About dungeondraft-mcp
dungeondraft-mcp lets Claude and other MCP clients inspect, edit, and export Dungeondraft map files without running Dungeondraft. It also converts Universal VTT exports into Foundry VTT v13 scene data.
Key features
- 01Inspect map levels, elements, and assets
- 02Edit objects, walls, floors, and lighting
- 03Set terrain and ambient lighting
- 04Duplicate maps and export Universal VTT
- 05Convert .dd2vtt files to Foundry scenes
- 06Back up and verify map edits
Use cases
- 01Build or modify rooms and props on a map
- 02Create day or night map variants
- 03Export edited maps for Universal VTT
- 04Import a .dd2vtt export into Foundry VTT
MCP support
Exposes map inspection, editing, asset search, export, and conversion tools to Claude and other MCP clients. Edits operate on configured map files without requiring Dungeondraft to run.
Configuration
Local server config is the same for every client. Copy it into your client’s MCP config file.
npx -y dungeondraft-mcpDD_MCP_ROOTSFolders the server may read and write maps in, separated by ;. Default: your Documents folderDUNGEONDRAFT_DIRDungeondraft install folder (contains Dungeondraft.pck), for built-in asset search. Auto-detected on WindowsDD_ASSET_DIRSDungeondraft asset folders with .dungeondraft_pack files, separated by ;Local servers need a runtime on your machine (e.g. Node.js 18+). Config file locations differ by client; see your client’s docs.
Tools
Local servers expose tools only once running on your machine, and the maintainer has not provided a tool list.
Details
From the project READMEdungeondraft-mcp
An MCP server that lets Claude (or any MCP client) read, edit and export Dungeondraft maps. It works directly on .dungeondraft_map files, so Dungeondraft doesn't need to be running. It also converts Universal VTT exports (.dd2vtt) into Foundry VTT v13 scenes.
Ask things like "build a small tavern in the north-east corner of my crossroads map", "make a night version of this map", or "turn this dd2vtt into a Foundry scene".
Not affiliated with Dungeondraft or Megasploot. For live editing inside a running Dungeondraft, see battlemap-mcp. The two work well side by side.
Tools
| Tool | What it does |
|---|---|
list-maps | Finds .dungeondraft_map files in the configured folders |
inspect-map | Summary: size, levels, element counts, terrain, packs, most-used assets. Can list elements (node id, asset, grid position) by type and area |
list-assets | Searches built-in assets and installed asset packs by words, category, tag or pack |
add-objects | Places props at grid positions (rotation, scale, mirror, layer, shadow, tint) |
add-walls | Adds wall polylines or closed rooms, with doors and windows; can also add doors to an existing wall |
add-floors | Adds floor patterns (planks, cobble, tiles) over a rectangle or polygon |
build-room | Builds a closed wall, a matching floor and doors in one step |
add-lights | Adds point lights (range in squares, colour, intensity) |
add-paths | Adds path assets along grid points |
set-terrain | Sets terrain slot textures (1–8), fills a level, or paints rectangles, circles and lines with soft edges |
set-environment | Sets ambient light (presets: day, overcast, dusk, night, dark) for day/night variants |
remove-elements | Removes elements by type within an area, or by node id (supports dry_run) |
duplicate-map | Copies a map to start a variant |
export-dd2vtt | Builds a .dd2vtt from the map's walls, doors and lights plus an image exported from Dungeondraft |
dd2vtt-to-foundry-scene | Turns a .dd2vtt into a Foundry v13 scene JSON (grid, walls, doors, lights) and extracts the image |
Every edit tool accepts level (key, index or label; the default is the first level) and dry_run.
Coordinates
All tools use grid squares measured from the map's top-left corner, with x to the right and y down. (3, 4) is a grid intersection, and (3.5, 4.5) is the centre of the square in column 3, row 4. Fractions are allowed. Dungeondraft stores 256 px per square internally, and the server converts for you. Object positions are object centres. Rotation is in degrees clockwise. Light range, path width and terrain feather are in squares.
Safety
- Allowed folders only. Maps are read and written only inside
DD_MCP_ROOTS, which defaults to yourDocumentsfolder...paths and links that point outside are rejected. The Dungeondraft install and asset folders are read-only. - Backup first. Before every change the original is copied to
<map>.bak-YYYYMMDD-HHMMSS(UTC). - Verified writes. The new map is written to a temp file, re-parsed and checked: it must round-trip byte for byte, element counts must match what the edit added or removed, and every section the edit didn't declare must be byte-identical to before. Only then is the temp file renamed over the original. If any check fails, nothing is written.
