#Enfusion MCP

1 messages · Page 1 of 1 (latest)

halcyon glade
#

MCP server for Arma Reforger modding. A tool to empower Claude Code to assist with/automate API research, code generation, project scaffolding, Workbench control, and in-editor testing.
https://github.com/Articulated7/enfusion-mcp

Hello everyone! Without further ado;

WHAT IT CAN DO

The goal is to bridge the gap between “wanting to make mods” and “knowing how to make working mods.”
When you use the /create-mod command, Claude will ask what kind of mod you want, then:
1. Assess complexity - simple mods are built in one pass; large mods 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) to find the right approach
3. Scaffold the full addon - .gproj, scripts, prefabs, configs, UI layouts
4. Launch Workbench, load the project, reload scripts, register resources
5. Validate, build, and 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 future sessions can pick up right where you left off via /modify-mod.

WHAT IT CANNOT DO

Consistently one-shot mods 😅 But it’s getting close! I’ve been feeding it random mod ideas and iterating until it can reliably handle them. Examples it’s cracked so far: a heal station players can walk up to, and floating health bars above characters. Needless to say, a one-shot Reforger DayZ clone is still a stretch.

HOW YOU CAN HELP

Ideally, I’d love contributors with Enfusion/modding experience to jump in with fixes or additions. At minimum, filing issues on GitHub or in this thread is a huge help. Best case: a few folks invest some time in this project. Worst case: I keep chipping away at it solo.

Thanks! You can find me here on Discord or on GitHub for any questions, feedback, or shitposts.​​​​​​​​​​​​​​​​

GitHub

MCP server for Enfusion engine / Arma Reforger modding - Articulated7/enfusion-mcp

keen imp
#

Some folks are going to be insanely upset about this one. But looks amazing. AI has done more for getting folks into modding/development than anything else.

plucky hull
#

yh wait for one dev to see this.

carmine bolt
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Very neat. LLMs are another tool to be used, rather than relied on. I think that's where the big descrepancies lie for some people.

At the end of the day, you can buy the best tools in the world, but they're useless if you don't know how to use them.

Hopefully this will allow people to learn without having to dive into the near comment-less enfusion script to learn like we did lol

halcyon glade
subtle tartan
halcyon glade
# subtle tartan Nice i wast literally imagine the other day "damn if i had a reforger mcp" nice...

I, too, have an extensive collection of wiki pages/doxygen copies 🤣

https://github.com/Articulated7/enfusion-mcp/wiki/Knowledge-Base

I won’t be able to check the differences between ours until later today, but i would always love some more documentation/wiki info that I don’t already have!

GitHub

MCP server for Enfusion engine / Arma Reforger modding - Articulated7/enfusion-mcp

subtle tartan
# halcyon glade I, too, have an extensive collection of wiki pages/doxygen copies 🤣 https://gi...

Sweet 😄 And yeah people here have been standoffish as ive seen to AI use here, but i really think some might not understand how this is very beneficially especially if they've not used claud code. I'd might suggest maybe making a video of it if you have the time for it to just showcase,and now claude code is even easier to get into since they have it straight in the desktop app too even though i prefer vs code.

halcyon glade
subtle tartan
subtle tartan
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Ive been testing this with scripting now, and its is a lot much more efficient, and with the knowalge base ive just encouted a small indentation and closing errors that happned once, but after correction no issues. While normally it was very annoying where it would randomly switch over to ternary operator(?:).
Hope you continue this!

keen imp
#

It’s quite incredible

halcyon glade
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Glad to hear that it’s helping out. For any consistent problems/anything you can replicate, the preferred issue for me is for an issue to be raised on GitHub

keen imp
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Is there a way to train it on other mod frameworks, so it can better interface with the attachment frameworks, night vision, etc

halcyon glade
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Anything is possible with the power of Christ compelling you.

On a serious note, if you can get specific about what you’re wanting to do / what is capable with the mod / where the mod is failing, I can certainly look into it for you.

glacial ether
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It's a great project, which enables many people with ideas but no programming skills to create the mods they want. Although it may produce some low-quality mods, it also helps more beginners get started and develop an interest in development.

halcyon glade
# glacial ether It's a great project, which enables many people with ideas but no programming sk...

