Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
제작자가 쓴 설명(영어 원문)
Checks whether generated Minecraft Bedrock content will actually load. Nine read-only tools.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
웹, 데스크톱, 모바일의 Claude에서 쓸 수 있어요:
https://codecraft-ashy-seven.vercel.app/mcp터미널에서 이 명령어를 실행하세요
claude mcp add --transport http codecraft https://codecraft-ashy-seven.vercel.app/mcp프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"codecraft": {
"url": "https://codecraft-ashy-seven.vercel.app/mcp"
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"codecraft": {
"type": "http",
"url": "https://codecraft-ashy-seven.vercel.app/mcp"
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요:
https://codecraft-ashy-seven.vercel.app/mcp메뉴 이름은 요금제나 시기에 따라 조금 다를 수 있어요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
아직 이 서버의 도구 목록을 읽지 않았어요. 엔드포인트는 차례대로 돌아가며 점검해요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 6일 점검
레지스트리 이름이 GitHub 계정 TanerTalas 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 점검하지 않았어요. 엔드포인트는 차례대로 돌아가며 점검해요
아직 점검하지 않았어요. 엔드포인트는 차례대로 돌아가며 점검해요
아직 점검하지 않았어요. 엔드포인트를 점검할 때 도구 목록을 읽어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
제작자의 클라우드에서 실행돼요. 설치 없이 인터넷으로 연결하지만, 보내는 내용은 제작자의 서버를 거쳐요.
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.1.0)은 2개월 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. URL로 연결되기 때문에, 원격 MCP 서버를 지원하는 앱(예: 개발자 모드의 ChatGPT)에서도 쓸 수 있어요.
같은 카테고리에는: Spec Driven Development, Remote Desktop Commander, Safe Fetch
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
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.
MCP server for fetching URLs, safe against SSRF, DNS rebinding, and redirect-to-internal attacks.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
A validation and data-lookup MCP server for Minecraft Bedrock.
You bring the model. CodeCraft does not generate anything — it measures whether what was generated is actually going to work.
[Usage site](https://codecraft-ashy-seven.vercel.app/) · setup, tool reference, and where validation ends
In Bedrock, a field name recalled slightly wrong produces output that silently does not work. No error message, no red line. Everything looks fine until the pack is loaded into the game.
A real example — both lines pass the schema, one of them never loads:
"modules": [
With the top line the pack did not appear in the behavior pack list at all. It did not even raise an error. The javascript type is left over from before 1.16 and the schemas keep it for backward compatibility, but it does not load with @minecraft/server 2.x. The schema says "valid type", the game says "I cannot load this type".
That one line was measured in the real game (30-08-2026). There are seven more classes like it, all in docs/VALIDATION-LIMITS.md with ContentLog evidence.
CodeCraft closes that gap: values are read from version-pinned data, and output is validated against the official schema and against a real tsc.
All nine are read-only. The server writes nothing, sends data nowhere, and keeps no user data.
| Tool | What it returns | When |
|---|---|---|
check_feasibility | Whether Bedrock can do this at all; if not, why, and the alternative | Before anything is generated |
get_version_info | Which version number goes where, which modules, which format_versions are valid | Before writing files |
get_schema | The required fields and the field list at that node | Before writing files |
lookup_id | Whether an identifier exists, what type it is, what block states it has | For every identifier recalled from memory |
validate_json | Schema errors carrying a JSON pointer | For every JSON file produced |
validate_command | Command, arity, selector, block state | Before handing over a command |
validate_script | Real tsc diagnostics with line, column and TS code | For every API call |
validate_python | Syntax, embedded commands, and the /connect envelope | For out-of-game automation scripts |
review_pack | Every file, plus the things a schema structurally cannot see | The last step before handing anything over |
The order is not alphabetical, it is the order of use — and tools/list preserves it.
| Endpoint | https://codecraft-ashy-seven.vercel.app/mcp |
| Usage site | codecraft-ashy-seven.vercel.app — four pages: home, setup, tools, limits |
| Transport | Stateless Streamable HTTP, POST only |
| Authentication | None — the endpoint is read-only and returns nothing private |
In Claude, open Customize → Connectors (*not* Settings; older guides point there, and there is no custom connector field on that screen):
Three things you should see once it connects — a single "it worked" is not enough:
More: docs/MCP.md
This table is not advertising, it is a statement of limits. "Passed validation" and "works in the game" are not the same thing — eight classes of error get through validation and break in the game, and every one of them was measured in a real game.
