| name | setup-connect |
| description | Step 4 of 4 of the Minecraft Java MCP setup. Register the running minecraft-java MCP server (the Fabric mod) with Claude (Claude Code or Claude Desktop) so the Java world tools become available, then verify the connection with a live test call. Use when the user has the MCP server running and needs to connect Claude to their Minecraft world. |
Connect Claude to the Minecraft world (Step 4 of 4)
This is the final phase of the Minecraft Java MCP setup. It assumes Phase 3
(setup-server) is done: the mod is running and /healthz returns OK.
Before starting, get from the user:
- The
/mcp URL — http://<host>:<port>/mcp, e.g.
http://localhost:8765/mcp. Use localhost only if Claude runs on the same
machine as Minecraft; otherwise the host's LAN IP or hostname. If the mod
uses TLS, the scheme is https.
- The bearer token — only for a dedicated/remote setup (the token captured
in Phase 3). A single-player localhost setup has no token.
Name the server minecraft-java. The builder agent and skills in this
plugin expect MCP tools under that name (mcp__minecraft-java__*). Use
exactly minecraft-java as the server name below.
One or two servers? (world + inspection)
The mod exposes two MCP servers from one jar. Connect whichever match the
user's setup:
minecraft-java — the world server (read/write the world: level_*,
block_*, entity_*, …). Runs wherever a Minecraft server runs — a dedicated
server, or single-player's integrated server. Default http://localhost:8765/mcp.
Always connect this.
minecraft-java-client — the inspection server: SEE the world the way
a player does. view_capture returns the player's actual first-person frame as
a PNG; sense_crosshair / sense_raycast / sense_entities / sense_screen /
client_status read client-side perception. Runs inside a real, rendered
client. Default http://localhost:8766/mcp. Connect this only when a real
client is running (see patterns below). Name it exactly
minecraft-java-client — exec-inspect looks for mcp__minecraft-java-client__*.
The three supported patterns:
| Pattern | What's running | Connect |
|---|
| Server-only | a dedicated/headless server | minecraft-java only |
| Client-only | a single-player client (its integrated server runs too) | both — one process serves 8765 (world) + 8766 (inspection) |
| Server + client combo | a dedicated server + a separate client joined to it | both — minecraft-java on the server host:8765, minecraft-java-client on the client host:8766 |
The inspection server is optional: everything builds without it; it adds the
real-pixel "what does this look like in-game" check that exec-inspect uses when
present (and falls back to the synthetic block_render_region + a user screenshot
when absent).
Ask the user which Claude they're connecting: Claude Code (CLI / IDE
extension) or Claude Desktop. Follow the matching section.
Connecting Claude Code
The mod speaks the Streamable HTTP transport, which Claude Code supports
natively. Use claude mcp add.
Single-player / localhost (no token):
claude mcp add --transport http minecraft-java "http://localhost:8765/mcp"
Add the inspection server when a real client is running (single-player, or a
client joined to the server) — see the patterns table above:
claude mcp add --transport http minecraft-java-client "http://localhost:8766/mcp"
For a server+client combo, point each at its own host (the world server on the
dedicated host, the inspection server on the client host). Add a matching
--header "Authorization: Bearer <token>" if that endpoint requires auth.
Dedicated / remote (with token):
claude mcp add --transport http minecraft-java "http://<host>:8765/mcp" \
--header "Authorization: Bearer <token>"
Pick a scope with -s: local (default, this project only), project
(shared via a committed .mcp.json), or user (all projects on this machine).
For a personal setup, user is usually what the user wants: -s user.
Do not commit the token. If the user wants project scope on a remote setup,
write .mcp.json with the token pulled from an environment variable instead of
inlining it. This plugin ships .mcp.json.example showing that pattern:
{
"mcpServers": {
"minecraft-java": {
"type": "http",
"url": "${MINECRAFT_MCP_URL:-http://localhost:8765/mcp}",
"headers": { "Authorization": "Bearer ${MINECRAFT_MCP_TOKEN}" }
}
}
}
For localhost single-player, drop the headers block entirely — just the
type and url are needed.
After adding it, the user restarts Claude Code (or reloads the window in the
IDE extension). Confirm the server shows up with claude mcp list or /mcp —
it should report minecraft-java as connected.
Connecting Claude Desktop
Two options:
A — Native custom connector (preferred, if the user's Claude Desktop has
it). In Settings → Connectors, add a custom connector with the URL
http://<host>:8765/mcp. For a remote setup, add a header
Authorization: Bearer <token>; for localhost, no header.
B — Via the mcp-remote adapter. Edit Claude Desktop's config file:
- macOS:
~/Library/Application Support/Claude/claude_desktop_config.json
- Windows:
%APPDATA%\Claude\claude_desktop_config.json
Localhost (no token):
{
"mcpServers": {
"minecraft-java": {
"command": "npx",
"args": ["-y", "mcp-remote", "http://localhost:8765/mcp"]
}
}
}
Remote (with token):
{
"mcpServers": {
"minecraft-java": {
"command": "npx",
"args": [
"-y",
"mcp-remote",
"http://<host>:8765/mcp",
"--header",
"Authorization:${AUTH_HEADER}"
],
"env": {
"AUTH_HEADER": "Bearer <token>"
}
}
}
}
The token goes through the AUTH_HEADER env var so its space (Bearer <space>token)
isn't mangled by argument parsing. Then fully restart Claude Desktop — the
tools appear under the tools (🔌) menu once it reconnects.
Verify the connection
A registered server isn't a working one — confirm with a live call:
- Make sure at least one world is loaded (and, ideally, a player is in it —
many tools act relative to players or the world).
- Call
server_get_status — it needs no arguments and no player. A
successful response (Minecraft version, TPS, online player count, loaded
dimensions) means the chain is up: Claude → MCP server (the mod) → world.
Then level_get_info with dimension: "minecraft:overworld" confirms
world-level reads work.
- As a visible smoke test, run
command_execute with say MCP connected and
confirm the user sees the message in the in-game chat.
- If you connected
minecraft-java-client: call client_status — it
needs no arguments and confirms the inspection client is in a world (it
reports in_game, position, facing). Then view_capture returns the
player's first-person frame as an image you can Read. A successful capture
means the real-pixel inspection path is live. (If client_status reports
in_game: false, the client is on the title screen — join a world and retry.)
view_capture defaults to close_screen: true, so it dismisses the pause/Esc
menu that opens when you alt-tab and still returns a clean world frame; to stop
that menu opening on focus loss at all, toggle Pause on Lost Focus off in-game
with F3 + P. The client window must not be minimized (minimized = no
rendering = no capture).
If a call fails:
- Auth / 401 — wrong or missing token on a remote setup, or a stray space
in the header. (
/healthz works without auth, so a 401 on tool calls but a
healthy /healthz points squarely at the token.)
- Connection refused / timeout — the mod isn't running (no world loaded /
server down), wrong host:port, or a firewall between Claude and the host.
- Tools connect but calls error about no world / no player — load a world
and have a player join, then retry.
Wrap up
Once server_get_status returns cleanly, the setup is complete:
Tell the user they're done — all four phases are complete. Suggest next steps:
- Try a simple prompt: "What's the time and weather? Set it to clear midday."
- Try building: "Build a small stone-brick house near the nearest player."
Claude works through the Java MCP tools to plan and place blocks in the world.