Giants Editor
БесплатноНе проверенEnables Claude to drive a live GIANTS Editor 10.x (FS25) session with 59 tools for terrain editing, field creation, asset placement, map audits, and more throug
Описание
Enables Claude to drive a live GIANTS Editor 10.x (FS25) session with 59 tools for terrain editing, field creation, asset placement, map audits, and more through natural language.
README
Let Claude drive a live GIANTS Editor 10.x (FS25) session. Ask for a river and get a carved riverbed along your spline. Ask for a wheat field and get a game-ready field — polygon, ground, crop, farmland — grown from a closed spline. Ask "what's broken on my map?" and get audits of file references, collisions, traffic splines and farmland assignments. Ask "show me" and Claude looks at your editor and answers.
59 tools across 12 toggleable groups, plus a snippet library that turns any Lua that worked once into a replayable one-liner.
you: carve a 2m deep creek along creek_spline and paint the bed with mudDark01
claude: spline_adjust_terrain(creek_spline, mode=lower, depth=2, width=6) [preview → commit]
spline_adjust_terrain(mode=smooth) [soften banks]
spline_paint_terrain(creek_spline, layer=mudDark01, width=5) [bed texture]
viewport_screenshot() [shows you the result]
Gallery — real output, live editor
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A field in five calls: closed spline → field_ops create_from_spline → set_ground → set_fruit wheat 8 — official field structure, cultivated ground, harvest-ready crop. |
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Area tools: terrain_flatten_area + paint_foliage_area fill exactly to the spline boundary (engine-side polygon rasterization). |
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camera_topdown: orthographic minimap tiles on demand, camera restored exactly afterwards. |
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asset_ops: search 5,000+ base-game i3ds, place terrain-snapped into the scene in one call. |
Why it's safe to point at your map
Built after (and because of) real editor crashes and eaten maps:
- Every write tool previews by default —
commit=falsereports op counts and what would change; onlycommit=truetouches the scene. - Op caps refuse oversized jobs instead of freezing/crashing GE.
- Deterministic seeds — the preview IS the commit (same seed, same result).
- Placements go into one fresh group — delete it to undo the whole run.
- Terrain height ops are two-phase (all reads before writes) so passes never compound; relative lower/raise with identical args invert each other.
- Deletion crash-guards — selection cleared first (deleting a selected node crashes GE), root/terrain/camera refused, ids validity-checked.
run_luais validated against the editor's live globals before it runs; unknown names are refused with suggestions instead of exploding mid-script.
Terrain/foliage paints have no editor undo — save_scene first when unsure.
The pieces
| Piece | Where | Job |
|---|---|---|
| MCP server | ge_mcp/ (Python) |
tools, validation, safety gates |
| Poller | lua/ge_mcp_poller.lua |
runs in the editor; executes Lua, captures events |
| Helper library | lua/ge_mcp_helpers.lua |
auto-injected into the editor on first use |
| Snippets | snippets/*.json |
your saved, replayable scripts (shareable packs) |
Server and editor talk through XML mailbox files in the editor's AppData folder (base64 payloads; race-free single-flight). The editor version is auto-detected.
Quickstart
Claude Desktop, one click: pip install mcp, then drag ge-mcp-<version>.mcpb
into Claude Desktop, ask Claude to "run setup with install_poller", start the
editor and run Scripts → GE-MCP Bridge. Done. Manual route:
pip install mcp(orpip install -e .in this folder for thege-mcpcommand)- Register the server — Claude Desktop
claude_desktop_config.json:
(Claude Code:"giants-editor": { "command": "python", "args": ["D:\\path\\to\\GiantsEditor-mcp\\giants_mcp_server.py"] }claude mcp add giants-editor -- python D:\path\to\giants_mcp_server.py) - Each editor session: run
lua/ge_mcp_poller.luafrom the editor's Scripts menu (drop it in%LOCALAPPDATA%\GIANTS Editor 64bit <version>\scripts\once). The log shows[GE-MCP] bridge armed— you're live. - Ask Claude to
ping_editor, then trylist_splinesorviewport_screenshot.
Full setup details and troubleshooting: INSTALL.md. Complete tool reference: docs/TOOLS.md. How it works inside: docs/ARCHITECTURE.md.
What can I ask it?
Plain English — Claude picks the tools. Real examples that work today:
See and inspect
- "Take a screenshot of my editor" / "Show me field 12 from above"
- "Orbit around the old barn and show me all four sides"
- "What's selected right now?" / "How many hectares is field 3, and how steep?"
