Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Descripción del creador (original en inglés)
Celeste map editor for AI agents: read, edit, validate, preview and generate .bin maps.
Estos tres nunca se combinan en una sola puntuación: las opiniones, las mediciones y la popularidad son cosas distintas.
Todavía no escribimos un resumen sencillo para este. Abajo están los datos que leímos del registro.
Elige la app de IA que usas y copia la configuración.
LOENN_MCP_WORKSPACE¿Qué app usas?
Elige tu app arriba. La recordamos, así que la próxima vez el botón dirá “Instalar en …”.
Descargar el archivo .mcpb del creador
El enlace lleva al archivo del propio creador; no lo alojamos ni lo reempaquetamos. Abre el archivo y Claude Desktop lo instalará.
Ejecuta esto en tu terminal
Completa los valores vacíos antes de ejecutarlo.
Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.
Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.
Este se ejecuta en tu computadora, y ChatGPT solo puede conectarse a servidores en internet. Elige otra app.
Tu elección se guarda en una cookie en este dispositivo; no necesitas cuenta.
LOENN_MCP_WORKSPACE envEsta configuración se genera a partir de la ficha del creador en el registro. Si el README dice otra cosa, sigue el README.
Se ejecuta en tu computadora; la lista de herramientas aparece en tu app de IA después de instalarlo.
Revisamos información que cualquiera puede ver; no hemos leído el código. Las revisiones que no aplican no se cuentan. · Revisado el 7 nov 2026
El nombre en el registro se verificó con la cuenta de GitHub Magedeline, dueña del repo
Todavía no hemos leído este repo en GitHub
Todavía no hemos leído este repo en GitHub
Este se ejecuta en tu computadora; no hay endpoint en internet
Se ejecuta en tu computadora y usa ajustes locales en su lugar
Se ejecuta en tu computadora; solo podemos leer listas de herramientas de endpoints en internet
Comparado con todos los servidores activos de esta categoría en el registro. Las estrellas solo cuentan cuando quien lo publica es dueño del repo.
Superó 1 de 1 revisiones básicas aplicables. No hemos leído el código. Antes de agregar una clave o un token, revisa qué acceso pide el servidor y usa una clave que tenga solo los permisos que necesitas.
El registro no indica ninguna clave obligatoria, aunque algunos servidores te piden iniciar sesión la primera vez que los usas.
Se ejecuta en tu computadora. Tu app de IA lo inicia cuando hace falta, y los datos no pasan por los servidores del creador (a menos que el propio servidor llame a un servicio en línea).
El repo de GitHub cambió por última vez –, y la última versión (7.2.0) llegó al registro hace 15 días.
Las apps compatibles con MCP, como Claude Desktop, Claude Code, Cursor y VS Code. También necesitas MCPB en tu computadora.
En la misma categoría: Spec Driven Development, Remote Desktop Commander, Kanal Varna — drains, leaks & plumbing (Varna, BG)
Servidores de la misma categoría hechos por otros creadores, ordenados por estrellas.
Cómo leer una tarjeta:★ Estrellas de GitHubiTres pilares: reseñas · revisiones · usoiActualizado = fecha en que se publicó la última versión en el registroi
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Drain unblocking, leak detection & plumbing in Varna, Bulgaria: services, prices, areas, contact
Copiado tal cual del repo del creador. PopNx MCP no lo ha revisado ni lo respalda. Se quitaron HTML, imágenes y scripts. Los enlaces llevan fuera de este sitio.
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.
pcgscene CLIMCP 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.
