forge-x-reforger-mcp
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@forge-x-reforger-mcpCreate a Reforger mod that adds a custom helmet and test it in Workbench."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Forge-X Reforger MCP
The universal AI modding toolkit for Arma Reforger — Forge-X Edition.
Describe what you want to build — your AI agent handles API research, code generation, project scaffolding, Workbench control, and in-editor testing. Works with any MCP-compatible agent: Cursor, Google Antigravity, Claude Desktop, Claude Code, Kiro, Windsurf, VS Code Copilot, Continue.dev, and OpenCode.
Forked from steffenbk/enfusion-mcp-BK and wastelandgoats/reforger-forge-mcp with permission. Forge-X adds 14 new tools, Workbench bridge fix (
EMCP_WB_Ping), export-VFS boost, and ongoing maintenance as an independent project.
Features
67 MCP tools — API search, wiki, asset browsing, code generation, Workbench live control (53 → 67, +14 new: layout_validate, string_table, project_search/diff/references/stats/batch/export/template/migrate, prefab_diff, mod_compat, config_validate, project_scaffold_ui)
8,693 indexed API classes — full Enfusion/Arma Reforger class hierarchy
250+ wiki guides — searchable tutorials and documentation
Agent-agnostic — one server, install script for every major AI IDE
Zero modding experience required — natural language → built addon
222k+ game files indexed — full pak archive browsing, search, and reading
Optional export boost — 100x faster reads with unpacked game data
Related MCP server: ReforgerForge MCP
Quick Start
git clone https://github.com/Dopemodz420/Forge-X-Reforger-MCP.git
cd Forge-X-Reforger-MCP
npm install
npm run buildOr on Windows:
.\scripts\setup.ps1Then install into your agent(s):
# Install into ALL supported agents at once
.\scripts\install-agents.ps1 -All
# Or pick one
.\scripts\install-agents.ps1 -Agent antigravity
.\scripts\install-agents.ps1 -Agent cursorRestart your agent and verify forge-x-reforger-mcp (or reforger-forge) shows 67 tools.
Configure paths
Copy and edit the config file:
cp reforger-forge.config.example.json reforger-forge.config.jsonKey | Description |
| Arma Reforger Tools (Steam) install |
| Arma Reforger game install |
| Where your mods are saved |
Re-run .\scripts\install-agents.ps1 after changing paths so all agents get updated env vars.
Agent Setup
ReforgerForge uses stdio MCP (local Node.js process). Every agent below runs the same server — only the config file location differs.
Agent | Config file | Install command |
Cursor |
|
|
Google Antigravity |
|
|
Claude Desktop |
|
|
Windsurf |
|
|
VS Code (Copilot) |
|
|
Continue.dev |
|
|
Kiro |
|
|
All agents | All of the above |
|
Google Antigravity
Run
.\scripts\install-agents.ps1 -Agent antigravityOpen Antigravity → Settings → Customizations → Open MCP Config
Confirm
reforger-forgeappears, then click Refresh in Installed MCP ServersThe shared config is at
~/.gemini/config/mcp_config.json(same file used by Antigravity CLI)
Manual config (if needed):
{
"mcpServers": {
"reforger-forge": {
"command": "node",
"args": ["C:\\full\\path\\to\\reforger-forge-mcp\\dist\\index.js"],
"env": {
"ENFUSION_WORKBENCH_PATH": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma Reforger Tools",
"ENFUSION_GAME_PATH": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Arma Reforger",
"ENFUSION_PROJECT_PATH": "C:\\Users\\YOU\\Documents\\My Games\\ArmaReforgerWorkbench\\addons"
}
}
}
}Cursor
Workspace config: .cursor/mcp.json (included). Global: run install script or merge configs/cursor-global.json.
Restart → MCP: Restart Servers
Claude Desktop
Merge configs/claude-desktop.json or run install script.
Windows:
%APPDATA%\Claude\claude_desktop_config.jsonmacOS:
~/Library/Application Support/Claude/claude_desktop_config.json
Claude Code
# Windows
claude mcp add --scope user reforger-forge -- cmd /c node "FULL_PATH\reforger-forge-mcp\dist\index.js"
# macOS / Linux
claude mcp add --scope user reforger-forge -- node /path/to/reforger-forge-mcp/dist/index.jsVS Code (GitHub Copilot)
Uses servers key (not mcpServers). Run install script — it writes both user-level and workspace .vscode/mcp.json.
Command palette: MCP: List Servers → verify reforger-forge is running.
Windsurf (Cascade)
Global config only at ~/.codeium/windsurf/mcp_config.json. Run install script, then refresh MCP list in Cascade panel.