IMO experienced devs get just as much out of it, probably more. Nobody genuinely enjoys writing boilerplate or digging through Enfusion’s sparse documentation for the fifth time.

The low quality mod concern is fair but those have always existed regardless of tooling. The difference is an experienced dev using this will produce better work faster, while beginners finally get a fighting chance with Enfusion Workbench instead of just giving up. It compresses the skill gap without capping the ceiling.

Regardless thank you for your input 🙂

glacial ether
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~~Can this project assist in writing .layout files?~~This is insane! I only glanced at the readme.md of this repository, and it has so many features!

bright leaf
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Sick 🔥

keen imp
keen imp
little finch
glacial ether
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Therefore, I have high hopes for the project in this post; this project has done a better job than mine.

little finch
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It’s already a positive thing that multiple people are working on a project like this.

I was thinking about a solution that could migrate an Arma 3 mission one-to-one into Reforger. I’m not sure if that’s even possible, but it’s certain that in that case it would also need to understand the Arma 3 API.

halcyon glade
# little finch It’s already a positive thing that multiple people are working on a project like...

The main issue, as I see it, is no amount of documentation or clever scripting can substitute for functionality that doesn’t currently exist in Reforger.

Adding Arma 3 documentation would enable Claude to translate SQF logic into EnforceScript equivalents, map Arma 3 concepts (triggers, waypoints, game logic modules) to their Reforger counterparts, and identify which A3 functions have Reforger equivalents and which don’t. But that is a project out of my current scope haha

distant hearth
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I have gotten my self stuck. I can run the mcp, and had it make a small plugin for the workbench. But then when it needed run the workbench and compile the code it failed because it can't seem to connect with the workbench.
When i do wb_connect it gives me the error that it's not reachable. wb_launch worked fine.

I double checked and Net API is enabled, and i can see the "EMCP_*" files in the loaded project.
The wb log is writing a constant stream of existing Net API function 'GetLoadedProjects'

This is my first mcp, so i'm not super clear on how to troubleshoot this issue, any ideas what i can try?

halcyon glade
subtle tartan
halcyon glade
subtle tartan
# halcyon glade This is all true, although I do still want to know about any issues to help poli...

I had an idea. Instead of just having a Claude config file that stores session memory, what if it used a structured memory system?

During a session, it would capture validated solutions, engine quirks, and confirmed working patterns in a structured format. Then at the end of the session, it would curate and promote only verified solutions into a persistent knowledge base that we then could later on share it to improve this.

For example, my now sesh discovered that calling CallLater inside EOnInit in Enfusion is unreliable because the callqueue isn’t fully ready at that lifecycle stage. Moving the deferred work to OnPostInit with a small delay fixed the issue immediately. This wasn’t documented anywhere and only surfaced through elimination testing.

halcyon glade
subtle tartan
rancid lagoon
lofty cedar
little finch
distant hearth
woven hawk
halcyon glade
lofty cedar
little finch
iron raven
halcyon glade
#

The why is because I am a pretty heavy user of Claude Code, and I have been working on a “Claude Invader” mod/game mode for Reforger for a few months now. Basically the players get a set amount of time to fortify/build up an area that they will try and defend against Claude. The mod polls Claude via API letting it know the location/state/etc of all units, and Claude issues orders to units/vehicles/etc (also via api) in an attempt to breach the defenses, kill all players, and capture the point by any means necessary. (It’s essentially an “alternative” way to upgrade in game AI, by letting an actual AI reason about their situation and long term goals and then make informed decisions based upon the past/present/future)

So it goes without saying this is a rather complex mod, and throughout the process I have found myself wishing Claude had a better grasp of Enfusion/Reforger mechanics. So the first iteration of the MCP was to address that issue in my own personal workflow. Then I realized that it could also connect to(and control) workbench via NetAPI. So after I got that set up, I realized that this may be a tool that others would find useful as well and now here we are 🙂

keen imp
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That is actually insane

