Minecraft Command Execution MCP Server
Servidor MCP de ejecución de comandos de Minecraft
Un servidor MCP (Model Context Protocol) que permite a Claude ejecutar comandos de Minecraft y obtener autocompletado mediante la API de MasterControl.
Características
Este servidor MCP proporciona dos herramientas:
1. execute_command
Ejecuta cualquier comando de Minecraft de forma remota como el jugador autenticado.
El jugador debe estar en línea y en un servidor
El jugador recibe una notificación en el juego cuando se ejecutan los comandos
Devuelve la salida del comando o mensajes de error
Para obtener ayuda: Añade "help" a cualquier comando (ej. "island help", "island upgrade help")
Ejemplos:
execute_command("gamemode creative")
execute_command("island help") # Shows island command help
execute_command("island upgrade help") # Shows upgrade subcommand help
execute_command("island upgrade speed 5")2. tab_complete
Obtén sugerencias de autocompletado para comandos parciales.
Descubre comandos y subcomandos disponibles
Encuentra argumentos y parámetros válidos
Funciona exactamente igual que pulsar Tab en Minecraft
Ejemplos:
tab_complete("gamemode ") # Returns: survival, creative, adventure, spectator
tab_complete("island ") # Returns: available island subcommandsRelated MCP server: MCP Minecraft Remote
Requisitos previos
Python 3.10 o superior
Gestor de paquetes
uv(instalar aquí)Un servidor MasterControl en ejecución con la API de comandos
Clave de API válida para tu jugador de Minecraft
Instalación
Clona el repositorio:
git clone https://github.com/<your-user>/minecraft-mcp-server.git
cd minecraft-mcp-serverInstala las dependencias:
uv syncConfigura las variables de entorno:
cp .env.example .envEdita
.envcon tus ajustes:
# Required: Your Midnight API key
MIDNIGHT_API_KEY=your-api-key-here
# Optional: MasterControl API URL (defaults to localhost:8080)
MIDNIGHT_API_URL=http://your-server:8080/api/v2Uso
Pruebas locales
Ejecuta el servidor directamente para probar:
uv run server.pyEsperará la entrada por stdio; eso es lo esperado para un servidor MCP. Ctrl+C para salir.
Integración con Claude Code
Añade el servidor a Claude Code (usa la ruta absoluta a tu repositorio clonado):
claude mcp add midnight \
--transport stdio \
--env MIDNIGHT_API_KEY=your-key-here \
--env MIDNIGHT_API_URL=http://localhost:8080/api/v2 \
-- uv --directory /absolute/path/to/minecraft-mcp-server run server.pyVerificar la instalación
En Claude Code, comprueba que el servidor se está ejecutando:
/mcpDeberías ver midnight listado con el estado ✓ Connected.
Ejemplos de conversaciones
Ejecutar comandos:
You: "Change my gamemode to creative"
Claude: [Uses execute_command("gamemode creative")]
✓ Command executed successfullyObtener ayuda de comandos:
You: "How do I use the island upgrade command?"
Claude: [Uses execute_command("island upgrade help")]
Shows the help output for island upgradeExplorar comandos:
You: "What island commands are available?"
Claude: [Uses tab_complete("island ")]
Lists: upgrade, create, delete, invite, members...Configuración
Variables de entorno
Variable | Requerido | Por defecto | Descripción |
| Sí | - | Tu clave de API de jugador |
| No |
| URL base de la API de MasterControl |
Endpoints de la API
POST /api/v2/command/execute— Ejecutar comandosPOST /api/v2/command/tabComplete— Obtener autocompletado
Solución de problemas
"MIDNIGHT_API_KEY environment variable not set!"
Crea un archivo .env:
echo "MIDNIGHT_API_KEY=your-key-here" > .env"Failed to execute command"
Comprueba que:
La API de MasterControl esté en ejecución
La clave de API sea correcta
El jugador esté en línea y en un servidor (no en el limbo del proxy)
Seguridad
Nunca subas
.enval repositorio — contiene tu clave de API (ya excluida mediante.gitignore)Los comandos se ejecutan con los permisos de tu jugador
La IA puede ejecutar cualquier comando que tú puedas ejecutar en el juego
Available Tools
2 toolsexecute_commandA
Execute a Minecraft command remotely as the authenticated player.
This tool allows you to run any Minecraft command as if the player associated with the API key typed it in-game. The player must be online and on a server. The player will be notified in-game that a remote command is being executed.
To get help for any command, simply append "help" as the last argument. For example: "island help", "island upgrade help", "gamemode help"
Args: command: The Minecraft command to execute (without the leading slash). Examples: "gamemode creative", "tp 100 64 200", "island upgrade speed 5"
Returns: The output from the command execution, or an error message if it failed.
