BlockBenchMCP

BlockBenchMCP

A Minecraft-oriented Model Context Protocol bridge for Blockbench that provides intent-based tools for modeling, texturing, animation, and exporting via a stdio MCP adapter and a Blockbench plugin.

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README

<p align="right"> <a href="./README.md">English</a> | <a href="./docs/README.zh-CN.md">简体中文</a> </p>

BlockBenchMCP

Minecraft-oriented Model Context Protocol as a pure Blockbench desktop plugin (≥ 5.1.0).

Install the plugin → it hosts loopback HTTP MCP → point Cursor at the URL. No separate Node adapter. Closing Blockbench stops MCP.

Intent-level tools (scaffold_biped, check_model, …) — not a thin UI mirror.

Install

Artifact (recommended): download blockbench_mcp.js from GitHub Releases.

From source:

git clone https://github.com/SwagRee/BlockBenchMCP.git
cd BlockBenchMCP
npm install && npm run build

Output: packages/plugin/dist/blockbench_mcp.js.

  1. Blockbench: File → Plugins → Load Plugin from File
  2. Allow network / net when prompted
  3. Listens on http://127.0.0.1:39741/mcp (or Tools → Start / Stop MCP Server)
  4. Settings: port + Bearer (default dev-local-secret)

Cursor

{
  "url": "http://127.0.0.1:39741/mcp",
  "headers": { "Authorization": "Bearer dev-local-secret" }
}

Open Blockbench first, enable MCP, call health.

Architecture

AI client  --HTTP MCP-->  packages/plugin (inside Blockbench)
Package Role
shared Zod, guides, tool contracts, tests
plugin Desktop plugin; in-process HTTP MCP + Host ports

Security: loopback only; Bearer required; file export needs propose_scoped_directory confirmation.

Scope (v1)

Format Priority
java_block P0
geckolib_model (needs GeckoLib plugin) P0
Bedrock entity / geo P1
Generic free-model / mesh brush Out of scope

Non-goals: trigger_action / emulate_clicks / risky_eval, full paint UI, Hytale, etc.

Main tools

Area Tools
Observe health, get_project_summary, check_model, capture_views (compact by default), get_guide
Geometry create_project, scaffold_biped, apply_geometry_batch, create_limb, mirror_elements
Texture ensure_texture, pack_box_uv, shade_model_base, paint_face_features, get_texture, auto_uv_cubes
Export propose_scoped_directory, export_model, upsert_animation

Mutations return explicit success/failure; unknown params hard-error. Prefer check_model over vision spam.

Workflow

  1. get_guide(modeling)
  2. create_project
  3. Entities: scaffold_biped / blocks: apply_geometry_batch
  4. Fix errors, then texture
  5. pack_box_uv → shade_model_base → paint_face_features (pack_box_uv / geometry follow project uv_mode: box vs per-face)
  6. capture_views only if needed

Check uv_mode on health / get_project_summary: java_block → face; Bedrock-style → box.

Agent skill

Pixel-art modeling playbook: skills/blockbench-pixel-art/openai.

License

MIT

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