#

Can't wait to see that come to fruition

halcyon glade
# keen imp That is actually insane

Me too! It is still a work in progress and itll be a while before it’s in a good enough condition for me to feel comfortable releasing 😛

subtle tartan
halcyon glade
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Absolutely! That video was a huge motivator for me to keep working on the mod

iron raven
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Because I was pretty impressed when I was using it, I just dumped the wiki & such on it and said "make me MCP plugin" and it got it mostly right

halcyon glade
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I could write it by hand, but with the current state of AI, my professional opinion is that’s a waste of my time. Every aspect of my workflow is much more effective/efficient when I plan, orchestrate, then review AI output. As opposed to doing it the “old way” for (???) reasons.

gritty mango
halcyon glade
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How would I know what? If you’re referencing the message I deleted, then i apologize because that message had a poor taste to it lol

gritty mango
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Yes i just noticed.

keen imp
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Hell, I fed it a spreadsheet of model names/outputs and it created an ACEX config error free on its first try

halcyon glade
# gritty mango Yes i just noticed.

Given your work into Reforger’s AI, id be more than willing to share what i already have/give you a demo sometime if you’d like to see the differences specifically 🙂

#

Feel free to DM me if you’d like and we can talk about it further

subtle tartan
nimble spade
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i still think you need to understand code, ai is not the replacement. have a general idea of modding before you let ai train on bad operator data

#

able to do this with ai, web map viewer

subtle tartan
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in my honset opinion i would say yes one year ago. But today i mean, you can vibe code full apps, do they have extremly shitty security. Sure, but the barrier to having to understand code just falls away for each year now i feel. I mean all my friends in IT works with AI on a daily basis

gritty mango
halcyon glade
# nimble spade i still think you need to understand code, ai is not the replacement. have a gen...

If you don’t understand the code, you won’t understand why your mod isn’t working, and if AI can’t figure it out then you’re stuck with learning to understand it. That’s why I am not worried about AI taking my job anytime soon. I anticipate this will produce some low quality mods, for sure, but those have always existed and this tool could greatly benefit beginners who have an earnest interest in learning.

keen imp
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Some incredible projects ive seen recently were entirely vibe coded, an idea of framework and enough prompts was all they needed. I'd imagine it gets easier when you get off a super niche platform like ArmA

glacial ether
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Vibe Coding is becoming increasingly popular, and I have used it quite a lot. However, to complete a relatively complete mod requires the author to have any programming background and experience in software system design. There are definitely some thresholds involved.

#

This is not something that can be accomplished in just one sentence or a few minutes. Anyone without any programming experience will only make things worse.

keen imp
brazen summit
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10/10

subtle tartan
subtle tartan
dense hedge
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do you need a paid claude subscription to use this, or am i doing something wrong? i managed to install mcp-enfusion in claude but now i am stuck because i have no credits

subtle tartan
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Also would it be an idea to devide the knowlage base files up a bit instead of huge single files? Then it could be easier to add new knowledge to it instead of merging it with the big file, example https://i.imgur.com/egDPQyI.png

nimble spade
dense hedge
nimble spade
#

but because of the limits of the free tier. you prob wont get to use much of it

dense hedge
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got it to work now, using the desktop version

brazen summit
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MCP has been great,
1shot removing the recruit AI from the interaction wheel.

#

Also been a blessing for some of my larger projects. Speeds up those little tasks

subtle tartan
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Just had the interaction i expected to get at some point:

How did you do this so efficiently?
Explains it, also point out how the enfusion MCP Api search help out a lot here
oh its AI bummer
Everything is dismissed then, even if it works. Nope invalid AI helped 😁

keen imp
glacial ether
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If i use a punch-print computer to write code,My mods are definitely much better than AI.🤣

jaunty lintel
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This looks sweet, ill try it out. My initial attitude learning SQF was "mannnn I just want this thingy to do this thingy so people can do more cool shit" 😄 It helps knowing what the code is doing, regardless, so you can adjust as necessary like all other AI generated code.