Reading & Querying
list_maps — List all .bin filesread_map_overview — Summary of rooms, entities, triggers, stylegroundsread_room — Full room details (tiles, entities, triggers, decals)get_room_tiles — Raw tile grid (FG or BG)read_map_metadata — Quick metadata without full readsearch_entities — Find entities by type, position, roomsearch_triggers — Find triggers by typecompare_rooms — Side-by-side room comparisonEditing
add_entity / remove_entity — Place or delete entitiesupdate_entity / move_entity — Modify entity properties or positionadd_trigger / remove_trigger — Place or delete triggersset_room_tiles — Replace tile gridadd_room / remove_room — Create or delete roomscreate_map — Create new .bin fileupdate_room — Modify room properties (music, dark, wind, etc.)clone_room — Duplicate a roombatch_add_entities — Add multiple entities at onceresize_room — Change room dimensionsJSON & Authoring (see JSON round-trip & authoring)
map_to_json / json_to_map — Any .bin to typed JSON and back, byte-identical; refuses lossy writescheck_authoring_json — Resolve hand-written content: defaults filled from Lönn plugins, unknown names flaggedmerge_json_into_map — Add entities/triggers/rooms to a map; dry-run diff + highlighted preview, map-wide unique IDs, placement checks, additions onlyrun_author_script — Run a JavaScript authoring script (js/, lucid-dream style) and merge its outputDecals & Effects
list_decals / add_decal / remove_decal — Manage foreground/background decalslist_stylegrounds / add_styleground / update_styleground / remove_styleground — Manage map effectsDefinitions & 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 definesaudit_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 typeslist_effect_definitions / get_effect_definition — Browse effect typesBasic Analysis
analyze_map — Entity counts, type breakdown, world boundsvisualize_map_layout — ASCII mini-mappreview_map_section — Detailed ASCII previewAdvanced Analysis
analyze_entity_usage — Entity stats across entire mapanalyze_difficulty — Room/map difficulty estimationfind_entity_references — Locate all instances of an entity typedetect_map_patterns — Identify design archetypes (linear, hub, etc.)analyze_room_connectivity — Adjacency graph analysisSuggestions & Improvements
suggest_improvements — Actionable room suggestionscompare_maps — Structural diff between mapsWiki & Caching
wiki_save / wiki_search / wiki_list / wiki_get — Persist and retrieve analysis resultsProject Management
get_mod_info — Project metadata and structurevalidate_map / batch_validate_and_fix — Playability validation with auto-fixgame_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 errorsgame_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 failsvalidate_audio — Every audio event a map references, checked against GUIDs.txt and the game's FMOD banks, with closest-match suggestionsexport_room_json / import_room_json — JSON room exchangeDiffing
summarize_map_diff — Track map evolution with snapshotsrender_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)Pattern-Based Generation
build_pattern_library — Extract patterns from existing mapsgenerate_room_from_pattern — Generate rooms with strategy + seedingest_external_map — Download and extract patterns from GameBananaImage & Terrain Generation
generate_map_from_image — Convert color-mapped images to playable mapsgenerate_terrain_map — Procedural maps with Perlin noise + Voronoi biomespreview_terrain_biomes — Preview biome layout before generationNo map is overwritten silently.
%LOCALAPPDATA%\loenn-mcp\backups\ \ \ . .bin. Each tool result ends with a line naming the file written and its backup.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.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
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:
| Mechanism | Behaviour |
|---|---|
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 selection | No command-line option exists. Lönn selects persistence.lastSelectedRoomName on load, so the MCP writes that key (and the camera) before launch. |
| Detecting a finished edit | Lönn 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 Lönn | Not 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.
Paint gray-box rooms in Sprite Fusion and import them as Celeste rooms.
sf_make_tileset() writes celeste_graybox.png, a legend and a README to %LOCALAPPDATA%\loenn-mcp\sprite-fusion.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.map.zip), then call sf_import(export_path, map_path, room, output_path=...), dry run first.Details:
entity, anchor and entity data to place another entity; unknown names are refused.replace=true, which swaps its fg/bg tiles and entities and keeps triggers, decals and settings.legend_path) can map your own tileset's tiles to kinds and foreground tile characters.Summer Engine is a Godot 4.7 fork. Rooms can be painted there as s
Solo se muestra el principio; lee el resto en el repo