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enfusion-mcp

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

Install

CLI-based MCP clients (Windows)

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

CLI-based MCP clients (macOS / Linux)

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

Restart the client. Verify that the server is listed.

Desktop MCP clients

Add to your client's MCP server config:

Windows:

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

macOS / Linux:

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

Restart the client. Verify that the server is listed.

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 the client launches Workbench via wb_launch.

Related MCP server: ReforgerForge MCP

Usage

Just ask your assistant 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

The assistant 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), the Arma Reforger wiki (250+ guides), and base game assets (read directly from .pak archives) 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 - includes inherited members, enum-like class detection, related sibling classes, and format: 'tree' for ASCII inheritance hierarchy visualization

component_search

Search ScriptComponent descendants - filter by category (character, vehicle, weapon, damage, inventory, ai, ui, etc.) and event handlers

wiki_search

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

wiki_read

Read the full content of a wiki page by title - no truncation, includes code examples

wb_knowledge

Search the bundled Arma Reforger modding knowledge base - distilled patterns covering scripting, audio, weapons, vehicles, AI, UI, game modes, animation, and more

game_browse

Browse base game files - loose files and .pak archives transparently

game_read

Read base game files - scripts, prefabs, configs from loose files or .pak

prefab_inspect

Inspect a prefab's full inheritance chain - merges all components across ancestors, showing which level each value comes from. Solves the problem of .et files only showing overrides.

asset_search

Search game assets by name across loose files and .pak archives

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. Auto-fetches overridable parent methods from API index when parentClass is specified

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/clear/get/list properties, list/add/remove array items

wb_entity_select

Select, deselect, clear, get current selection

wb_component

Add, remove, list entity components - supports lookup by name or index (for unnamed entities)

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_GAME_PATH

Path to the Arma Reforger game install (used as CWD when launching Workbench so base-game addons resolve correctly)

Auto-detected from sibling of ENFUSION_WORKBENCH_PATH

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/steffenbk/enfusion-mcp-BK.git
cd enfusion-mcp-BK
npm install
npm run scrape   # Build API index from Workbench docs
npm run build
npm test         # 187 tests

License

MIT

Upstream

This is a maintained fork of enfusion-mcp by Articulated7, carried to Linux under Proton and Arma Reforger 1.7. It is MIT licensed, the same as upstream, and the original copyright notice is kept in LICENSE.

A
license - permissive license
Not graded
quality - not tested
C
maintenance

Maintenance

Maintainers
Response time
Release cycle
Releases (12mo)
Commit activity

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