Claude Agent Skill · by Aradotso

Minecraftconsoles Lce

Install Minecraftconsoles Lce skill for Claude Code from aradotso/trending-skills.

Works with Paperclip

How Minecraftconsoles Lce fits into a Paperclip company.

Minecraftconsoles Lce drops into any Paperclip agent that handles this kind of work. Assign it to a specialist inside a pre-configured PaperclipOrg company and the skill becomes available on every heartbeat — no prompt engineering, no tool wiring.

S
SaaS FactoryPaired

Pre-configured AI company — 18 agents, 18 skills, one-time purchase.

$27$59
Explore pack
Source file
SKILL.md428 lines
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---name: minecraftconsoles-lcedescription: Expert skill for building, running, and extending MinecraftConsoles (Minecraft Legacy Console Edition) — a C++ multi-platform reimplementation with dedicated server, LAN multiplayer, and modding support.triggers:  - "help me build MinecraftConsoles"  - "how do I run the Minecraft Legacy Console Edition project"  - "set up dedicated server for MinecraftConsoles"  - "add keyboard mouse controls to LCE"  - "configure server.properties for MinecraftConsoles"  - "compile MinecraftConsoles with CMake or Visual Studio"  - "how do I mod or contribute to MinecraftConsoles"  - "fix build errors in MinecraftConsoles C++ project"--- # MinecraftConsoles (Legacy Console Edition) Skill > Skill by [ara.so](https://ara.so) — Daily 2026 Skills collection. ## What This Project Is MinecraftConsoles is a C++ reimplementation/continuation of **Minecraft Legacy Console Edition v1.6.0560.0 (TU19)**, targeting modern Windows (and unofficially macOS/Linux via Wine). Goals include: - Multi-platform base for modding, backports, and LCE development- Quality desktop experience with keyboard/mouse and controller support- LAN multiplayer and dedicated server software- Splitscreen multiplayer support **Repository:** `smartcmd/MinecraftConsoles`  **Primary language:** C++  **Build system:** Visual Studio 2022 solution (`.sln`) + CMake support   --- ## Quick Start ### Prerequisites - **Windows** (primary supported platform)- [Visual Studio 2022](https://aka.ms/vs/17/release/vs_community.exe) with C++ desktop workload- Git ### Clone ```bashgit clone https://github.com/smartcmd/MinecraftConsoles.gitcd MinecraftConsoles``` ### Build with Visual Studio 1. Open `MinecraftConsoles.sln` in Visual Studio 20222. Set **Startup Project** to `Minecraft.Client`3. Set configuration to **Debug** (or Release), platform to **Windows64**4. Press **F5** or **Ctrl+F5** to build and run ### Build with CMake (Windows x64) ```powershell# Configurecmake -S . -B build -G "Visual Studio 17 2022" -A x64 # Build the clientcmake --build build --config Debug --target MinecraftClient # Build the dedicated servercmake --build build --config Debug --target MinecraftServer``` See `COMPILE.md` in the repo for additional platform-specific notes. --- ## Running the Client ### Nightly Build (No Compile Needed) Download the `.zip` from the [Nightly Release](https://github.com/smartcmd/MinecraftConsoles/releases/tag/nightly), extract, and run `Minecraft.Client.exe`. ### Setting Your Username Create `username.txt` in the same directory as the executable: ```Steve``` Or use a launch argument: ```powershellMinecraft.Client.exe -name SteveMinecraft.Client.exe -name Steve -fullscreen``` ### Client Launch Arguments | Argument | Description ||---|---|| `-name <username>` | Override in-game username || `-fullscreen` | Launch in fullscreen mode | --- ## Keyboard & Mouse Controls | Action | Key/Button ||---|---|| Move | `W` `A` `S` `D` || Jump / Fly Up | `Space` || Sneak / Fly Down | `Shift` (hold) || Sprint | `Ctrl` (hold) or double-tap `W` || Inventory | `E` || Chat | `T` || Drop Item | `Q` || Crafting | `C` (tabs: `Q` / `E`) || Attack / Destroy | Left Click || Use / Place | Right Click || Select hotbar slot | `1`–`9` or Mouse Wheel || Pause | `Esc` || Fullscreen | `F11` || Toggle HUD | `F1` || Toggle Debug Info | `F3` || Debug Overlay | `F4` || Toggle Debug Console | `F6` || Toggle FPS/TPS view | `F5` || Player list / Host Options | `Tab` || Accept tutorial hint | `Enter` || Decline tutorial hint | `B` | --- ## LAN Multiplayer LAN multiplayer works automatically on the Windows build: - Hosting a world **auto-advertises** it on the local network- Other players discover sessions via **Join Game** menu- TCP port: **25565** (game connections)- UDP port: **25566** (LAN discovery)- Use the **Add Server** button to connect to known IPs- Username changes are safe — keep `uid.dat` to preserve your data across renames- Splitscreen players can join LAN/multiplayer sessions --- ## Dedicated Server ### Download Nightly Server Build [Nightly Dedicated Server](https://github.com/smartcmd/MinecraftConsoles/releases/tag/nightly-dedicated-server) ### Run Directly (Windows) ```powershellMinecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel infoMinecraft.Server.exe -seed 123456789``` ### Server CLI Arguments | Argument | Description ||---|---|| `-port <1-65535>` | Override `server-port` || `-ip <addr>` | Override `server-ip` (bind address) || `-bind <addr>` | Alias of `-ip` || `-name <name>` | Override `server-name` (max 16 chars) || `-maxplayers <1-8>` | Override `max-players` || `-seed <int64>` | Override `level-seed` || `-loglevel <level>` | `debug`, `info`, `warn`, `error` || `-help` / `--help` / `-h` | Print usage and exit | ### `server.properties` Configuration Located in the same directory as `Minecraft.Server.exe`. Auto-generated with defaults if missing. ```propertiesserver-name=DedicatedServerserver-port=25565server-ip=0.0.0.0max-players=8level-name=worldlevel-id=worldlevel-seed=world-size=classiclog-level=infowhite-list=falselan-advertise=falseautosave-interval=60``` **Key property notes:** | Key | Values | Default | Notes ||---|---|---|---|| `server-port` | `1–65535` | `25565` | TCP listen port || `server-ip` | string | `0.0.0.0` | Bind address || `server-name` | string | `DedicatedServer` | Max 16 chars || `max-players` | `1–8` | `8` | Player slots || `level-seed` | int64 or empty | empty | Empty = random || `world-size` | `classic\|small\|medium\|large` | `classic` | New world size || `log-level` | `debug\|info\|warn\|error` | `info` | Verbosity || `autosave-interval` | `5–3600` | `60` | Seconds between autosaves || `white-list` | `true/false` | `false` | Enable whitelist || `lan-advertise` | `true/false` | `false` | LAN advertisement | --- ## Dedicated Server in Docker (Linux/Wine) ### Recommended: Pull from GHCR (No Local Build) ```bash# Start (pulls latest image automatically)./start-dedicated-server.sh # Start without pulling./start-dedicated-server.sh --no-pull # Equivalent manual commanddocker compose -f docker-compose.dedicated-server.ghcr.yml up -d``` ### Local Build Mode (Optional) Requires a locally compiled `Minecraft.Server.exe`: ```bashdocker compose -f docker-compose.dedicated-server.yml up -d --build``` ### Docker Persistent Volumes | Host Path | Container Path | Purpose ||---|---|---|| `./server-data/server.properties` | `/srv/mc/server.properties` | Server config || `./server-data/GameHDD` | `/srv/mc/Windows64/GameHDD` | World save data | ### Docker Environment Variables | Variable | Default | Description ||---|---|---|| `XVFB_DISPLAY` | `:99` | Virtual display number || `XVFB_SCREEN` | `64x64x16` | Virtual screen size (tiny, Wine needs it) | --- ## Project Structure (Key Areas) ```MinecraftConsoles/├── MinecraftConsoles.sln       # Visual Studio solution├── CMakeLists.txt              # CMake build definition├── COMPILE.md                  # Detailed compile instructions├── CONTRIBUTING.md             # Contributor guide and project goals├── docker-compose.dedicated-server.ghcr.yml  # Docker (GHCR image)├── docker-compose.dedicated-server.yml       # Docker (local build)├── start-dedicated-server.sh   # Quick-start script├── server-data/│   ├── server.properties       # Server config (auto-generated)│   └── GameHDD/                # World save data└── .github/    └── banner.png``` --- ## Common C++ Patterns in This Codebase ### Adding a New Key Binding (Keyboard Input) The project added keyboard/mouse support on top of the original controller-only code. When extending input: ```cpp// Typical pattern for checking key state in the input handler// Find the keyboard input processing file and add your key check: bool isKeyPressed(int virtualKey) {    return (GetAsyncKeyState(virtualKey) & 0x8000) != 0;} // Example: adding a new toggle keyif (isKeyPressed(VK_F7)) {    // toggle your feature    myFeatureEnabled = !myFeatureEnabled;}``` ### Registering a Launch Argument Follow the existing `-name` / `-fullscreen` pattern: ```cpp// In the argument parsing section (typically in main or init):for (int i = 1; i < argc; i++) {    std::string arg = argv[i];     if (arg == "-name" && i + 1 < argc) {        username = argv[++i];    }    else if (arg == "-fullscreen") {        launchFullscreen = true;    }    // Add your argument:    else if (arg == "-myoption" && i + 1 < argc) {        myOption = argv[++i];    }}``` ### Reading `server.properties` ```cpp#include <fstream>#include <sstream>#include <map>#include <string> std::map<std::string, std::string> loadServerProperties(const std::string& path) {    std::map<std::string, std::string> props;    std::ifstream file(path);    std::string line;     while (std::getline(file, line)) {        if (line.empty() || line[0] == '#') continue;        auto eq = line.find('=');        if (eq == std::string::npos) continue;        std::string key = line.substr(0, eq);        std::string val = line.substr(eq + 1);        props[key] = val;    }    return props;} // Usage:auto props = loadServerProperties("server.properties");int port = std::stoi(props.count("server-port") ? props["server-port"] : "25565");std::string serverName = props.count("server-name") ? props["server-name"] : "DedicatedServer";``` ### Writing `server.properties` (Normalize / Auto-generate) ```cppvoid writeServerProperties(const std::string& path,                            const std::map<std::string, std::string>& props) {    std::ofstream file(path);    for (auto& [key, val] : props) {        file << key << "=" << val << "\n";    }} // Normalize level-id from level-namestd::string normalizeLevelId(const std::string& levelName) {    std::string id = levelName;    // Remove unsafe characters, lowercase, replace spaces with underscores    for (char& c : id) {        if (!std::isalnum(c) && c != '_' && c != '-') c = '_';    }    return id;}``` --- ## Troubleshooting ### Build Fails: Missing Windows SDK - Open **Visual Studio Installer** → Modify → add **Windows 10/11 SDK**- Make sure the platform is set to **Windows64** (not x86) ### CMake Can't Find Visual Studio Generator ```powershell# Confirm VS 2022 is installed, then:cmake -S . -B build -G "Visual Studio 17 2022" -A x64# "17 2022" is the generator name for VS 2022``` ### Game Launches But No Display / Crashes Immediately - Ensure you're running from the directory containing all game assets- Check that your GPU drivers support the required DirectX version- Try **Debug** build for more verbose error output ### Server Not Visible on LAN - Check firewall rules allow **TCP 25565** and **UDP 25566**- Verify `lan-advertise=true` is NOT required for dedicated servers (it's for LAN broadcast; clients discover via Join Game)- Ensure both client and server are on the same subnet ### Docker Server: Wine Can't Display - The `XVFB_DISPLAY` env var must match what Wine uses- The container uses a minimal `64x64x16` virtual framebuffer — don't change this unless you have a reason ### Username Reset / UID Issues - **Do not delete `uid.dat`** — it stores your unique player ID- If you rename yourself via `-name` or `username.txt`, your existing `uid.dat` keeps world data linked to your account ### macOS / Linux (Wine) - Download the Windows nightly `.zip`- Run via `wine Minecraft.Client.exe` or CrossOver- Stability issues (frametime pacing) are known and community-reported; not officially supported --- ## Contributing Read [`CONTRIBUTING.md`](https://github.com/smartcmd/MinecraftConsoles/blob/main/CONTRIBUTING.md) before submitting PRs. Key points: - Follow existing code style and naming conventions- Console build compatibility should not be broken without discussion- Security fixes are always welcome- Check open issues (535+) for good first tasks- Join the [Discord](https://discord.gg/jrum7HhegA) for contributor discussion --- ## Platform Support Summary | Platform | Status ||---|---|| Windows (VS 2022) | ✅ Fully supported || macOS / Linux (Wine) | ⚠️ Community-reported working, unofficial || Android (Wine) | ⚠️ Runs with frametime issues || iOS | ❌ No support || Consoles | ⚠️ Code present, not actively maintained |