keen imp
#

Being able to ask an LLM your question and instantly get a response, that is typically correct given knowledge of prompt generation, saves immense type of digging through shitty documentation or asking in discord

nimble spade
weary ravine
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This looks really good. I think the whole "oh no it's AI!" attitude is based on some level of historical truth ( vibe coding did produce some horrible crap not that long ago), but it has come a very long way in the last 6 months alone to the point where its a very different beast now. I've been a software dev for over 20 years, and my take is that the level to which AI will assist you in building something that is robust and works is largely correlated to experience - as this guides you to ask the right things of the LLM, and also gives you a basis for verifying the output / guiding the LLM to the right place. So it's not going to fully replace anyone. That said, for anyone without the experience or programming knowledge, it is incredibly useful for for prototyping, ideation, learning and just getting started. And lets face it we're building mods not nuclear reactors so it doesn't need to be perfect. Always a good idea to get the AI to document itself ( eg ask it to add comments to the code to explain what it's doing and the intent).

keen imp
nimble spade
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yea but when you can have ai do it faster, you will have alot more slop flooding, like imo the reforger workshop is poorly designed. and that last part, you kinda have to understand the politics of it. but when you have companies making profit off you while you remain poor, your gonna be upset

keen imp
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A massive chunk of the workshop is already config tweaks, arsenals, retextures and other stuff. It’s been flooded for years now. The simple solution is to just NOT use their mods if you think they are shit. If they are making it onto mainstream servers, they obviously aren’t that bad.

This tool has lead to prototypes of working TGPs and a Turret Enhanced port, in just the last week. 10s of hours saved, and no data points reflecting anything negative. I’d love to hear of any from-scratch one shotting a complex mod, either.

My lawn guy profits off me, so does the grocery store, the gas station, my mortgage and auto lender, and countless other entities. The data scare has always been nonsense to me, it doesn’t matter at all.

glad solar
keen imp
balmy lichen
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Following

subtle tartan
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Close to as i can get it to "automated" setup for scenario framework triggers. Only issue is that it cant path to prefabs ofc from main since they are not file accessible. But you can just duplicate them to find them easy

#

but you can just put the prefabs into the world like in the video and they also auto creat parent and child

dense hedge
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Its really great! This will (hopefully) fill the workshop with nice new mods. Just playing around with it is so much fun, i might need a paid claude abo😆

halcyon glade
#

enfusion-mcp v0.6.0

.pak Reader, Workbench Fixes, Entity Modify Overhaul

Big update dropping. Two highlights:

Built-in .pak archive reader
The MCP can now read directly from Arma Reforger's .pak files with zero setup. No more unpacking game data manually. game_browse, game_read, and asset_search all read from pak archives transparently. Claude can now inspect any vanilla script, prefab, or config just by asking for it. Pure TypeScript, no new dependencies, no external tools.

Entity modify overhaul
Huge shoutout to @subtle tartan for his PR that massively expanded wb_entity_modify. What was a basic move/rename tool now supports:

setProperty / clearProperty / getProperty / listProperties - full property editing on entities and components
addArrayItem / removeArrayItem - array property manipulation (inventory slots, attachment points, etc.)
setObjectClass - swap object types on component properties
Component-level property paths - edit properties on specific components, not just the entity root
This is a community contribution and exactly the kind of thing that makes the project better.

Other fixes in this update:
Workbench connection race condition fixed - wb_connect no longer fails right after wb_launch succeeds
memberIndex default restored so array append works correctly
setProperty now accepts empty string values (for clearing text fields without resetting to defaults)
Deterministic pak file ordering across environments
Size cap enforced before decompressing large pak files (no wasted memory)
Updated docs and AI prompts to reflect pak support

copper edge
#

could someone make a video on how to download it? im not too sure how to do it following the github instructions

boreal jasper
boreal jasper
jaunty lintel
nimble spade
jaunty lintel
subtle tartan
#

ive got two options using the pak file method, or if you download the data from pak file you can set a path to it in the mcp config. It saves a bit on token use and is quicker that way not by much though(but every little thing helps 😆 ). uploaded -Wb_entity_duplicate — duplicate scene entities into mod folder -Game_duplicate — copy from pak with extracted library preference ENFUSION_EXTRACTED_PATH config fallback -RemoveArrayItem crash fix for inherited arrays -GetAncestor in wb_prefabs -GUID indexing fix in asset_search

little finch
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Subject: Proposal for AI-to-Enfusion Bridge Plugin

I know this might sound like a dream, but I wanted to ask anyway:

Would it be possible to integrate a plugin that allows AI to generate complete game assets within the Enfusion-MCP system?
The process would consist of three steps:

  1. Generation (Rodin v2 API): The AI retrieves high-resolution models and 4K PBR textures.

  2. Optimization (Blender): Blender runs in the background (BK plugin😉 ) to perform retopology and baking (creating the Normal map from the high-res data).

