效的玩家标识符、玩家不存在、缺少皮肤纹理、Mojang 速率限制、Mojang 服务器错误以及网络/下载错误。
架构
本仓库有意设计为薄 MCP 适配层。Minecraft 玩家解析和头像渲染在服务器端完成,而实际的头像渲染仍保留在 molanko-avatar-generator 中。
Available Tools
1 toolgenerate_avatarGenerate Molanko AvatarA
Generate a Molanko Avatar. Provide exactly one source: image or minecraftPlayer. minecraftPlayer accepts a Minecraft username or UUID (with or without hyphens); the server resolves the current skin through Mojang APIs. Returns the generated PNG as an MCP image result.
| Name | Required | Description | Default |
|---|---|---|---|
| image | No | A source Minecraft skin/image. | |
| scale | No | Nearest-neighbor output scale. | |
| bgColor | No | Background color: auto, auto_lighter, auto_darker, or a hex color. | auto |
| upscale48 | No | Render the avatar on a 48x48 canvas with the 32x32 avatar centered. | |
| outlineMode | No | Outline radius in pixels. 0 disables the outline. | |
| averageColor | No | Override the color used by automatic outline/background colors. Use auto (default), #RRGGBB, or #RGB. | |
| outlineColor | No | Outline color: auto, auto_darker, auto_lighter, or a hex color. | auto |
| fillBackground | No | Whether to fill the background. | |
| minecraftPlayer | No | Minecraft username or UUID, with or without hyphens. The server fetches the current skin through Mojang APIs. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries the full burden. It discloses the output format (PNG as MCP image result) and the Minecraft skin resolution process. However, it does not mention error conditions, rate limits, or what happens if both sources are provided, which leaves gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences, front-loaded with the purpose and a critical usage rule. No redundant or filler content; every clause contributes to understanding how to invoke the tool.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With 9 parameters and no output schema, the description covers the essential aspects: the two source options and the return type. It does not elaborate on default behaviors of rendering options (scale, background, outline), but the schema fully documents these, so the description is sufficiently complete for an agent.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so baseline 3 applies. The description adds meaningful context beyond the schema by specifying the 'exactly one source' constraint and explaining how minecraftPlayer is resolved via Mojang APIs, which goes beyond the parameter's own schema description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action ('Generate') and the specific resource ('Molanko Avatar'). It also identifies the two mutually exclusive source types, clarifying the tool's scope even without sibling tools.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly says 'Provide exactly one source', which is a direct usage rule. It also explains how minecraftPlayer works (username/UUID, Mojang API resolution). No alternatives are mentioned because no sibling tools exist, so this is adequate.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
1 tool update
v0.1.0- First observed
generate_avatar
TDQS
Scored across 1 tool
With only a single tool, there is no potential for confusion or overlap. The tool's purpose is clearly defined and unambiguous.
The single tool uses a clear verb_noun naming convention (generate_avatar) which is consistent and self-explanatory, even with only one tool.
The server has just one tool, which feels thin for a typical MCP server. However, it may be appropriate for the narrow scope of avatar generation, so it borders on acceptable.
The tool covers the domain comprehensively by accepting both image and Minecraft player sources, and there are no obvious missing operations for avatar generation.
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