DesyncedMCP
Enables AI assistants to develop Desynced mods by providing direct access to the game's Lua API reference, base-game source, live logs, and installed mods, plus live control via a debugger link for evaluating and reloading Lua in the running game.
README
DesyncedMCP
MCP server for Desynced mod development. Gives an AI assistant (Claude Code or any MCP client) direct access to the game's Lua API reference, base-game source, live game logs and installed mods.
Tools
Static (filesystem)
| Tool | Purpose |
|---|---|
search_lua_api |
Search the official Lua API reference (vendored in docs/lua-api.txt) |
search_game_source |
Regex search over base game (main/) + mods Lua/JSON in the workspace |
get_game_logs |
Tail a game log file if one exists (see -abslog note below) |
list_mods |
List mods the game will load vs. mods in the workspace |
read_game_file |
Read any workspace source file by relative path with line range |
Live (lrdb debugger link, game running with -moddev)
| Tool | Purpose |
|---|---|
game_status |
Live snapshot: tick, player faction, entity count, active mod settings |
game_logs |
Output captured live (print/errors/BOOT); survives crashes up to the moment of death |
game_eval |
Execute arbitrary Lua inside the running game and return the result |
game_reload |
Debug.Reload() — hot reload all mod Lua, exactly like pressing F7 |
The link speaks the satoren lrdb protocol (newline-delimited JSON-RPC, no
init) against 127.0.0.1:21110. The game's debug server takes commands
from a single client: while this server is linked, the in-game log console
goes silent (output is redirected to the link) and VS Code cannot attach.
The VM answers eval only while executing Lua, so an idle menu can time out.
Simulation bridge (companion mod)
game_eval runs in the game's UI Lua VM, where simulation mutations are
blocked. Controlling the game (move, deploy, mine, construct...) requires
the companion mod Desynced MCP Bridge on the Steam Workshop,
which exposes
FactionAction.MCPSimCmd into the simulation context. This server works
without it for read-only tools (logs, status, eval reads, hot reload).
Setup
npm install
npm test # smoke test
Register in Claude Code (project scope):
claude mcp add desynced --scope project -- node <path-to>/DesyncedMCP/server.js
Configuration (env vars)
| Var | Default |
|---|---|
DESYNCED_WORKSPACE |
current working directory — point it at the folder holding your mod sources |
DESYNCED_GAME_MODS |
C:/Program Files (x86)/Steam/steamapps/common/Desynced/Desynced/Content/mods — set it if Steam lives elsewhere (custom library folder) |
DESYNCED_SAVED |
%LOCALAPPDATA%/Desynced/Saved |
Searching the base game (optional)
The game ships its entire base game as main.zip inside the mods folder
and always loads it zipped — it is never extracted in a normal install. To
let search_game_source and read_game_file see the base-game Lua, unzip
main.zip into a main/ folder inside your workspace with any zip tool.
This is purely a development convenience; the game neither needs nor uses
the extracted copy.
Game-side requirements
The server itself runs outside the game — nothing to install in the game. For logs to exist, launch Desynced with these Steam launch options:
-moddev -log
-moddev enables the mod developer mode (hot reload with F7, strict data checks, log console); -log writes the log file this server reads.
Roadmap
deploy_mod: copy a workspace mod into the game mods dir (replacing the manual copy step)- Live bridge over the lrdb debug protocol (
localhost:21110in-moddev): eval Lua in the running game, inspect entities/factions, triggerDebug.Reload() - Workshop publishing via DesyncedModUploader
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