- Conflict check. If the file changed on disk after it was read (for example Dungeondraft saved it), the edit is refused.
- Close the map in Dungeondraft before editing it here, or reopen it afterwards without saving. Otherwise Dungeondraft overwrites the change on its next save.
- Asset pack licences. No image data is ever read from any pack. Packs whose
pack.jsonsetsallow_3rd_party_mapping_software_to_read: falseare listed by name only: their contents aren't indexed, and onlypack.jsonis read, to fill in the map's asset manifest when you use them.
Install
Requires Node.js 20 or newer.
Claude Code
claude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/your/maps" -- npx -y dungeondraft-mcp
Claude Desktop
Add this to claude_desktop_config.json (Settings → Developer → Edit Config), then restart Claude Desktop:
{
"mcpServers": {
"dungeondraft": {
"command": "npx",
"args": ["-y", "dungeondraft-mcp"],
"env": {
"DD_MCP_ROOTS": "C:\\Users\\you\\Documents\\Dungeondraft"
}
}
}
}
On Windows, if Node isn't on your PATH, use the full path, e.g. "command": "C:\\Program Files\\nodejs\\npx.cmd".
From source
git clone https://github.com/casancam/Dungeondraft-MCP.git && cd Dungeondraft-MCP
npm install && npm run build
claude mcp add dungeondraft -s user -e DD_MCP_ROOTS="/path/to/maps" -- node "$PWD/dist/index.js"
Configuration
| Variable | Default | Meaning |
|---|---|---|
DD_MCP_ROOTS | your Documents folder | Folders the server may read and write maps in, separated by ; |
DUNGEONDRAFT_DIR | auto-detected (see below) | Dungeondraft install folder (the one containing Dungeondraft.pck), used to list and validate built-in assets |
DD_ASSET_DIRS | none | Your Dungeondraft asset folder(s) with *.dungeondraft_pack files, separated by ;. Set this to use custom packs |
DUNGEONDRAFT_DIR is auto-detected at C:\Program Files\Dungeondraft (verified), and also at /opt/Dungeondraft and /Applications/Dungeondraft.app/Contents/Resources (both unverified). Without it the server still works, but built-in asset names aren't checked before they're written.
Dungeondraft → Foundry VTT
- In Dungeondraft: File → Export → Universal VTT, saved into a configured folder.
- Run
dd2vtt-to-foundry-sceneon it. Setimage_srcto the path the image will have in Foundry, e.g.maps/tomb.png. - Upload the extracted image to Foundry (or The Forge Assets Library) at that path.
- In Foundry, create a scene, right-click it, choose Import Data, and pick
<name>.foundry-scene.json.
Light radii use dim = range × grid distance and bright = dim / 2. Dungeondraft bakes lighting into the image, so pass include_lights: false if the Foundry lights look doubled. Windows are exported as doors, because .dd2vtt doesn't tell them apart.
export-dd2vtt is for when you changed walls, doors or lights after exporting. Dungeondraft is needed to render the map image, so export a PNG/WEBP of the whole map from Dungeondraft and point the tool at it. docs/foundry-import.md describes what a live in-Foundry importer would need.
Known limits
- Water, caves, painted materials, roofs and text are preserved but can't be edited. Text and floor patterns can be listed and removed.
- Floor patterns are drawn over terrain.
set-terrainwarns when a stroke is hidden under one. export-dd2vttdoesn't writeobjects_line_of_sight.- Tested with Dungeondraft 0.9.4 to 1.2.0.1 map files (formats 2 and 3), on Windows.
Development
npm install
npm run fixtures # download public sample maps used by some tests (not redistributed)
npm test # vitest
npm run build
node scripts/smoke.mjs # end-to-end over MCP stdio on a temp copy of the test map
The tests use a real Dungeondraft 1.2.0.1 map (test/fixtures/mcp_test.dungeondraft_map), public sample maps (formats 2 and 3, up to 14 MB and 4 levels), and synthetic asset packs. They check:
- byte-identical round-trips
- door placement against every door in the samples
- that untouched sections stay identical after each edit
- map → UVTT geometry against Dungeondraft's own
.dd2vttexports - pack listing, validation and the opt-out flag
Tests that need a Dungeondraft install or the downloaded samples are skipped when those are missing. File-format notes and how each claim was verified are in docs/research.md.
Credits
- Format research built on Ryex/Dungeondraft-GoPackager (pack format) and the Arkenforge Universal VTT notes.
- Sample maps for the tests come from Akesari12, pleonr, watermelonwolverine and lordhaywire on GitHub. They are downloaded at test time, not included.
License
MIT
Comments
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