Open Food Facts MCP
MCP server for Open Food Facts product, ingredient, allergen, and nutrition lookup.
作者提供的说明(英文原文)
Local MCP server: detects a game's engine and gives agents native binary analysis/patching tools.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"mcpServers": {
"universal-game-modder": {
"command": "npx",
"args": [
"-y",
"universal-game-modder"
]
}
}
}在终端中运行这条命令
claude mcp add universal-game-modder -- npx -y universal-game-modder粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"universal-game-modder": {
"command": "npx",
"args": [
"-y",
"universal-game-modder"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"servers": {
"universal-game-modder": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"universal-game-modder"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月8日
注册名称已通过 GitHub 账户 doritoman90000 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(0.1.4)于2个月前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Open Food Facts MCP, Modrinth MCP, Lichess MCP
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
MCP server for Open Food Facts product, ingredient, allergen, and nutrition lookup.
Search Minecraft mods on Modrinth, filter by loader/game version, browse versions.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
One MCP server to inspect and mod any game — driven by an AI agent.
Universal Game Modder (UGM) is a local Model Context Protocol server that gives an AI agent (like Claude in Claude Code) hands for game reverse-engineering and modding: it auto-detects a game's engine, then exposes a toolset for analyzing and patching the binaries — all running locally on your own machine, no cloud, no telemetry.
This is the free open-core edition (v0.1.3).
UGM is a general-purpose binary-analysis and interoperability tool. It is meant for modding, interoperability, security research, and education on software you legally own or are authorized to analyze. You are responsible for how you use it. Before installing, read ACCEPTABLE_USE.md and LICENSE-EULA.md.
The guided game-modder workflow skill and the delegated decompilation backends land in a later release; this edition is the MCP server + engine detection + the native toolset.
The web dashboard, the delegated Unity/Unreal/JAR decompilation backends, and native disassembly are part of the Pro tier and are not included here. The free edition is fully functional on its own for engine detection and native binary work.
better-sqlite3)# from the repo root
./setup.ps1
Or manually (dist/ ships prebuilt; there is nothing to compile in this edition):
npm install
Then register the server with your MCP client. For Claude Code, add to your MCP config:
{
"mcpServers": { "universal-game-modder": { "command": "node", "args": ["dist/index.js"] } } }
On first run, ugm.config.json ships with empty placeholders — the free edition needs no external paths. (The Pro delegate backends are where those get filled in.)
The server reads the first of these that exists and merges it over built-in defaults:
UGM_CONFIG environment variableugm.config.local.json next to package.json — your machine-specific paths; keep it out of version control (the repo's .gitignore already does)ugm.config.json — the tracked file, placeholders onlySo you can fill in backend paths without ever editing a file that could end up in a release or a pull request.
Once connected, ask your agent to work through these. Every example below is executed against a real binary before each release — see Verified examples.
Parameter naming: file-level tools take `file_path` (and
file_path_a/file_path_bfor comparisons). Game-directory tools take `game_path`. Disassembly tools take `binary_path`.
1. Detect what a game is built with:
detect_engine { "game_path": "C:\\Path\\To\\Game" }
2. Set it as the active target:
load_game { "game_path": "C:\\Path\\To\\Game" }
3. Analyze a binary:
analyze_file_format { "file_path": "...\\SomeBinary.dll" } # magic bytes, managed vs native
analyze_pe_full { "file_path": "...\\SomeBinary.exe" } # PE headers, sections, data directories
4. Search and inspect:
extract_strings { "file_path": "...", "min_length": 8 }
extract_dll_classes { "file_path": "...", "search_terms": ["Health","Damage"] } pattern_scan { "file_path": "...", "pattern": "48 8B ?? ?? ?? ?? ??" } search_binary_pattern { "file_path": "...", "patterns": ["maxHealth"] }
5. Patch and verify:
hex_read { "file_path": "...", "offset": 4096, "length": 64 }
hex_replace { "file_path": "...", "search_hex": "90 90", "replace_hex": "EB 00" } calculate_checksums { "file_path": "..." } # before/after integrity compare_binaries_detailed { "file_path_a": "...", "file_path_b": "..." }
6. Disassemble (native, included):
disassemble_function { "binary_path": "...\\SomeBinary.exe", "rva": 4096 }
disassemble_range { "binary_path": "...\\SomeBinary.exe", "rva": 4096 }
These 29 tools run entirely in-process and need no external backend.
Native binary tools (19) — all take file_path unless noted: Detection / PE: analyze_pe_full, analyze_file_format, analyze_dll_structure, rva_to_offset (+rva), offset_to_rva (+offset) Hex: hex_read (+offset), hex_write (+offset,hex_data), hex_search (+hex_pattern), hex_replace (+replace_hex) Scanning: pattern_scan (+pattern), pattern_scan_all (+pattern), search_binary_pattern (+patterns) Strings / classes: extract_strings, extract_strings_advanced, extract_dll_classes Integrity / diff: calculate_checksums, compare_binaries_detailed (file_path_a,file_path_b) Godot: analyze_godot_pck Disassembly: disassemble_function (binary_path,rva)
Workflow / session tools (10): detect_engine, load_game, game_status, find_steam_games, mod_this_game, find_gameplay_values, build_and_deploy, debug_mod, scaffold_mod, list_available_tools
For transparency: the server advertises 100 tools total. The other 64 are the Unity (27), Unreal (11), and Java/JAR (26) decompilation suites, which route to external Pro-tier backend executables. They appear in the tool list, but calling one without a configured backend returns a clear error:
ERROR: Backend unity-decompiler not configured (missing executable path)
That is expected behavior in the free edition, not a defect. Configure their paths in ugm.config.json (Pro) to enable them.
The Quickstart calls above are not aspirational. Each release is gated on a verification pass that executes them against a real PE binary and requires every one to return real data. The v0.1.3 pass (2026-09-02, on the restored release cut) ran the gate's 20 documented calls plus 3 clean-failure checks; results are recorded in VERIFICATION.md.
The UGM code is released under the MIT License. Use of the tool is additionally governed by LICENSE-EULA.md and ACCEPTABLE_USE.md. Third-party components used by the Pro-tier backends are attributed in licenses/.
See CHANGELOG.md. Current version: v0.1.3 — the config can no longer ship machine paths, and the release was restored and re-verified after a disk incident. v0.1.2 fixed engine detection; v0.1.1 fixed the docs and added the gate.