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loenn-mcp

by Magedelineversion 7.2.0i★ –iRuns on your computer
Registry nameio.github.Magedeline/loenn-mcp

Install

Overview

Description from the maker (original English)

Celeste map editor for AI agents: read, edit, validate, preview and generate .bin maps.

PopNx MCP’s three pillars

These three are never merged into one score: opinions, measurements and popularity are different things.

What you can do with it

We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.

  • Connection: Runs on your computer
  • Transport: stdio
  • Category: Travel, maps & weather

Install

Pick the AI app you use, then copy the settings.

Before you install

  • Basic checks: 1 of 1 passed
  • Runs on your computer with your user’s permissions (files, network, apps).
  • You fill in yourself: LOENN_MCP_WORKSPACE

Which app do you use?

Pick your app above. We remember it, so next time the button says “Install in …”.

Download the maker’s .mcpb file

The link goes to the maker’s own file; we do not host or repackage it. Open the file and Claude Desktop installs it.

Run this in your terminal

Fill in the empty values before running it.

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.

Your choice stays on this device in a cookie; no account needed.

Values you fill in

  • LOENN_MCP_WORKSPACE env
    Root of the Celeste mod project; map paths are relative to it (default: current directory)

These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.

What it can do

Runs on your computer; the tool list appears in your AI app after you install it.

Basic checksi

We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 7, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account Magedeline, which owns the repo

  • … Not checked yet

    Still maintained

    We have not read this repo from GitHub yet

  • … Not checked yet

    Has a licence

    We have not read this repo from GitHub yet

  • – Not applicable

    Endpoint responds

    This one runs on your computer; there is no internet endpoint

  • – Not applicable

    Sign-in with OAuth

    Runs on your computer and uses local settings instead

  • … Not checked yet

    No hidden instructions in tool descriptions

    Runs on your computer; we can only read tool lists from internet endpoints

Compared with others in Travel, maps & weatheri

  • More stars than 0% of the other 1706 servers in this category
  • Published to the registry more recently than 67% of the other 1706 servers in this category
  • Basic checks equal to or better than 100% of the other 1706 servers in this category

Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.

Common questions

Is loenn-mcp safe?

It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.

What keys or codes does it need?

The registry does not list a required key, though some servers ask you to sign in on first use.

Does it run on my computer or in the cloud?

It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).

Is it still maintained?

The GitHub repo last changed –, and the latest version (7.2.0) reached the registry 16 days ago.

Which apps can use it?

Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need MCPB on your computer.

What can I use instead?

In the same category: CGC Airport Transfers, Flightaware MCP, Killbottleneck

Alternatives

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README from the maker

Open the README

Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.

loenn-mcp

A Celeste map editor for AI agents — a Model Context Protocol (MCP) server that brings full Celeste .bin map editing to Claude, GitHub Copilot, and other MCP clients, plus a standalone pcgscene CLI for scripting and CI. Read, edit, analyze, generate, and preview maps without opening Lönn.

*"For AI agents" describes who talks to this server (any MCP client), not what runs inside it — every tool here is deterministic and procedural. See No AI Inside.*

Works with Everest mods and maps from Lönn or Ahorn.

Contents

  • Features
  • Safety: backups, copies and commits
  • Opening maps in Lönn
  • Sprite Fusion gray-box rooms
  • Summer Engine gray-box rooms
  • Shared PCG core (CelPcg)
  • seleCte levels
  • Tool reference
  • Installation & setup
  • JSON round-trip & authoring
  • pcgscene CLI
  • Procedural generation
  • Image-to-map conversion
  • Seeded terrain generation
  • Analysis & insights
  • No AI inside (v7.0.0)
  • Configuration
  • Architecture
  • Requirements
  • License

Features

MCP tools for complete map manipulation (full list in the tool reference), plus the pcgscene command-line tool for scripting and CI. Every write keeps a timestamped backup, maps open in Lönn are protected from MCP writes, and gray-box rooms painted in Sprite Fusion import directly.