Continue.dev
Run install script. MCP servers live inside ~/.continue/config.json under mcpServers.
Any other MCP client
Use the stdio template at configs/agents/stdio-template.json. Replace REPLACE_WITH_ABSOLUTE_PATH with your clone path.
{
"mcpServers": {
"reforger-forge": {
"command": "node",
"args": ["/absolute/path/to/reforger-forge-mcp/dist/index.js"],
"env": {
"ENFUSION_WORKBENCH_PATH": "...",
"ENFUSION_GAME_PATH": "...",
"ENFUSION_PROJECT_PATH": "..."
}
}
}
}Complete Tool Reference (67 tools)
Legend: Offline = no Workbench needed | Live = requires Workbench running (wb_launch)
API & Documentation (Offline)
Tool | What it does |
| Search 8,693 Enfusion/Arma Reforger API classes and methods. Includes inherited methods, enum detection, sibling classes, and |
| Find ScriptComponent descendants — filter by category (character, vehicle, weapon, damage, inventory, ai, ui, etc.) and event handlers (e.g. |
| Search 250+ pre-downloaded BIKI wiki pages and Enfusion tutorials. Returns previews — use |
| Read the full content of a wiki page by title, including code examples (up to 100k chars, no truncation). |
| Search the bundled modding knowledge base — scripting, audio, weapons, vehicles, AI, UI, game modes, animation, and more. Use |
Game Assets (Offline)
Tool | What it does |
| Browse base game files (scripts, prefabs, configs) from loose files, |
| Read a specific base game file — vanilla |
| Search game files by name pattern, class name, GUID, or content reference. Four modes: filename, class, guid, reference. |
| Look up class hierarchy — parent chain, subclasses, file location. Scans all scripts across paks and export. |
| Diagnostic overview — file counts by type, pak files loaded, VFS index size, export directory status. |
| Search game assets (prefabs, models, textures, scripts, configs) by name across loose files and |
| Duplicate a base game prefab/config into your mod folder with full ancestor chain resolved. Optionally |
| Read Workshop metadata from a mod's |
Project & Mod Management
Tool | Workbench? | What it does |
| No | Browse, read, or write files in your mod project directory ( |
| Build only | Manage addons: |
| No | Read |
Code Generation (Offline)
Tool | What it does |
| Generate Enforce Script |
|
|
| Generate UI |
| Generate |
| Generate |
Scenarios & Advanced Workflows
Tool | Workbench? | What it does |
| Live | Place scenario elements in open Workbench world — |
| No | Generate a complete Conflict multiplayer scenario (up to 7 files): mission header, SubScene stub, layer files with game mode, bases, capture zones, defenders, ambient vehicles. |
| No | Vehicle animation graph tool — |
| No | Set up destructible building from Blender export manifest — creates structure prefab with slot wiring and per-phase destruction components. |
Workbench Connection & Diagnostics (Live)
Tool | What it does |
| Start Arma Reforger Workbench, install handler scripts into mod, wait for NET API. Auto-called by other |
| Test connection to Workbench NET API. Returns connection status and editor mode. |
| Full diagnostic — config, handler script locations, NET API status. Use when |
| Remove temporary EnfusionMCP handler scripts from mod before publishing. Safe even if never installed. |
| Full Workbench snapshot — mode (edit/play), entity count, selection, terrain bounds, sub-scene, prefab edit status. |
| Reload scripts or plugins without restarting Workbench. |
Workbench Editor Control (Live)
Tool | What it does |
| Enter play mode (Play in Editor). Compiles scripts and launches world for testing. |
| Exit play mode, return to World Editor. |
| Save current world. Optionally Save As to new path. Edit mode only. |
| Undo or redo the last World Editor action. |
| Open a resource in its editor (.et → Prefab Editor, .c → Script Editor, etc.). |
| Run any Workbench menu action by path (e.g. |
Workbench Entities (Live)
Tool | What it does |
| Create entity from prefab at position/rotation. Optional name and target layer. Edit mode only. |
| Delete entity by name. Edit mode only. |
| List entities in current world with pagination and optional name filter. |
| Get entity details — components, properties, position, children. By name or index. |
| Move, rotate, rename, reparent, set/clear/list component properties, manage array items. Edit mode only. |
| Select, deselect, clear, or get current selection. |
| Duplicate a scene entity (including locked base-game instances) into your mod as a standalone |
| Add, remove, or list components on an entity. Edit mode only for add/remove. |
| Copy, cut, paste, paste at cursor, duplicate selected entities, check clipboard content. |
Workbench World & Resources (Live)
Tool | What it does |
| Query terrain height at coordinates or get world bounds (min/max extents). |
| Create, delete, rename layers; set active layer; toggle visibility/lock. Edit mode only for mutations. |
| Register new resources, rebuild resource databases, get resource info, open in editor. |
| Create entity templates, save prefab changes, GUID lookup, locate prefabs by path. Edit mode only for create/save. |
| List loaded addon projects, locate project by name, open |
| Insert, delete, modify string table entries, or get full localization table. |
| Read/write lines in the open Script Editor file — get file, read/write/insert/remove lines, line count. |
| Validate material or texture resources using Workbench built-in validators. Returns errors and warnings. |
Run node scripts/list-tools.mjs anytime to verify all 67 tools register on your machine.
