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mcdev for Minecraft Mod Development

Search decompiled Minecraft source, then run Groovy inside the live game and read what it did.

by use-ai-for-mc ↗Code Intelligence & Repository IndexingCommunity

LABSCO SUMMARY

The decompiled game as an index, and the running game as a probe.

Modding questions split cleanly into 'what does this class actually do' and 'what is happening in the world right now', and this server answers both from the same session — a call-graph lookup over the decompiled client, then a Groovy snippet run inside the live JVM with a screenshot to confirm it. The static half works offline as soon as the version is prepared; the live half is opt-in behind a mod you install yourself.

What it is

A Minecraft mod-development server with two halves. The static half downloads and decompiles the Minecraft client and indexes it, so an agent can search classes, methods and call graphs offline. The runtime half talks to a running game through the DebugBridge mod. Package mcdev-mcp, version 2.2.1.

What you get

  • Symbol search over decompiled sources — mc_search by name pattern, mc_get_class and mc_get_method for the code itself, mc_list_classes and mc_list_packages to explore
  • Relationship answers a grep cannot give: mc_find_hierarchy for subclasses and implementors, mc_find_refs for callers and callees across the whole codebase
  • mc_version to set the active Minecraft version, which has to happen before any other static tool
  • Live Groovy execution inside the running client JVM — mc_execute, with mc_script_logs for reviewing past runs
  • Game state read back as data: mc_snapshot for position, health, dimension, time and weather, mc_nearby_entities, mc_entity_details, mc_nearby_blocks, mc_block_details, mc_looked_at_entity
  • Seeing what the player sees — mc_screenshot for a JPEG, mc_record_video for a multi-frame contact sheet, mc_screen_inspect for the current GUI structure
  • Visual markers to point a human at something: mc_set_entity_glow, mc_set_block_glow, mc_clear_block_glow
  • Item rendering as PNG through mc_get_item_texture, mc_get_item_texture_by_id and mc_get_entity_item_texture, plus mc_chat_history for recent client chat
  • Session control for the build-and-relaunch loop — mc_join_server, mc_leave_server, mc_quit_client, mc_wait_for_bridge, mc_wait_until_in_world

Requirements

Node.js 18+, Java 8+ for decompilation and the call graph (Java 17+ recommended for the callgraph command), and roughly 2 GB of disk per Minecraft version for the decompiled sources, symbol index and callgraph database. Preparing a version is a terminal step you run yourself — npx mcdev-mcp init with a version such as 1.21.11, taking a few minutes — and this is deliberate: the server exposes only read and query tools, so an agent connected to it cannot trigger init, rebuild, clean or callgraph. Clients then launch the server with the serve subcommand over stdio. Releases from 1.14 onward are supported, with Mojang's mappings downloaded automatically; the newer 26.x scheme ships pre-unobfuscated. The runtime tools additionally need the DebugBridge mod installed in the instance you want to drive — without it they report a connection error and the static half keeps working.

Setup effort

Follow the published steps — npx mcdev-mcp init -v 1.21.11