Examples: - execute_command("help") - Shows general help - execute_command("island help") - Shows island command help - execute_command("island upgrade help") - Shows island upgrade help - execute_command("gamemode survival") - Changes gamemode
| Name | Required | Description | Default |
|---|---|---|---|
| command | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden of behavioral disclosure. It effectively describes key behavioral traits: the player will be notified in-game, the command executes as the authenticated player, and it returns output or error messages. It covers the essential mutation behavior and user feedback mechanism, though it doesn't mention rate limits or specific error handling details.
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 well-structured and appropriately sized. It starts with the core purpose, then provides usage details, parameter explanation, return values, and examples. Every sentence adds value, with no redundant information, and it's front-loaded with the most important information.
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?
Given the tool's complexity (remote command execution with authentication requirements), no annotations, and an output schema exists, the description provides excellent completeness. It covers purpose, prerequisites, parameter usage, return behavior, and multiple examples. The output schema handles return value structure, so the description appropriately focuses on operational context.
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?
The schema description coverage is 0%, so the description must fully compensate. It provides comprehensive parameter semantics: explains what the 'command' parameter is ('The Minecraft command to execute without the leading slash'), gives multiple examples, and shows how to get help. This adds significant value beyond the bare schema.
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 specific action ('Execute a Minecraft command remotely as the authenticated player') and distinguishes it from the sibling tool 'tab_complete' by focusing on command execution rather than completion suggestions. It specifies the resource (Minecraft command) and the context (remote execution as authenticated player).
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?
The description provides clear context for when to use this tool ('run any Minecraft command as if the player associated with the API key typed it in-game'), including prerequisites (player must be online and on a server). It doesn't explicitly mention when not to use it or provide detailed alternatives beyond the sibling tool, but the context is well-defined.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
tab_completeA
Get tab completion suggestions for a partial Minecraft command.
This tool provides autocomplete suggestions for commands, just like pressing Tab in the Minecraft client. Useful for discovering available commands, subcommands, and valid arguments.
Args: command_line: The partial command line to complete. Examples: "gamemode ", "island upgrade ", "give diamond"
Returns: A formatted list of completion suggestions, or a message if none are available.
Examples: - tab_complete("gamemode ") -> Lists: survival, creative, adventure, spectator - tab_complete("island ") -> Lists available island subcommands - tab_complete("give ") -> Lists available items
| Name | Required | Description | Default |
|---|---|---|---|
| command_line | Yes |
Output Schema
| Name | Required | Description |
|---|---|---|
| result | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden of behavioral disclosure. It effectively describes what the tool does (provides autocomplete suggestions), the context (like pressing Tab in Minecraft), and the return behavior (formatted list or message if none available). It doesn't mention rate limits or error handling, but covers the core behavior well.
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 well-structured and appropriately sized. It starts with a clear purpose statement, follows with usage guidelines, then provides parameter details, return information, and concrete examples. Every sentence adds value with zero wasted content.
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?
Given the tool's moderate complexity (single parameter, no annotations, but with output schema), the description is complete. It explains the purpose, usage, parameter with examples, and return behavior. The existence of an output schema means the description doesn't need to detail return values, and it adequately covers what's needed for this autocompletion tool.
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?
The schema description coverage is 0%, so the description must compensate. It provides a clear parameter description: 'command_line: The partial command line to complete' with three concrete examples that illustrate valid inputs. This adds significant meaning beyond the bare schema, though it doesn't detail all possible command formats.
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 tool's purpose: 'Get tab completion suggestions for a partial Minecraft command.' It specifies the exact action (get suggestions) and resource (Minecraft commands), and distinguishes it from the sibling tool 'execute_command' by focusing on autocompletion rather than command execution.
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?
The description explicitly states when to use this tool: 'Useful for discovering available commands, subcommands, and valid arguments.' It provides clear context for its purpose (autocompletion like pressing Tab) and distinguishes it from the alternative 'execute_command' by not overlapping in functionality.
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.
2 tool updates
v0.1.0- First observed
execute_command - First observed
tab_complete
TDQS
Scored across 2 tools
The two tools have clearly distinct purposes: execute_command runs commands, while tab_complete provides suggestions for command completion. There is no overlap or ambiguity between them, as one is for execution and the other is for discovery/assistance.
Both tools follow a consistent verb_noun naming pattern (execute_command and tab_complete). The naming is clear, predictable, and uses the same style throughout, making it easy to understand their functions at a glance.
With only 2 tools, the server feels thin for its purpose of Minecraft command execution. While the tools cover basic execution and completion, there are likely missing operations such as listing available commands, checking player status, or handling command history, which would enhance the server's utility and completeness.
The tool set is severely incomplete for the domain of Minecraft command execution. It lacks essential operations like listing all available commands, validating commands before execution, managing multiple players, or handling command feedback in a structured way. This forces agents to rely heavily on trial-and-error with execute_command and tab_complete, leading to potential inefficiencies and failures.
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