mod-dev-mcp
Click on "Deploy 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., "@mod-dev-mcp build the Ben10Mod mod"
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.
mod-dev-mcp
A small MCP (Model Context Protocol) dev-tooling server for the tModLoader mod projects in this workspace (Ben10Mod, MistbornModOwnBlend). Registered workspace-wide via ../.mcp.json so Claude Code auto-connects.
It does not connect to a running game — it's build/format/log tooling only.
Tools
build_mod
{ modPath, configuration? }— runsdotnet build, returns structured diagnostics from both build passes (see below), whether a.tmodwas produced, and a tail of raw output.format_mod
{ modPath, check? }— runs CSharpier.tail_tmodloader_log
{ lines?, logFile? }— tails tModLoader's client/server log.check_environment
{}— reports .NET SDK presence, whether the workspacetModLoader.targetsand the officialModSources/tModLoader.targetsexist, and whether theBen10Mod/MistbornModOwnBlendsymlinks inModSourcesresolve correctly.
Related MCP server: DevServer MCP
Why two-pass diagnostic parsing
dotnet build on a tModLoader mod runs an ordinary C# compile, then (if that succeeds) a nested dotnet tModLoader.dll -build ... packaging step that produces the .tmod. Ordinary compile errors come back as standard MSBuild diagnostics (file(line,col): error CSxxxx: ...); packaging-level failures (missing native libraries, mod locked by a running game, bad build.txt/.hjson/textures) come back in tModLoader's own differently-shaped log lines instead (tModLoader : Mod Build error TMLxxx: ...). src/parsers/msbuildDiagnostics.ts handles both and tags each diagnostic's source accordingly. It was built against real captured samples of both failure shapes, not assumed formats — see ../Ben10Mod/CLAUDE.md for the environment quirks that produced them (missing DYLD_LIBRARY_PATH for headless builds, and the "close tModLoader before building via CLI" conflict).
Development
npm install
npm run build # compiles to dist/
npm run dev # run directly via tsx without buildingThe server communicates over stdio, so it's not meant to be run standalone outside an MCP client — npm run dev/npm start will just sit waiting for a client to connect.
Available Tools
1 toolcheck_environmentCheck tModLoader dev environmentA
Reports whether the .NET SDK, ModSources targets file, and mod symlinks are correctly wired up, so a session can tell if the build environment is still in a working state.
Inputs: no named parameters.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
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TDQS
Scored across 1 tool
With only one tool, there is no possibility of confusion between tools. The single tool has a clear, distinct purpose.
The single tool 'check_environment' follows a consistent verb_noun pattern, which is clear and predictable.
A single tool for a mod development server is too few; a server of this scope would typically require multiple tools for building, testing, and managing configurations.
The tool only checks the environment status, leaving out essential operations like building or deploying mods, which are likely needed for the server's purpose.
Maintenance
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