About X4CodeSense
X4CodeSense provides an MCP server for agents writing X4: Foundations AI and Mission Director scripts. It reads game, DLC, and extension data to check scripts and explain schemas, expressions, definitions, and text; its tools do not write files.
Key features
- 01Script checks with quick fixes
- 02Schema element and attribute details
- 03Expression types and properties
- 04Search scripts, cues, and libraries
- 05Find definitions and references
- 06Look up game text and hover details
Use cases
- 01Check a changed script for errors
- 02Inspect schema requirements before writing XML
- 03Resolve expression properties and types
- 04Find where a cue or text is defined
MCP support
Exposes read-only tools to MCP clients for inspecting X4: Foundations game, DLC, and extension files. It can use standard input/output or serve Streamable HTTP on localhost.
Configuration
Local server config is the same for every client. Copy it into your client’s MCP config file.
npx -y x4-script-mcpX4_GAMEThe installed game, the folder of X4.exe; its files are read from the catalogs.X4_UNPACKEDThe extracted game files, the folder holding libraries, md and aiscripts; used instead of X4_GAME.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
9Saved tool list · updated 4d ago
| Parameter | Type | Required | Description |
|---|---|---|---|
| text | string | No | The text to check instead of what is on disk, for one file in paths: what you are about to write there. |
| paths | array | Yes | Files and folders. A folder is checked as x4-script-check checks it: the md, aiscripts and libraries folders in it and one level deeper, so an extension or a folder of extensions. Relative paths are taken from the server’s working folder. |
| severity | enum | No | The least severe finding to report: error, warning, info or hint (the default, all).error | warning | info | hint |
Details
From the project READMEx4-script-mcp
MCP server for X4: Foundations scripts (AI scripts and Mission Director scripts), built on x4-script-core. It gives AI agents that write scripts what the X4CodeSense VS Code extension knows from the game's own files: the checks with their quick fixes, the elements and attributes of the schemas, the types and properties of expressions, the scripts, cues and texts of the game, its DLCs and the extensions. Its tools only read; the agent writes the files.
The X4CodeSense extension brings it along and offers it to VS Code's agents (Copilot's agent mode) on the game files and extensions set in its settings, with nothing to set up; its command X4CodeSense: Start MCP Server serves it at http://127.0.0.1:47400/mcp for other agents, Copilot CLI sessions among them. Other agents also start it from npm:
# Claude Code
claude mcp add x4 -- npx -y x4-script-mcp --game "C:\Games\X4 Foundations" --extensions C:\mods
{
"mcpServers": {
"x4": {
"command": "npx",
"args": ["-y", "x4-script-mcp", "--unpacked", "C:\\X4\\extracted", "--extensions", "C:\\mods"]
}
}
}
The second is the configuration of Claude Desktop, Cursor and others that take one in that form. It needs Node.js 22 or later. It is also in the MCP Registry as io.github.chemodun/x4-script-mcp, which catalogs such as VS Code's MCP server gallery read; with the X4CodeSense extension installed there is no need to add it from there, which would run a second copy.
Agents use the tools they are told about: say in your agent's instructions (CLAUDE.md, .github/copilot-instructions.md, AGENTS.md) to ask describe_element and expression_type before writing an element or an expression, rather than searching the game's .xsd files and scriptproperties.xml, and to run check after every change to a script. Each call is logged on standard error, which clients show as the server's log: the tool, its arguments, the time and the size of the answer.