Core Tools

Reading & Querying

  • list_maps — List all .bin files
  • read_map_overview — Summary of rooms, entities, triggers, stylegrounds
  • read_room — Full room details (tiles, entities, triggers, decals)
  • get_room_tiles — Raw tile grid (FG or BG)
  • read_map_metadata — Quick metadata without full read
  • search_entities — Find entities by type, position, room
  • search_triggers — Find triggers by type
  • compare_rooms — Side-by-side room comparison

Editing

  • add_entity / remove_entity — Place or delete entities
  • update_entity / move_entity — Modify entity properties or position
  • add_trigger / remove_trigger — Place or delete triggers
  • set_room_tiles — Replace tile grid
  • add_room / remove_room — Create or delete rooms
  • create_map — Create new .bin file
  • update_room — Modify room properties (music, dark, wind, etc.)
  • clone_room — Duplicate a room
  • batch_add_entities — Add multiple entities at once
  • resize_room — Change room dimensions

JSON & Authoring (see JSON round-trip & authoring)

  • map_to_json / json_to_map — Any .bin to typed JSON and back, byte-identical; refuses lossy writes
  • check_authoring_json — Resolve hand-written content: defaults filled from Lönn plugins, unknown names flagged
  • merge_json_into_map — Add entities/triggers/rooms to a map; dry-run diff + highlighted preview, map-wide unique IDs, placement checks, additions only
  • run_author_script — Run a JavaScript authoring script (js/, lucid-dream style) and merge its output

Decals & Effects

  • list_decals / add_decal / remove_decal — Manage foreground/background decals
  • list_stylegrounds / add_styleground / update_styleground / remove_styleground — Manage map effects

Definitions & Catalog

  • list_entity_definitions / get_entity_definition — Browse entity types; look a definition up by the name placed in maps (e.g. MyMod/CloudBoss)
  • find_missing_definitions — Namespaced entities/triggers in a map that no installed Lönn plugin defines
  • audit_plugin_coverage — C# [CustomEntity] names with no Lönn plugin, and plugins with no C# code (reads the .csproj compile list)
  • list_trigger_definitions / get_trigger_definition — Browse trigger types
  • list_effect_definitions / get_effect_definition — Browse effect types
Analysis & Insights

Basic Analysis

  • analyze_map — Entity counts, type breakdown, world bounds
  • visualize_map_layout — ASCII mini-map
  • preview_map_section — Detailed ASCII preview

Advanced Analysis

  • analyze_entity_usage — Entity stats across entire map
  • analyze_difficulty — Room/map difficulty estimation
  • find_entity_references — Locate all instances of an entity type
  • detect_map_patterns — Identify design archetypes (linear, hub, etc.)
  • analyze_room_connectivity — Adjacency graph analysis

Suggestions & Improvements

  • suggest_improvements — Actionable room suggestions
  • compare_maps — Structural diff between maps

Wiki & Caching

  • wiki_save / wiki_search / wiki_list / wiki_get — Persist and retrieve analysis results

Project Management

  • get_mod_info — Project metadata and structure
  • validate_map / batch_validate_and_fix — Playability validation with auto-fix
  • game_status / game_reload_map / game_teleport / game_log — Drive the running game through Everest's debug server: see where you are, reload an edited map, jump to a room, read load errors
  • game_play_tas — Play CelesteTAS inputs from a room's spawn and report the room, position, deaths and dashes at the end: proof a room is beatable, or that a shortcut fails
  • validate_audio — Every audio event a map references, checked against GUIDs.txt and the game's FMOD banks, with closest-match suggestions
  • export_room_json / import_room_json — JSON room exchange

Diffing

  • summarize_map_diff — Track map evolution with snapshots
Rendering
  • render_map_html — Interactive HTML map preview with tiles, colour-coded entity markers, zoom/pan, search and a minimap; reads a .bin or a typed JSON dump, and can highlight a planned merge (overlay)
Procedural Generation

Pattern-Based Generation

  • build_pattern_library — Extract patterns from existing maps
  • generate_room_from_pattern — Generate rooms with strategy + seed
  • ingest_external_map — Download and extract patterns from GameBanana

Image & Terrain Generation

  • generate_map_from_image — Convert color-mapped images to playable maps
  • generate_terrain_map — Procedural maps with Perlin noise + Voronoi biomes
  • preview_terrain_biomes — Preview biome layout before generation

Safety: backups, copies and commits

No map is overwritten silently.

