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ExileAPI Plugin Dev

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An MCP server that provides a bounded development workflow for ExileAPI plugins, enabling agents to detect compiler references, create linked Git repositories,

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About

An MCP server that provides a bounded development workflow for ExileAPI plugins, enabling agents to detect compiler references, create linked Git repositories, and read build errors.

README

An MCP server that gives coding agents a bounded development workflow for ExileAPI plugins. The repository also contains a disabled-by-default ExileAPI companion plugin reserved for a future read-only telemetry bridge.

Scope

  • Detect local ExileAPI compiler references.
  • Create an independent Git repository under ~/ExileApiPlugins/<PluginName> and link it into Plugins/Source/<PluginName>.
  • Prepare the linked source tree for ExileAPI's in-game Build/Reload action.
  • Read the resulting bounded Errors.txt output.

It deliberately does not expose DevTree's dynamic C# evaluator, read or write process memory, or send game input. The current companion plugin has no IPC surface; a future runtime bridge must be separately reviewed and read-only.

Local development

python3 -m venv .venv
.venv/bin/pip install -e .
.venv/bin/exileapi-plugin-dev

The repository is linked into ExileAPI source plugins at:

~/ExileApi-Compiled/Plugins/Source/ExileApiPluginDev -> ~/ExileApiPluginDev

ExileAPI owns compilation and reload. Use its in-game Build/Reload button after source changes; no Linux build worker is required. Errors.txt may be retained after a successful build, so the MCP also reports its modification time.

The enabled bridge writes a small read-only runtime-status.json after successful initialisation and area changes. Its default path matches the existing Z: mount used by ExileAPI on this machine; it can be changed in the plugin settings.

For larger diagnostics, use Capture snapshot in the bridge's ExileAPI menu. It writes game-snapshot.json only when pressed. Defaults are: depth 6, 500 total nodes, 100 collection entries per node, 512 characters per string, and no memory addresses. read_game_snapshot reads the frozen result through MCP.

ExileAPI core snapshots

list_core_snapshots, inspect_core_snapshot, find_core_snapshot_paths, and read_core_snapshot_member work with ExileAPI's snapshots/*.exapisnap files. The indexer reads 512-byte TAR headers and seeks over member bodies; it never extracts or feeds a multi-gigabyte snapshot to the model. find_core_snapshot_paths supports required and excluded path terms; read a member only after narrowing it through the indexed path list.

from github.com/YunaAUbot/ExileApiPluginDev

Install ExileAPI Plugin Dev in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install exileapi-plugin-dev-mcp

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add exileapi-plugin-dev-mcp -- uvx --from git+https://github.com/YunaAUbot/ExileApiPluginDev exileapi-plugin-dev

FAQ

Is ExileAPI Plugin Dev MCP free?

Yes, ExileAPI Plugin Dev MCP is free — one-click install via Unyly at no cost.

Does ExileAPI Plugin Dev need an API key?

No, ExileAPI Plugin Dev runs without API keys or environment variables.

Is ExileAPI Plugin Dev hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install ExileAPI Plugin Dev in Claude Desktop, Claude Code or Cursor?

Open ExileAPI Plugin Dev on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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