Options:
--game <folder>- the installed game, the folder ofX4.exe. Its files and those of its DLCs are read from their catalogs where they lie: nothing is extracted. Used when--unpackedis not given. Also beside--unpacked, the mods installed there that the extensions depend on or patch are read from it for the patches, packed ones from their catalogs.--installed-dependencies- with--game, the installed mods the extensions depend on count as a whole: their cues, scripts and texts resolve.--unpacked <folder>- the extracted vanilla game files, the folder holdinglibraries,md,aiscriptsandt.- Without
--gameand--unpacked, theX4_UNPACKEDenvironment variable gives the extracted files, elseX4_GAMEthe installed game; either option given wins over both variables. --extensions <folder>- an extension, or a folder of extensions: those the agent writes and those they refer to. Their scripts and texts are read besides the game's. May be given several times; without it, the current folder.--language <number>- the language texts are shown in,44(English) by default; the game'slibraries/languages.xmllists the numbers.--no-structure- report unknown elements, attributes and values, missing required attributes and text inside elements only, not the order and completeness of child elements.--no-type-guesses- type variables only by what the scripts and the schemas state, not by guesses from the names and documentation of actions (create_shipa ship).--library-patch-unknown-elements <severity>- how severe an element is that a patch of a library file brings in where the file's schema does not declare it:error,warning(default) orinfo. The library schemas lag behind the files: every DLC adds<extension>to a module's<category>, which no schema declares.--port <number>- serve Streamable HTTP athttp://127.0.0.1:<port>/mcpinstead of standard input and output, for agents that are given a URL;0picks a free port. The game files are then read at once, and every client shares them. Only clients on this machine are served: a request naming another host, or from a web page of another site, is refused. A port in use ends it with exit code 1.-h,--help- usage.
The game files are read on the first call, a few seconds. The extensions' files are watched: a script or text file the agent writes, changes or deletes is read again before the next call, and a file a call names is always taken as it is on disk. An extension added, or a content.xml changed, reads them all again.
Tools
Lines and columns count from 1, columns in UTF-16 code units, as editors count them. A place is given as file, line, column, endLine, endColumn, with text, the line it is on, and game: true for a file of the game or a DLC, which may lie in the catalogs only. Answers are JSON; a tool that cannot answer says why, as an error.
check-paths: files and folders;text: what to check instead of the one file inpathsas it is on disk;severity: the least severe finding to report. A folder is checked as x4-script-check checks it: themd,aiscriptsandlibrariesfolders in it and one level deeper. The findings with their quick fixes (edits that do not overlap,preferredfor the one an editor applies on its own), in the shape of the checker's JSON, and their counts.describe_element-name,script(mdoraiscripts) orlibrary(the schema a library file names, by its file name:librariesforjobs.xml,unlocks),parentfor an element declared differently in different places (param,actions),attributefor one attribute in full. The element's documentation, its attributes with their types, whether they are required, their defaults, whether the value is an expression, and the first of their allowed values (all, with their documentation, for one attribute in full); the child elements it allows. For a name the schema does not know, similar ones.expression_type-expression, a keyword and its properties such asplayer.ship.sector, ordatatype, such asship;script;filter. Each step with what it resolved to, its type and description; the datatype of the result with its supertypes, and its properties asname → type, with how many those of the types derived from it add. Withfilter, the properties whose names contain it, those of the derived types too, with their descriptions. A variable has no type here: the step after it is matched against every datatype's properties.find-query,limit. Mission Director scripts, AI scripts, cues, libraries and interrupt library items by name: whole names first, then those that start with the query, then those that contain it; a query with a dot matches qualified names,md.Setup.Start.definition,references-file,line,column. Where what is named there is defined, or every place that names it, in the game, its DLCs and the extensions: cues, scripts, libraries, labels, variables, orders, texts; a definition also in the schemas andscriptproperties.xml.hover-file,line,column. What the editor's hover shows there, as Markdown, with the range it covers: an element or attribute with its documentation, a step of a property chain with its type, a variable with its type and where it is set, a cue or script with where it is defined, a{page, id}text as the game shows it. In patches too, for what they bring in.text-pageandid, orpagealone for its texts, orsearchfor the texts that hold all its words;language,limit. The text as the game shows it, references resolved, and as it is written when that differs, with the file it comes from and the languages it exists in.status- the game folder, the extension folders, how many scripts and texts were read, and the problems met reading them.
Part of X4CodeSense. Apache License 2.0.
Comments
New to MCP?
From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.