- "Show me the slope heatmap of the viewport" (debug render modes)
Terrain & water
- "Carve a 2m deep creek along creekSpline, smooth the banks, and paint the bed with mudDark01"
- "Flatten a building pad inside my pad_outline spline and blend the edges"
- "Paint rock texture on every slope steeper than 25° inside my quarry spline"
Planting & placing
- "Place oak trees every 8m along treeline_south with random rotation and scale 0.9–1.2"
- "Build a fence along paddock_spline — posts every 2.5m"
- "Find a birch in the base game and place one at 500, 620"
- "Make my rock pile look natural" (randomize + tilt to slope)
Fields & gameplay
- "Turn my closed spline into field 22, cultivate it and plant wheat ready to harvest"
- "Which fields are on the wrong farmland?" / "Paint farmland 14 inside this boundary"
Map quality (run before releasing)
- "Back up my map" — always before a painting session
- "Audit my map: broken file references, collisions, traffic splines"
- "List every node with a clip distance over 100000" (via a saved snippet)
Power user
- "Search the editor API for anything about splines" / "Read how my fence panel script works"
- "Run some Lua: ..." — validated against the editor's live functions before it executes
- "Save that as a snippet" — anything that worked becomes a replayable one-liner
Every write shows a preview first (what, where, how many operations) and only applies when you confirm. Placements land in one group — delete it to undo.
Tool groups
core— bridge health,setupdiagnostics, validatedrun_lua, API search, shipped + user script reading, editor eventssplines— discovery, placement along splines, full edit-point editing (drape/resample/reverse/split/join/offset copies), connected fence linesterrain— texture/foliage bands and polygon fills, height shaping (road beds, U/V riverbeds, relative carve/raise/smooth), flatten pads, slope-based auto-texturing, statsnodes— inspect, transform, rename, safe delete, world-preserving reparent, randomize, terrain/normal alignment, i3d importfields— create fields from splines, ground/fruit painting, farmland ownership + audit, generic info layershygiene— scene/file-reference/texture/collision/light audits, batch rename/clean/array/replace, XPath into the i3dmaterials/traffic— shader parameter work; traffic-spline validation (convention-aware)assets— the$datacatalog: search, inspect, place; modDesc + placeable validation, fruit/fill types;xml_schema— the game's own 88 XSDs as a browsable reference (every valid element/attribute/enum for any FS25 XML type)vision— screenshots into chat, camera aiming/orbit/top-down tiles, 39 debug render modes, editor logscene— verified save (Ctrl+S + ON_SAVE confirmation), timestamped map backupssnippets— save/run/list proven Lua at zero schema cost
Trim what registers with GE_MCP_GROUPS (e.g. core,splines,nodes) to keep
context small in schema-heavy clients. Full reference: docs/TOOLS.md.
Snippets: the self-growing toolkit
When Claude writes a run_lua that works and is worth keeping, it saves it:
save_snippet("find-high-clip", lua, description="list nodes with clipDistance > ARGS.limit",
params="limit=800")
run_snippet("find-high-clip", "limit=500")
Unlimited saved scripts, zero added schema cost, and snippets/ is plain JSON —
swap packs with other modders.
Pairs well with
fs25-skills by Paint-a-Farm — AI-agent knowledge for FS25 modding (modDesc standards, Lua patterns, i3d/DDS formats, packaging, debugging). That pack teaches your agent the conventions; ge-mcp lets it act inside the live editor. Claude Code users: two slash commands install it (see INSTALL.md).
Compatibility
GIANTS Editor 10.x / FS25 on Windows. Tested on 10.0.13. Editor updates don't
break the bridge (paths auto-detect); new editor APIs appear via refresh_api.
Something broke?
Ask Claude to run setup (it names the broken link) and read_log 40 errors,
then open an issue at
https://github.com/0h-MARVVV/giants-editor-mcp/issues with both outputs,
your GE version, and what you asked for. Most "nothing works" reports are one
of the first three rows of the troubleshooting table.
Not affiliated with GIANTS Software. MIT licensed — see LICENSE. Inspired by the community's editor panel scripts (spline paint/height/foliage panels by W_R/Nicolas Wrobel, Farmerboys, FSG, XPModder and others) — this project wraps the same proven engine calls in a conversational, safety-gated interface.
Установить Giants Editor в Claude Desktop, Claude Code, Cursor
unyly install giants-editor-mcpСтавит в Claude Desktop, Claude Code, Cursor и VS Code — сам разбирается с npx, uvx и сборкой из исходников.
Впервые? Поставь CLI: curl -fsSL https://unyly.org/install | sh
Или настроить вручную
Выполни в терминале:
claude mcp add giants-editor-mcp -- uvx --from git+https://github.com/0h-MARVVV/giants-editor-mcp ge-mcpFAQ
Giants Editor MCP бесплатный?
Да, Giants Editor MCP бесплатный — установка в пару кликов через Unyly без оплаты.
Нужен ли API-ключ для Giants Editor?
Нет, Giants Editor работает без API-ключей и переменных окружения.
Giants Editor — hosted или self-hosted?
Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.
Как установить Giants Editor в Claude Desktop, Claude Code или Cursor?
Открой Giants Editor на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.
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