Korea Realty
Korean real estate: court auctions, 10M+ MOLIT records, subscription notice facts, loan/DSR rules
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.
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。
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 …”。
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。
LOENN_MCP_WORKSPACE env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7日
注册名称已通过 GitHub 账户 Magedeline 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(7.2.0)于16天前进入注册中心。
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 MCPB。
同一分类中有:Korea Realty, Agent Data Tools: Everyday data, CGC Airport Transfers
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
Korean real estate: court auctions, 10M+ MOLIT records, subscription notice facts, loan/DSR rules
25 tools: weather, time zones, sun and moon, earthquakes, countries. 25 free calls.
Fixed-price quotes and bookings for private airport transfers: Gold Coast, Brisbane, Byron Bay.
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。
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
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