About bind-alias-plus-mcp
bind-alias-plus-mcp is described in the supplied README as an MCP bridge for the BindAlias Minecraft mod. It lets agents inspect game state and screenshots, run aliases, manage recipes and notes, and edit per-save configuration.
Key features
- 01Read full game state
- 02Capture screenshots as PNG
- 03Run and define aliases
- 04Read and write notes
- 05Read and edit per-save config
- 06List unlocked recipes
Use cases
- 01Inspect the current game and player state
- 02Capture a game screenshot for an agent
- 03Run alias chains during gameplay
- 04Update save-specific notes or config
MCP support
The MCP server communicates over stdio and exposes tools that use the BindAlias mod's HTTP API. It requires Minecraft with the mod loaded and its HTTP API enabled.
Configuration
Local server config is the same for every client. Copy it into your client’s MCP config file.
Tools
6Saved tool list · updated 2w ago
This tool takes no parameters.
Details
From the project READMEBindAlias MCP
MCP bridge for the BindAlias Minecraft mod. Lets AI agents control Minecraft: query game state, take screenshots, execute aliases, manage recipes, read/write notes, and edit the per-save agent config.
Prerequisites
- Minecraft with the BindAlias mod loaded
- The mod's HTTP API enabled (listens on
127.0.0.1:25575by default, with automatic port fallback)
Install in Zed
Add to your settings.json:
{
"context_servers": {
"bind-alias": {
"command": {
"path": "npx",
"args": ["bind-alias-mcp"]
}
}
}
}
Or with a local checkout:
{
"context_servers": {
"bind-alias": {
"command": {
"path": "node",
"args": ["path/to/BindAlias-MCP/mcp_server.js"]
}
}
}
}
Use --port N to match a non-default mod port:
"args": ["path/to/BindAlias-MCP/mcp_server.js", "--port", "25576"]
Zed spawns MCP servers at startup — reload Zed (zed-reload) after editing to pick up the new server.
Install via CLI
npx bind-alias-mcp
# or globally
npm install -g bind-alias-mcp
The server speaks MCP on stdio. Point any MCP client at it.
Tools
| Tool | What it does |
|---|---|
getFullState | Full game state snapshot — screen, world, dimension, player pos/rot, health, hotbar, inventory, effects, nearby players, plus drained chat/mod/sound/recipe messages |
getScreenshot | Take a screenshot, return as base64 PNG with the standard state envelope |
runAlias | Execute a chain of aliases. Optional nap (client ticks) defers the response while the game keeps running. |
defineAlias | Define a new alias at runtime (requires being in a world). |
readCFG | Read the per-save agent config (saves/<save>/bind-alias/agent.cfg). Requires being in a singleplayer world. |
writeCFG | Overwrite the per-save agent config and reload. Requires being in a singleplayer world. |
readNotes | Read a file from the per-save agent directory (saves/<save>/bind-alias/). Plain filenames only, no paths. |
writeNotes | Write a file to the per-save agent directory. Plain filenames only, no paths. |
listRecipes | List unlocked recipes (diff or by query). Only works with a recipe-book screen open (inventory, crafting table, furnace, …). |
The tool descriptions only cover the wire protocol — see the mod docs and the system prompt patch for the full alias reference.
Agent system prompt patch
The tool descriptions this server advertises only cover the wire protocol — the fixed facts the tools themselves must know. The gameplay knowledge (the full alias catalog, screens, variables, per-world cfg semantics) changes with the mod and your world, so it lives separately in a flexible patch:
PATCH TO YOUR PROJECT RULE.md— paste this into your agent's system prompt / project rules (e.g. Zed'sAGENTS.md) to teach it how to drive the game.
Related
- BindAlias mod — the Minecraft mod this server bridges to
- MCP Registry — registered as
io.github.Prohect/bind-alias-mcp
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.