  • Every write keeps a timestamped backup before the file is replaced, in a backup store outside the mod folder (so Everest never loads it and the mod's git stays clean): %LOCALAPPDATA%\loenn-mcp\backups\ \ \ . .bin. Each tool result ends with a line naming the file written and its backup.
  • New bytes are re-parsed before anything is replaced, then written to a temp file and swapped in atomically.
  • Copy first for chapter maps: map_copy, edit the copy, map_diff, then map_commit (dry run first; can take only some rooms; refuses rooms that fail validation, such as rooms without a player spawn).
  • LOENN_MCP_PROTECT (glob list, ;-separated, relative to the mod) makes matching maps read-only except through map_commit. Recommended for CEL: Maps/CEL/Area/*.bin;Maps/CEL/BSide/*.bin;Maps/CEL/CSide/*.bin;Maps/CEL/DSide/*.bin;Maps/CEL/ZSide/*.bin.
  • Writes are refused while the map is open in an editor started with editor_open, or open in your own Lönn, because Lönn's next save would overwrite them.
  • map_backups lists backups, map_restore puts one back (backing up the current file first).
  • map_diff compares meaning, not bytes: rooms, geometry, fg/bg tile cells, entities and triggers by id, decals, stylegrounds and metadata. Lönn re-encodes the whole file on save, so a byte diff says nothing useful.

Round trips are tested. To check every map in a folder (.bin to tree to .bin, and .bin to typed JSON to .bin, both byte-identical):

LOENN_MCP_TEST_MAPS="<Maps folder>" python -m unittest discover -s tests -k RealMaps

Opening maps in Lönn

editor_open(map, room) starts Lönn on that map and room. editor_wait blocks until you save (and reports the semantic diff of that save) or close Lönn. editor_close closes it, asking Lönn first; force kills it.

What this relies on, read from Lönn 1.0.10's source and tested on Windows:

MechanismBehaviour
Lönn.exe Opens that map instead of the last one.
--storage-directory Uses for settings, persistence, backups and plugin settings. The MCP uses an isolated copy (%LOCALAPPDATA%\loenn-mcp\loenn-storage, seeded from your settings and plugin settings), so your recent files are untouched. storage="user" uses your normal Lönn folder.
Room selectionNo command-line option exists. Lönn selects persistence.lastSelectedRoomName on load, so the MCP writes that key (and the camera) before launch.
Detecting a finished editLönn saves to .bin.saving, verifies it, then renames it over the map. The MCP watches the map's size, mtime and hash, ignores it while .saving exists, and only counts bytes that parse.
Reloading in a running LönnNot possible: Lönn has no IPC or single-instance lock. Close and reopen (editor_close, then editor_open).

The editor side is an adapter (loenn_mcp/editors): LoennAdapter today, and RysyAdapter launches Rysy (--map) with the same watching, so the tool surface can move to a Rysy-based setup unchanged.

Sprite Fusion gray-box rooms

Paint gray-box rooms in Sprite Fusion and import them as Celeste rooms.

  1. sf_make_tileset() writes celeste_graybox.png, a legend and a README to %LOCALAPPDATA%\loenn-mcp\sprite-fusion.
  2. In Sprite Fusion, import celeste_graybox.png with tile size 16. Make the map 40x23 cells for one screen (one cell = one 8x8 Celeste tile). Paint ground on a layer with Collider on, background walls on a layer named bg, and player, spikes, spring, refill, strawberry, jump-through or dream block anywhere.
  3. Export as JSON (map.zip), then call sf_import(export_path, map_path, room, output_path=...), dry run first.

Details:

  • Tile ids in an export index the exported spritesheet, so tiles are matched to the tileset by pixels (needs Pillow), falling back to ids.
  • Spikes and jump-throughs merge along runs, dream blocks into rectangles. Entities get their Lönn defaults.
  • Only entities with a Lönn definition are placed (sprites first). A tile can carry Sprite Fusion attributes entity, anchor and entity data to place another entity; unknown names are refused.
  • Tiles on non-collider layers that are not in the tileset are decoration and are ignored, with a count in the report: decorate in Lönn after the gray-box plays well.
  • A new room is added (default: to the right of the existing rooms). An existing room changes only with replace=true, which swaps its fg/bg tiles and entities and keeps triggers, decals and settings.
  • A custom legend (legend_path) can map your own tileset's tiles to kinds and foreground tile characters.

Summer Engine gray-box rooms

Summer Engine is a Godot 4.7 fork. Rooms can be painted there as s

Only the beginning is shown; read the rest in the repo

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