Usage Examples
Create a HUD widget that shows player health and stamina
Make a zombie survival game mode with wave spawning
Search the API for all vehicle damage components
Launch Workbench, load my mod, and enter play mode
Generate a Conflict scenario for Everon with 3 bases
Inspect the inheritance chain for Rifle_M16A2.etConfiguration
Environment variables override config files:
Variable | Description | Default |
| Arma Reforger Tools path | Steam default |
| Arma Reforger game path | Sibling of Tools |
| Mod output directory |
|
| Unpacked game data export (optional, faster reads) | none |
| NET API host |
|
| NET API port |
|
| Enable debug logging | off |
Config file search order:
reforger-forge.config.json(project root)~/.reforger-forge/config.json(user home)Legacy
enfusion-mcp.config.jsonpaths (backward compatible)
Requirements
Node.js 20+
Arma Reforger (Steam) — for game asset browsing (222k+ files indexed from
.pak)Arma Reforger Tools (Steam) — for
modbuild and allwb_*tools (optional for read-only use)
Optional: Export Directory
For faster file reads, you can use an unpacked game data export from ReforgerPakTool. This indexes 106k+ files as plain text on disk (1ms reads vs ~100ms from pak decompression).
# Set in config or environment
ENFUSION_EXPORT_PATH=D:\path\to\Enfusion-Export-MCPINFOWithout the export, everything works perfectly — the tool falls back to reading from .pak archives automatically.
Sharing & Distribution
For Friends (Quick Setup)
Clone or zip the
reforger-forge-mcpfolderSend it to your friend (or push to GitHub)
Friend runs:
cd reforger-forge-mcp
.\scripts\setup.ps1The setup script will:
Auto-detect Arma Reforger install paths (Steam, Epic)
Create config with correct paths
Install dependencies and build
Optionally install into their AI agent
For GitHub Distribution
git remote add origin https://github.com/Dopemodz420/Forge-X-Reforger-MCP.git
git push -u origin mainFriends can then:
git clone https://github.com/Dopemodz420/Forge-X-Reforger-MCP.git
cd Forge-X-Reforger-MCP
.\scripts\setup.ps1 # Windows
# or
npm install && npm run build && node scripts/list-tools.mjsWhat's Included
All source code, build scripts, and agent configs
8,693 indexed API classes (in
data/)250+ wiki pages (in
data/)Workbench handler scripts (in
mod/)Agent install scripts for 7+ AI IDEs
What's NOT Included (User Must Have)
Arma Reforger game installation (provides
.pakarchives)Arma Reforger Tools (optional, for Workbench control)
Export directory (optional, for faster reads)
Development
npm run build # Compile TypeScript
npm test # Run test suite (450/453, 3 pre-existing fails)
npm run dev # Run server in dev mode
node scripts/list-tools.mjs # Verify all 67 tools register
.\scripts\install-agents.ps1 -All # Push config to all agentsProject Structure
reforger-forge-mcp/
├── src/ # TypeScript source
├── data/ # API index, wiki, patterns, knowledge base
├── mod/ # Workbench NET API handler scripts
├── configs/agents/ # Manual install templates
├── scripts/
│ ├── setup.ps1 # Build + configure
│ ├── install-agents.ps1 # Install into any AI agent
│ └── list-tools.mjs # Verify tool registration
├── .cursor/mcp.json # Cursor workspace
├── .vscode/mcp.json # VS Code workspace
├── .kiro/settings/mcp.json # Kiro workspace
└── dist/ # Built server (generated)Publishing to GitHub
git remote add origin https://github.com/Dopemodz420/Forge-X-Reforger-MCP.git
git push -u origin mainCredits & Attribution
Forge-X Reforger MCP is based on:
steffenbk/enfusion-mcp-BK — primary upstream fork
wastelandgoats/reforger-forge-mcp — prior fork
Articulated7/enfusion-mcp — original project
Forge-X rebrand by Dopemodz420. Used and modified with permission. MIT licensed.
License
MIT — see LICENSE
This server cannot be deployed
Maintenance
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