Enfusion MCP Server

1

Add it to Claude Code

Run this in a terminal.

Run in terminal
claude mcp add enfusion-mcp -- npx -y enfusion-mcp
README.md

MCP server for Arma Reforger modding and Enfusion engine development.

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"]
    }
  }
}

Restart Claude Desktop. Verify with /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), 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
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
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
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, selectio

Tools (21)

api_searchSearch 8,693 Enfusion/Arma Reforger API classes and methods.
component_searchSearch ScriptComponent descendants by category and event handlers.
wiki_searchSearch 250+ tutorials and guides from the Enfusion engine docs.
wiki_readRead the full content of a wiki page by title.
game_browseBrowse base game files including loose files and .pak archives.
game_readRead base game files like scripts, prefabs, and configs.
asset_searchSearch game assets by name across loose files and .pak archives.
project_browseList files in a mod project directory.
project_readRead any project file.
project_writeWrite or update project files.
mod_createScaffold a complete addon with directory structure and .gproj.
script_createGenerate Enforce Script (.c) files.
prefab_createGenerate Entity Template (.et) prefabs.
layout_createGenerate UI layout (.layout) files.
config_createGenerate config files for factions, missions, and catalogs.
server_configGenerate dedicated server config for local testing.
mod_validateValidate project structure, scripts, prefabs, and configs.
mod_buildBuild the addon using the Workbench CLI.
wb_launchStart Workbench if not running.
wb_connectTest connection to Workbench.
wb_stateGet full state snapshot of the running Workbench instance.

Configuration

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

Try it

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

Frequently Asked Questions

What are the key features of Enfusion MCP?

Automated mod scaffolding including .gproj and directory structure. Integrated API and Wiki search for Enfusion engine documentation. Direct Workbench control for launching, testing, and building mods. Support for generating scripts, prefabs, UI layouts, and configs. Project validation and build automation via Workbench CLI.

What can I use Enfusion MCP for?

Rapidly prototyping new game modes for Arma Reforger. Automating the creation of custom factions and equipment. Developing complex UI widgets without manual file management. Streamlining the mod testing workflow by launching Workbench directly from Claude.

How do I install Enfusion MCP?

Install Enfusion MCP by running: claude mcp add --scope user enfusion-mcp -- cmd /c npx -y enfusion-mcp

What MCP clients work with Enfusion MCP?

Enfusion MCP works with any MCP-compatible client including Claude Desktop, Claude Code, Cursor, and other editors with MCP support.

Turn this server into reusable context

Keep Enfusion MCP docs, env vars, and workflow notes in Conare so your agent carries them across sessions.

Need the old visual installer? Open Conare IDE.
Open Conare