原型 · 预览版:收录官方注册中心里的全部服务器,每 30 分钟同步一次。评价和账户功能将在后续阶段推出。
PopNx MCP为使用 AI 的人准备的 MCP 服务器 · 用大白话讲清楚

loenn-mcp

作者:Magedeline版本 7.2.0i★ –i在你的电脑上运行
注册名称io.github.Magedeline/loenn-mcp

安装

概览

作者提供的说明(英文原文)

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

PopNx MCP 的三大支柱

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。

它能帮你做什么

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。

  • 连接方式: 在你的电脑上运行
  • 传输方式: stdio
  • 分类: 旅行、地图与天气

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

  • 基础检查:1 项中通过 1 项
  • 在你的电脑上运行,拥有你的用户账户的权限(文件、网络、应用)。
  • 需要你自己填写: LOENN_MCP_WORKSPACE

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 …”。

下载作者的 .mcpb 文件

链接指向作者自己的文件;我们不托管也不重新打包它。打开文件后,Claude Desktop 会进行安装。

在终端中运行这条命令

运行前请先填写空着的值。

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。

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。

需要你填写的值

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

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。

它能做什么

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。

基础检查i

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7日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 Magedeline 验证,该账户拥有此仓库

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • – 不适用

    端点有响应

    它在你的电脑上运行,没有互联网端点

  • – 不适用

    使用 OAuth 登录

    在你的电脑上运行,改用本地设置

  • … 尚未检查

    工具描述中没有隐藏指令

    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“旅行、地图与天气”中的其他服务器比较i

  • 星标数多于此分类中其他 1706 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 1706 个服务器的 67% 更新
  • 基础检查结果等于或优于此分类中其他 1706 个服务器的 100%

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。

常见问题

loenn-mcp 安全吗?

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。

它需要哪些密钥或代码?

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。

它在我的电脑上运行还是在云端?

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)。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(7.2.0)于16天前进入注册中心。

哪些应用可以使用它?

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 MCPB。

有什么可以替代它?

同一分类中有:Korea Realty, Agent Data Tools: Everyday data, CGC Airport Transfers

替代选择

同一分类中其他作者的服务器,按星标数排序。

如何看卡片:★ 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

Korea Realty

作者:sallim-app

Korean real estate: court auctions, 10M+ MOLIT records, subscription notice facts, loan/DSR rules

在云端运行今天更新
安装

CGC Airport Transfers

作者:cgctransfers.com.au

Fixed-price quotes and bookings for private airport transfers: Gold Coast, Brisbane, Byron Bay.

在云端运行今天更新
安装

作者的 README

打开 README

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。

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

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