Odel
CodeCraft

CodeCraft

@tanertalasTypeScriptApache-2.0Updated 2 days ago

Checks whether generated Minecraft Bedrock content will actually load. Nine read-only tools.

Server endpointStreamable HTTPNo authProbed

This is the third-party server itself — Odel doesn't run it. Hitting this URL directly talks straight to the upstream server with no auth or proxying. Connect through Odel to front it with managed auth.

CodeCraft

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.

data license MCP Bedrock

Usage site · setup, tool reference, and where validation ends


Why it exists

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": [
-   { "type": "javascript", "entry": "scripts/main.js" }
+   { "type": "script", "language": "javascript", "entry": "scripts/main.js" }
  ]

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.

Nine tools

All nine are read-only. The server writes nothing, sends data nowhere, and keeps no user data.

ToolWhat it returnsWhen
check_feasibilityWhether Bedrock can do this at all; if not, why, and the alternativeBefore anything is generated
get_version_infoWhich version number goes where, which modules, which format_versions are validBefore writing files
get_schemaThe required fields and the field list at that nodeBefore writing files
lookup_idWhether an identifier exists, what type it is, what block states it hasFor every identifier recalled from memory
validate_jsonSchema errors carrying a JSON pointerFor every JSON file produced
validate_commandCommand, arity, selector, block stateBefore handing over a command
validate_scriptReal tsc diagnostics with line, column and TS codeFor every API call
validate_pythonSyntax, embedded commands, and the /connect envelopeFor out-of-game automation scripts
review_packEvery file, plus the things a schema structurally cannot seeThe last step before handing anything over

The order is not alphabetical, it is the order of use — and tools/list preserves it.

Setup

Endpointhttps://codecraft-ashy-seven.vercel.app/mcp
Usage sitecodecraft-ashy-seven.vercel.app — four pages: home, setup, tools, limits
TransportStateless Streamable HTTP, POST only
AuthenticationNone — 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):

  1. Customize → Connectors → add a custom connector
  2. Paste the endpoint address
  3. Save

Three things you should see once it connects — a single "it worked" is not enough:

  • The tool count is 9, complete
  • The client classifies them as "read only tools" — a separate permission class
  • Our own titles are visible, e.g. "Can Bedrock do this" — the tool surface is English

More: docs/MCP.md

Where validation ends

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.

ClassDoes the schema catch itWhat CodeCraft does
A · identity referenceNo, but resolvablecheckIdentities finds it
A′ · path / sound referenceNocheckReferences, checkSounds — warning; the game itself says nothing
B · filename ↔ identifierStructurally nocheckFileNames tells you the right name
C · texture / asset referenceNocheckAssets checks against the vanilla atlas
D · valid but not intendedStructurally nocheckPatterns measures the known patterns
E · manifest that never loadsNo — the stale type is still listedcheckManifest names the right type
F · MolangNo — nothing looks inside the stringcheckMolang; unknown-query is an error, measured in game
G · component nameNo — both schema sources let it throughcheckComponents, still a warning (see below)
H · version-dependent required fieldStructurally no — the requirement rides on format_versioncheckRecipeserror, 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

Bedrock has five separate version numbers

This is where the confusion hurts most, and it is half the reason the tool exists:

NumberExampleWhere it is used
Marketing number26.40Announcements only. Never written into any file
Game / data version1.26.40.5data/ folder name, data indexes
min_engine_version[1, 26, 40]manifest.json — a three-part array
@minecraft/server module version2.9.0manifest.jsondependencies
format_version1.21.100, 1.13.0, 2Content 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.

Architecture

flowchart LR
    C["Claude<br/>you bring the model"] -->|MCP / HTTP| M["packages/mcp<br/>9 read-only tools"]
    M --> V["packages/validator<br/>ajv · tsc · commands · python"]
    V --> K["packages/knowledge<br/>lookup · version resolution"]
    K --> D[("data/<br/>indexes per version")]
    P["pipeline/<br/>daily cron"] -->|produces| D
    U["Mojang · Blockception<br/>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

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.

SourceWhat it givesLicense
Mojang/bedrock-samplesBlock/item/entity identifiers, command grammar, texture atlasMinecraft EULA — derived facts only
Blockception/…json-schemasThe schemas validation runs againstBSD-3-Clause
npm @minecraft/*Script type definitionsMIT
MicrosoftDocs/minecraft-creatorRelease notesCC-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

Invariants

  1. The validation layer never calls an LLM. No package in this repo depends on an LLM SDK. The rule is not a sentence, it is a measurement: packages/mcp/test/no-llm.test.ts
  2. The endpoint is read-only. All nine tools carry readOnlyHint
  3. data/ lives in git. No database
  4. The free tier is a requirement, not a constraint
  5. Raw upstream data never enters the repo

How measurement is written down

In 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.

Documents

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.mdArchitecture, invariants, version axes
docs/MCP.mdEndpoint, setup, tool contract
docs/mcp-kullanim.mdThe tools in real use, measurement log
docs/site-icerik.mdThe usage site's content and measurement log
docs/SOURCES.mdData sources and their licenses
docs/VALIDATION-LIMITS.mdWhat validation does not catch
docs/COMMANDS.mdCommand validation and its scope
docs/WEBSOCKET.mdThe WebSocket bridge and its measurement

License

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.