ValheimMCP
Localhost HTTP/MCP endpoint for driving Valheim's console remotely and reading the output. Built for agent-driven (Claude Code) access to game state.
About this mod Author’s original text
ValheimMCP
A standalone BepInEx plugin that exposes a localhost HTTP endpoint for driving
Valheim's in-game console remotely and returning the console output directly in the
response. Built to give an agent (Claude Code) reproducible, scriptable access to game
state — e.g. running console commands like pos and reading what they print, without
typing into the in-game console or round-tripping through dump files.
⚠️ Security
This mod opens an unauthenticated HTTP endpoint that runs arbitrary Valheim
console commands (including anything devcommands unlocks). There is no token, no
password, no per-request check beyond the optional allow/deny list below.
- It binds IPv4 loopback (127.0.0.1) only by default, so it is not reachable
from other machines. Treat any change to server.host as exposing full console
control to whoever can reach that address — don't bind it to 0.0.0.0 or a LAN IP.
- Any process on your own machine can still drive the game while the listener is up.
If that matters to you, lock it down with the commands.allow / commands.deny
list (see Config) so only the commands you intend can run.
- This is a development/automation tool. Don't run it on a shared or public host.
Compatibility
Built and tested against Valheim (BepInEx pack
denikson-BepInExPack_Valheim-5.4.2350, BepInEx 5.4.x). It only depends on
Valheim's own Console/Terminal, so it should be resilient across game patches,
but it is not tied to any specific game build.
Design
- Ships into BepInEx/plugins/ValheimMCP/ (loaded once, not hot-reloaded), so the
listener stays up across F6 reloads of the mods you're iterating on and never fights
for its port.
- A background HttpListener thread accepts requests and marshals each onto Unity's
main thread (MainThreadDispatcher) before touching any Valheim API.
- Console output is captured with a Harmony postfix on Terminal.AddString while a
command runs — no private-field reflection.
- Zero dependency on any other mod: it drives Valheim's Console/Terminal, which
already has every registered command.
Routes
| Method | Path | Body / Query | Returns |
|--------|-------------|---------------------------|---------|
| POST | /mcp | JSON-RPC 2.0 (MCP) | MCP response (application/json) |
| GET | /health | — | {ok, inGame} |
| GET | /commands | — | {ok, commands:[{name,description}]} |
| POST | /command | raw command line, or?text= | {ok, ran, output:[...], error?} |
| GET | /log |?since=?maxLines=?contains=?regex= | {ok, cursor, matching, dropped, lines:[...]} |
| GET | /sse | — | 501 Not Implemented (no SSE transport) |
The plain /health, /commands, /command routes are for curl/scripting.
/mcp speaks the protocol Claude Code consumes.
MCP (native, no bridge)
The plugin implements the MCP Streamable-HTTP transport (JSON-RPC 2.0) directly,
with no external dependencies — a hand-rolled JSON parser/writer and stateless
application/json responses (no SSE). Tools:
- run_command(text) — run a console command, return captured output.
- list_commands() — all registered console commands.
- health() — is a world loaded.
- render_view(x, z, [y, yaw, pitch, dist, size]) — render the location with an
independent off-screen camera (never touches the player's view) and return
the PNG inline. The off-screen camera is named valheimmcp_render_cam, so a mod
that can draw debug overlays into a named camera can target it to render those
overlays into only this view, leaving the player's screen untouched.
- wait_for_log(pattern, [regex, timeoutMs]) — block until a log line matches,
then return it (streams observed lines as progress when the client sends a
progressToken). For waiting on an async event (e.g. a mod hot-reload finishing).
- get_log([since, maxLines, contains, regex]) — tail recent log lines from an
in-memory ring buffer (the MCP server, the game, and every other mod), returning
immediately. Omit since for the latest lines; pass back the cursor from the
result header to poll only what's new. Filter with con
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: