mcdk-dev

Inspect and control a running NetEase Minecraft client via the mcdk_dev MCP server.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/Coral5644/NekansModPack --skill mcdk-dev-coral5644
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: mcdk-dev
Source: https://github.com/Coral5644/NekansModPack/tree/main/.cursor/skills/mcdk-dev
Command: npx skills add https://github.com/Coral5644/NekansModPack --skill mcdk-dev-coral5644

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Debugging a live NetEase Minecraft client normally requires manual in-game testing, guessing at UI coordinates, and restarting the game after every change. This Skill turns the mcdk_dev MCP server into a runtime console so an AI agent can observe, probe, and reload the running game directly. ## Core Features & Use Cases - Runtime Observation: Capture game window screenshots and read latest, error, or ranged logs to gather evidence before intervening. - Minimal Probing & Interaction: Execute short client/server code probes and perform percentage-based clicks following a screenshot-click-screenshot loop. - Hot Reload Workflows: Reload the game, addon data, or individual shaders after code or resource changes, then verify results immediately. - Use Case: After editing Python gameplay logic, reload the game, capture the window to confirm the UI updated, run a minimal execute_code probe to verify state, and scan logs for errors—all without manual testing. ## Quick Start Use the mcdk-dev skill to capture the current game window and check the latest logs for errors.

Frequently Asked Questions about mcdk-dev

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I debug a running NetEase Minecraft client with mcdk_dev?▼

Start with read-only observation: capture the game window and read the latest logs to gather evidence. Then run minimal execute_code probes to verify state, and only reload the game or addon after preserving screenshots and logs of the current scene.

How do I click UI elements in the game window programmatically?▼

Use capture_game_window to take a screenshot, estimate the target's percentage coordinates from a stable anchor point, then call click_game_window. Take another screenshot immediately after each click since coordinates become invalid when the UI changes pages.

When should I use reload_game versus reload_addon_and_game?▼

Use reload_game when Python hot-reload is insufficient or logic state needs refreshing. Use reload_addon_and_game when resource packs, behavior packs, or addon configuration changed and need a full refresh, since it is heavier and disrupts the current scene.

Why does get_latest_error_logs miss some errors?▼

get_latest_error_logs can omit certain errors such as some JSON parsing failures, so it lacks full context. When troubleshooting, default to get_latest_logs first and use get_log_range to examine the surrounding context of suspicious entries.

When should I switch from quick probes to full instrumentation?▼

Switch to hypothesis-driven instrumentation when one screenshot and one log cannot explain the issue, when the problem involves timing, races, or intermittent behavior, or when you need persistent structured NDJSON logs and explicit cleanup of debug traces.