AI connection lets MCP clients such as Claude Desktop and Claude Code use NP Editor directly. The AI places blocks, takes screenshots to see the result, runs checks and exports. With the AI map generator (build_map), it can also build a whole map with terrain, roads, buildings and towns in one go.
AI app ──(MCP)── NPEditorMcp.exe ──(127.0.0.1, token)── NP Editor (live mode when it is open)
└── file mode when the editor is not running: opens and edits the .npworld directly
Check that mcp\NPEditorMcp.exe exists in the install folder.
In the editor, click Tools › Copy AI connection settings (for Claude Desktop). The config snippet is copied to the clipboard.
Register it in your AI app.
Claude Desktop: Paste it under mcpServers in %APPDATA%\Claude\claude_desktop_config.json and restart Claude Desktop.
Claude Code: claude mcp add npeditor -- "<install folder>\mcp\NPEditorMcp.exe"
Turn it on in the editor with Tools › Toggle AI connection (MCP). It is remembered for the next launch.
Tell the AI “Check the editor status.”
If the result of the status call the AI makes is mode: live, you are connected.
The installation also includes the skill skills\np-editor-builder\SKILL.md, which teaches the AI how to use these tools well. Add it as an account skill in the Claude app, or copy it to ~/.claude/skills/np-editor-builder/SKILL.md for Claude Code.
Since 0.9.3: NPEditorMcp also requires an account signed in through the editor to start. Open NP Editor and sign in first.
The AI’s edits appear in the viewport immediately. camera and screenshot are available. Shader looks apply to the preview immediately.
File
When the editor is not running
Opens and edits the .npworld directly. Instead of screenshots, view results with map_image and view_image. Shader looks exist only within this MCP session.
The default (--mode auto) is live mode when the editor is running and file mode otherwise.
If the mode changes midway, the first line of the result says so.
Describes the buildable parts, styles and map spec format, with examples.
place_blueprint
Builds one part on the existing ground. Parts are house · tower · hall · castle · road · plaza · fountain · portal · stall · well · street lamp · bridge · castle wall · grand stairs · tree · rock.
build_map
Builds a whole map from one map spec (np-mapspec JSON) in the order terrain → roads → structures → towns (houses along roads) → nature. Up to 1024×1024.
Detail level (detail)
Result
low
Massing (form) only
medium
Typical Minecraft building (default for place_blueprint)
high
The most detail possible with vanilla blocks — recessed windows · trim · overhangs · interiors · gardens
Styles (style) are medieval · fantasy_kingdom · nordic · desert.
Write "terrain": "keep" in the spec to build on the existing ground.
With review=true, a result summary is appended (building count per type · road connectivity · flooded roads · overlapping buildings, etc.).
One map = 1 undo step.
Example: if you say “Build a medieval town at high detail, with a central plaza, one castle and a river”, the AI checks the format with blueprints and calls build_map.
Neither looks for nor reads a jar. Same as the environment variable NPEDITOR_NO_JAR=1.
--dir <folder>
Base folder (default Documents\NPEditor)
--config
Prints the Claude Desktop config snippet and the Claude Code command.
--version
Version number
--no-jar takes precedence over --jar. Features that need the jar (palette, etc.) are unavailable, and colors come from a built-in approximate color table. Use it where a jar cannot be used, such as a public service.
If no jar is given, the 1.21.11 jar is searched for in the launcher folders by the same rules as the editor.
Results are saved under shaderpacks · resourcepacks · exports · looks in the base folder.