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Tmodloader MCP

User RatingsBe the first to rate and review this MCP server! Enrichment pendingWe haven’t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time β€” check back soon.
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Drive a running tModLoader (Terraria) instance from an agent: launch, query, screenshot, read state.

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β€” or use 1-click editor setup below.

One-click editor setup isn’t available for this listing yet β€” we don’t have a confirmed install command, and we’d rather show nothing than point your editor at the wrong package or host. Follow the project’s own setup instructions, linked above.

Manual Client & Custom JSON ConfigExpand JSON β–Ύ
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself β€” its README, its docs, or a verified owner. We haven’t found those for tmodloader-mcp, and we’d rather show nothing than a guess you’d paste into your client. Follow the project’s own setup instructions for the current steps.
Install Directory Badge Claim listing AlternativesπŸ’» More in Developer Tools

Documentation Overview

a pixel-art blue slime

tmodloader-mcp

Drive a running tModLoader instance from an agent β€” launch it, ask it questions, photograph it, and read its state back as structured data.

CI PyPI Python 3.12 | 3.13 MIT

How it works Β· Quick start Β· Configuration Β· Known limits

Game engines have grown MCP servers β€” Unity, Unreal, Godot and Defold all have one, so an assistant can see a real scene instead of guessing from a prompt. tModLoader has not had one. This is that.

A running game at noon: the player at spawn among blue slimes, forest, HUD

The tool staged its own screenshot β€” time:noon, teleport:spawn, spawn:1,25, shot:full β€” read from the game's back buffer, so a window in front of the game cannot be in the picture (How it works starts there). Trimmed of the unexplored dark below the terrain; otherwise exactly as returned.

Status: alpha β€” it has only ever run on one install; see Known limits before adopting it. Nothing defaults to anybody's install, the mod-side half is a folder you vendor (responder/), and CI compiles it with nothing of any mod's on the compile line.

Quick start

server.ts
uv tool install tmodloader-mcp    # or: pip install tmodloader-mcp

# the two paths with no default β€” every plausible default names somebody's install
export TMODLOADER_SAVE_DIR="/mnt/c/Users/<you>/Documents/My Games/Terraria/tModLoader"
export TMODLOADER_MOD_SOURCE="$TMODLOADER_SAVE_DIR/ModSources/<YourMod>"

Then:

  1. Vendor the responder β€” copy responder/ into your mod's source tree and subclass DevResponder. It is a folder of C#, not a PyPI dependency, because it compiles inside your mod.
  2. Point your MCP client at the server β€” the block in Using it from Claude Code.
  3. Ask the game something β€” launch, then diag. Or open with the start_a_session prompt, which lists the worlds and characters that actually exist here.

This needs WSL2 driving a Windows tModLoader β€” Requirements says why before anything else does.

How it works

The game is asked by writing a file it polls, not by sending it input:

text
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  an agent β€” Claude Code, or anything speaking MCP   β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                       β”‚  tools Β· prompts Β· capture:// resources
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  tmodloader-mcp β€” this package (Python, WSL2)       β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                       β”‚  writes  <mod>-capture.trigger
                       β”‚  reads   <mod>-diag-<token>.txt,
                       β”‚          <mod>-shot-<token>.png, ...
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  the tModLoader save directory                      β”‚
β”‚  plain files on disk β€” no socket, no keystrokes     β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–²β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                       β”‚  polls every few frames, writes
                       β”‚  each answer next to its trigger
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  DevResponder β€” C# you vendor into YOUR mod,        β”‚
β”‚  inside tModLoader, a real game, on Windows         β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

No synthetic keystrokes, no window focus, and nothing that can be fooled by another window sitting on top of the game. That last point is the reason for the design: OS-level screen capture was tried first and returned a picture of Discord β€” a window in front of the game β€” while passing every check available. Reading the game's own back buffer cannot contain another window by construction, not by luck.

Captures name a region and have no default. The frame holds only the game, but that still includes a character name, a world name and any chat on screen, so a request says which corner it wants.

The mod side of that protocol β€” every filename, what each one contains, and which failures it has to be able to express β€” is written down in docs/MOD_CONTRACT.md, and implemented in responder/. You can read the contract or vendor the folder; the folder is the same document with a compiler checking it.

Since 0.6.0 replies are tagged: a request may carry a short id the responder echoes back first, so a late answer can never be mistaken for the next request's. Older vendored copies keep working β€” the tag is only sent to a responder that advertises taking it.

What the mod side answers

These are verbs, driven through the trigger tool, not separate MCP tools.

The reads come with the base class β€” every consumer serves them, and vendoring an upgrade can never hand your mod a power it did not have before:

VerbWhat it answers
capture / shota photograph of the frame, by named region
diagwhatever your mod chose to report
tilestile-type counts in a rectangle
entitiesNPC, item or projectile counts, filterable by rectangle
findone line per entity: id, position, health
playerswho is connected

The writes are opt-ins, each one line you write in RegisterCommands:

Opt-inVerbs it adds
DevMutationstime weather spawn give teleport settile cleartile despawn
DevCommandBridgecommand commandlist β€” runs any mod's own registered ModCommands
DevChatchat say

One line each is deliberately the whole mechanism: not a setting, not a marker file, not an environment variable, because each of those can be switched on somewhere other than the source somebody will read when they ask why an NPC appeared in their world. responder/README.md has the detail, including why DevCommandBridge is the answer to "what about an escape hatch" and why there is no reflect_invoke here.

The answers, verbatim

Every line below is real β€” the same server and client the live checks drive, quoted rather than paraphrased:

text
spawn:1,20        OK: spawned 20 of 20 id=1 at tile 2101,252

time:dusk         sent to a CLIENT:
                  REFUSED: "time" changes something the SERVER owns, and a
                  client that changed it would be corrected by the next world
                  packet - the change would appear to work and then undo
                  itself. Send this to the server: time@<server-address>.

give:8,5          sent to the SERVER:
                  REFUSED: "give" needs a local player, and a dedicated
                  server has none - it runs the world without standing in
                  it. Ask a client, by name.

spawn:0,1         REFUSED: 0 is not a NPC id - it is how Terraria spells
                  "nothing", so this would have succeeded and done nothing

spawn:banana,5    REFUSED: "banana" is not a positive whole NPC id

time:teatime      REFUSED: "teatime" is not one of dawn, noon, dusk, midnight

tiles:0,0,1000,1000
                  REFUSED: 1000 by 1000 is 1000000 tiles, past the limit of
                  16384 one query may scan

The refusals are the point. Each one says what was wrong, what would have been right, and β€” when the verb belongs to the other side of the wire β€” where to send it instead, because the reader is an agent and an agent retries exactly as well as the refusal explains.

The tool surface

Most of what this does could be a CLI, and where that is true it should stay one β€” a stateless local binary does not need a protocol in front of it. What earns the surface here is that a running game is not stateless:

A session

Read the full README β†’View source on GitHub β†’

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Frequently Asked Questions about Tmodloader MCP

We don't have a confirmed install command for tmodloader-mcp yet, so we don't publish a generated one β€” a guessed package name would point at the wrong package or none at all. Follow the project's own README or setup instructions (https://github.com/musharna/tmodloader-mcp) for the current steps.

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Technical Specs & Signals

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Last updatedSep 28, 2026
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28Quality signal: Emerging Β· 28/100How this signal is calculated β–Ύ
Server availabilityNot measured

Not scored for repo-hosted servers β€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership8/20
Documentation & tools12/30
Adoption & activity1/15
Community engagement0/10

A guidance signal from public completeness & health data β€” not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

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