| Class | Does the schema catch it | What CodeCraft does |
|---|---|---|
| A · identity reference | No, but resolvable | checkIdentities finds it |
| A′ · path / sound reference | No | checkReferences, checkSounds — warning; the game itself says nothing |
| B · filename ↔ identifier | Structurally no | checkFileNames tells you the right name |
| C · texture / asset reference | No | checkAssets checks against the vanilla atlas |
| D · valid but not intended | Structurally no | checkPatterns measures the known patterns |
| E · manifest that never loads | No — the stale type is still listed | checkManifest names the right type |
| F · Molang | No — nothing looks inside the string | checkMolang; unknown-query is an error, measured in game |
| G · component name | No — both schema sources let it through | checkComponents, still a warning (see below) |
| H · version-dependent required field | Structurally no — the requirement rides on format_version | checkRecipes — error, the recipe never loads |
F and G are worth reading twice. The game rejects both exactly as hard —
the whole block definition is dropped. F was raised to error and G was not,
because our own component index has a measured gap of 126 names. What
decides severity is not only "what does the game do" but "how complete is our
list" — two separate questions, and neither is answered without measuring.
The tools find and report, they do not write — the endpoint is read-only, fixing is the caller's job. The half that is still open is written down too: docs/VALIDATION-LIMITS.md
This is where the confusion hurts most, and it is half the reason the tool exists:
| Number | Example | Where it is used |
|---|---|---|
| Marketing number | 26.40 | Announcements only. Never written into any file |
| Game / data version | 1.26.40.5 | data/ folder name, data indexes |
min_engine_version | [1, 26, 40] | manifest.json — a three-part array |
@minecraft/server module version | 2.9.0 | manifest.json → dependencies |
format_version | 1.21.100, 1.13.0, 2 | Content files |
`format_version` is an axis of its own and has nothing to do with the game version: it is the schema version of that file type. Block 1.21.100, feature rule 1.13.0, spawn rule 1.8.0, manifest 2. It does not change when the game version changes.
The module version is a trap of its own — the game version arrives *embedded inside* the prerelease tag:
2.9.0 stable module version (npm "latest")
2.11.0-beta.1.26.50-preview.27 module 2.11.0, game 1.26.50-preview.27
Correct values are not recalled, they are read from the schema — which is exactly what get_schema and get_version_info are for.
flowchart LR
C["Claude you bring the model"] -->|MCP / HTTP| M["packages/mcp 9 read-only tools"] M --> V["packages/validator ajv · tsc · commands · python"] V --> K["packages/knowledge lookup · version resolution"] K --> D[("data/ indexes per version")] P["pipeline/ daily cron"] -->|produces| D U["Mojang · Blockception npm · MicrosoftDocs"] -->|fetches| P
Dependencies point one way: mcp → validator → knowledge → data. Nothing imports backwards.
There is no build step. Node runs the .ts files directly; tsc is used only for type checking and, as a subprocess, for validate_script.
data/ is not a database — it is a set of indexes that live in git and are versioned there. Eight collectors produce it from four upstream sources.
| Source | What it gives | License |
|---|---|---|
Mojang/bedrock-samples | Block/item/entity identifiers, command grammar, texture atlas | Minecraft EULA — *derived facts only* |
Blockception/…json-schemas | The schemas validation runs against | BSD-3-Clause |
npm @minecraft/* | Script type definitions | MIT |
MicrosoftDocs/minecraft-creator | Release notes | CC-BY-4.0 |
A scheduled GitHub Action refreshes it, and a freshness check reports when the data goes stale. The cron is set to 05:00 UTC — but it does not run then. All five scheduled runs measured on 03-09-2026 started late, the earliest by 4h24m, ~5h on average; GitHub queues scheduled jobs and delays them under load. So the indexes can be up to 1 day + ~5 hours old.
Raw upstream data never enters the repo. Only derived facts are indexed: whether an identifier exists, the name of a field, a version number. Reasoning and measurements: docs/SOURCES.md
packages/mcp/test/no-llm.test.tsreadOnlyHintIn this repo, "it works" and "it was measured" are different things. A claim is written only once it has been measured, and how it was measured is written next to it — with the date. A measurement that turns out wrong is not deleted; it is struck through and where it went is written down.
That is what the "measured (date)" comments in the code are: each one is the record of something that really did break, once.
The documents below are in Turkish — they are the developer's notebook. The product surface is English: the tools, the server instructions, every finding and error message, and the site.
CLAUDE.md | Architecture, invariants, version axes |
docs/MCP.md | Endpoint, setup, tool contract |
docs/mcp-kullanim.md | The tools in real use, measurement log |
docs/site-icerik.md | The usage site's content and measurement log |
docs/SOURCES.md | Data sources and their licenses |
docs/VALIDATION-LIMITS.md | What validation does not catch |
docs/COMMANDS.md | Command validation and its scope |
docs/WEBSOCKET.md | The WebSocket bridge and its measurement |
The code is Apache-2.0. The repo carries third-party content under three separate licenses and produces data derived from a fourth — THIRD-PARTY-NOTICES.md says which is which.
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.