enfusion-mcp
Click on "Install 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., "@enfusion-mcpCreate a HUD widget that shows player health and stamina"
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.
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-mcpCLI-based MCP clients (macOS / Linux)
mcp add --scope user enfusion-mcp -- npx -y enfusion-mcpRestart 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 |
| Full guided mod creation - from idea to built addon |
| Modify or extend an existing mod project |
The assistant will:
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
Research the Enfusion API (8,693 indexed classes), the Arma Reforger wiki (250+ guides), and base game assets (read directly from
.pakarchives) to find the right approachScaffold the full addon -
.gproj, scripts, prefabs, configs, UI layoutsLaunch Workbench if it's not already running
Load the project, reload scripts, register resources
Validate and build the addon
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 |
| Search 8,693 Enfusion/Arma Reforger API classes and methods - includes inherited members, enum-like class detection, related sibling classes, and |
| Search ScriptComponent descendants - filter by category (character, vehicle, weapon, damage, inventory, ai, ui, etc.) and event handlers |
| Search 250+ tutorials and guides from the Enfusion engine docs and BI Community Wiki |
| Read the full content of a wiki page by title - no truncation, includes code examples |
| Search the bundled Arma Reforger modding knowledge base - distilled patterns covering scripting, audio, weapons, vehicles, AI, UI, game modes, animation, and more |
| Browse base game files - loose files and |
| Read base game files - scripts, prefabs, configs from loose files or |
| Inspect a prefab's full inheritance chain - merges all components across ancestors, showing which level each value comes from. Solves the problem of |
| Search game assets by name across loose files and |
| List files in a mod project directory |
| Read any project file |
| Write or update project files |
| Scaffold a complete addon with directory structure and |
| Generate Enforce Script ( |
| Generate Entity Template ( |
| Generate UI layout ( |
| Generate config files - factions, missions, entity catalogs, editor placeables |
| Generate dedicated server config for local testing |
| Validate project structure, scripts, prefabs, configs, and naming |
| 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 |
| Start Workbench if not running, wait for NET API |
| Test connection to Workbench |
| Full state snapshot - mode, world, entity count, selection |
| Switch to game mode (Play in Editor) |
| Return to edit mode |
| Save the current world |
| Undo or redo the last action |
| Open a resource in its editor |
| Reload scripts or plugins without restarting |
| Run any Workbench menu action by path |
| Create entity from prefab at a position |
| Delete entity by name |
| List and search entities in the world |
| Get entity details - properties, components, children |
| Move, rotate, rename, reparent, set/clear/get/list properties, list/add/remove array items |
| Select, deselect, clear, get current selection |
| Add, remove, list entity components - supports lookup by name or index (for unnamed entities) |
| Query terrain height and world bounds |
| Create, delete, rename layers, set visibility/active |
| Register resources, rebuild database |
| Create templates, save, GUID lookup |
| Copy, cut, paste, duplicate entities |
| Read/write lines in the open script file |
| String table CRUD for localization |
| List loaded projects, open |
| 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 |
| Full class docs with inheritance, methods, ancestors/descendants |
| Mod pattern definition with all templates |
| API group with class list |
Configuration
All optional. Sensible defaults are used when nothing is set.
Environment Variable | Description | Default |
| Default mod output directory |
|
| Path to Arma Reforger Tools |
|
| Path to the Arma Reforger game install (used as CWD when launching Workbench so base-game addons resolve correctly) | Auto-detected from sibling of |
| NET API host |
|
| NET API port |
|
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_buildand allwb_*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 testsLicense
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.
This server cannot be installed
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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