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enfusion-mcp

MCP server for Arma Reforger modding. Describe what you want to build, and Claude handles everything — API research, code generation, project scaffolding, Workbench control, and in-editor testing. Zero modding experience required.

Install

Claude Code (Windows)

claude mcp add --scope user enfusion-mcp -- cmd /c npx -y enfusion-mcp

Claude Code (macOS / Linux)

claude mcp add --scope user enfusion-mcp -- npx -y enfusion-mcp

Restart Claude Code. Verify with /mcp.

Claude Desktop

Add to your claude_desktop_config.json:

Windows:

{ "mcpServers": { "enfusion-mcp": { "command": "cmd", "args": ["/c", "npx", "-y", "enfusion-mcp"] } } }

macOS / Linux:

{ "mcpServers": { "enfusion-mcp": { "command": "npx", "args": ["-y", "enfusion-mcp"] } } }

Workbench Plugin

The live Workbench tools (wb_*) require handler scripts running inside Workbench. These ship with the package in mod/Scripts/WorkbenchGame/EnfusionMCP/ and are installed automatically when Claude launches Workbench via wb_launch.

Usage

Just ask Claude to make a mod:

  • "Create a HUD widget that shows player health and stamina"

  • "Make a zombie survival game mode with wave spawning"

  • "Create a custom faction called CSAT with desert camo soldiers"

  • "Add an interactive object that heals the player when used"

  • "Override the damage system to add armor mechanics"

Or use the guided prompts for structured workflows:

Prompt

Description

/create-mod

Full guided mod creation — from idea to built addon

/modify-mod

Modify or extend an existing mod project

Claude will:

  1. Assess complexity — simple mods are built in one pass; large mods (e.g., a DayZ-style overhaul) get broken into phases with a plan you approve before any code is written

  2. Research the Enfusion API (8,693 indexed classes) and the Arma Reforger wiki (250+ guides and tutorials) to find the right approach

  3. Scaffold the full addon — .gproj, scripts, prefabs, configs, UI layouts

  4. Launch Workbench if it's not already running

  5. Load the project, reload scripts, register resources

  6. Validate and build the addon

  7. Enter play mode so you can test in-game

For complex mods, a MODPLAN.md is written to the project root tracking the full vision, completed phases, and what's next — so any future session can pick up right where the last one left off via /modify-mod.

Tools

Offline Tools

Work without Workbench running — API search, mod scaffolding, code generation, validation, and building.

Tool

What it does

api_search

Search 8,693 Enfusion/Arma Reforger API classes and methods

wiki_search

Search 250+ tutorials and guides from the Enfusion engine docs and BI Community Wiki

project_browse

List files in a mod project directory

project_read

Read any project file

project_write

Write or update project files

mod_create

Scaffold a complete addon with directory structure and .gproj

script_create

Generate Enforce Script (.c) files — 7 types: component, gamemode, action, entity, manager, modded, basic

prefab_create

Generate Entity Template (.et) prefabs — 7 types: character, vehicle, weapon, spawnpoint, gamemode, interactive, generic

layout_create

Generate UI layout (.layout) files — 5 types: hud, menu, dialog, list, custom

config_create

Generate config files — factions, missions, entity catalogs, editor placeables

server_config

Generate dedicated server config for local testing

mod_validate

Validate project structure, scripts, prefabs, configs, and naming

mod_build

Build the addon using the Workbench CLI

Live Workbench Tools

Control a running Workbench instance over TCP. Requires the handler scripts installed (see setup above).

Tool

What it does

wb_launch

Start Workbench if not running, wait for NET API

wb_connect

Test connection to Workbench

wb_state

Full state snapshot — mode, world, entity count, selection

wb_play

Switch to game mode (Play in Editor)

wb_stop

Return to edit mode

wb_save

Save the current world

wb_undo_redo

Undo or redo the last action

wb_open_resource

Open a resource in its editor

wb_reload

Reload scripts or plugins without restarting

wb_execute_action

Run any Workbench menu action by path

wb_entity_create

Create entity from prefab at a position

wb_entity_delete

Delete entity by name

wb_entity_list

List and search entities in the world

wb_entity_inspect

Get entity details — properties, components, children

wb_entity_modify

Move, rotate, rename, reparent, set properties

wb_entity_select

Select, deselect, clear, get current selection

wb_component

Add, remove, list entity components

wb_terrain

Query terrain height and world bounds

wb_layers

Create, delete, rename layers, set visibility/active

wb_resources

Register resources, rebuild database

wb_prefabs

Create templates, save, GUID lookup

wb_clipboard

Copy, cut, paste, duplicate entities

wb_script_editor

Read/write lines in the open script file

wb_localization

String table CRUD for localization

wb_projects

List loaded projects, open .gproj files

wb_validate

Material and texture validation

Mod Patterns

10 built-in templates for mod_create:

game-mode custom-faction custom-action spawn-system custom-component modded-behavior admin-tool custom-vehicle weapon-reskin hud-widget

MCP Resources

URI

Description

enfusion://class/{className}

Full class docs with inheritance, methods, ancestors/descendants

enfusion://pattern/{patternName}

Mod pattern definition with all templates

enfusion://group/{groupName}

API group with class list

Configuration

All optional. Sensible defaults are used when nothing is set.

Environment Variable

Description

Default

ENFUSION_PROJECT_PATH

Default mod output directory

~/Documents/My Games/ArmaReforgerWorkbench/addons

ENFUSION_WORKBENCH_PATH

Path to Arma Reforger Tools

C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools

ENFUSION_WORKBENCH_HOST

NET API host

127.0.0.1

ENFUSION_WORKBENCH_PORT

NET API port

5775

Config can also be loaded from ~/.enfusion-mcp/config.json. Environment variables take priority.

Requirements

  • Node.js 20+

  • Arma Reforger Tools (Steam) — needed for mod_build and all wb_* tools

Development

git clone https://github.com/Articulated7/enfusion-mcp.git cd enfusion-mcp npm install npm run scrape # Build API index from Workbench docs npm run build npm test # 163 tests

Documentation

Full documentation is on the GitHub Wiki.

License

MIT

-
security - not tested
A
license - permissive license
-
quality - not tested

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