  3. Enfusion Conversion: The textures are packaged into a format compatible with the Arma engine.

Usage Example:
You can simply ask Claude:
"Claude, create a 1980s Soviet military radio (R-105M) for Arma Reforger, with 4K PBR textures, and add it to the 'SovietGear' mod."

Result:
A few minutes later, you’d receive a fully optimized model and textures placed into the Workbench.
😆

subtle tartan
#

possible, maybe, plausible no notlikemeow You have to take into account in your example you have to still rig it even the radio. Bones, sockets that is pr now not possible with any ai. Whats much more doable is if you rig and animate it, it could be much easier automated into it. Setting up components and animations since all that is text readable

boreal jasper
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I'd like to know if there are any solutions for creating a UI. I'm currently using Enfusion-MCP, which mentions the need for a custom settings page, but it says the layout is uncontrollable. So I manually created the layout..

eternal dove
#

@tight patrol

woven hawk
eternal dove
tight patrol
woven hawk
subtle tartan
subtle tartan
#

@little finch this is what i think is more realistic with this small showcase. but I had a mesh, rigged it in blender, got the mcp to setup the animation with the bone and set it up for me on the prefab.

shrewd bay
#

Hello everyone! 🙂

This is a great tool that will help you create more mods 🙏

I tried creating a Wasteland mission.

For some reason, after selecting the map, nothing is created in the Worlds folder, and I can't check what Claude have created.

Has anyone encountered this?

#

Also, for some reason, some of the files are not in the mission folder, but in addons

shrewd bay
subtle tartan
#

Sorry cant help on my end since im not or have tried the desktop version

glacial ether
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When using wb*_ scripts, it is unable to read the scripts of the dependency mods of the projects opened in the workbench. Is this normal? All scripts return empty. The MCP server and NET-API connection have been confirmed to be running.

subtle tartan
glacial ether
jaunty lintel
#

Workshop will supposedly be integrated into Workbench in the next major patch. I'm guessing it'll be the same way with .pak files in regards to dependency mods

little finch
# subtle tartan <@706562833420255356> this is what i think is more realistic with this small sho...

The hardest part is not the generation itself, but defining the individual steps of the process so the system knows exactly what to do at each stage. Once these are well defined, the whole thing becomes more like a repeatable workflow.
The real challenge is designing and training the workflow so that the separate steps work together reliably. Once that workflow exists, the AI essentially acts as a coordinator that automatically triggers and connects these steps.

eternal dove
lofty cedar
#

like fuck my life bruh blobcloseenjoy

halcyon glade
#

Just wanted to give a quick thank you to all 3139 people who have installed the MCP.

I did not think it would get more than 10-20 users when I initially published it, so this is a big motivator for me to keep working on it and making it better for all users, beginners and vets.

Also want to give a shoutout to @subtle tartan for actually giving some of his time and effort to this project, from troubleshooting to implementing new features he’s been a big help. Secondary shoutout is to everyone who has gotten ahold of me either here, on Reddit, or on GitHub to share errors, issues, and suggestions. It’s impossible for me to know every issue with the MCP so it’s a huge help when people bring them to my attention!

Cheers

eternal dove
#

RESOURCES (E): Failed to call not existing Net API function 'EMCP_WB_Ping'
keep getting this in logs, I'm using Claude desktop its able to launch workbench and write scripts etc. it tells me to enable net API in options which it is enabled.

subtle tartan
eternal dove
shrewd bay
#

Hi guys!

Are there any instructions for dummies?

#

Does this command run in Windows PowerShell?

#

Do I need to enter the wb_launch command here or is it enough to write "Make a zombie survival game mode with wave spawning"?

ember summit
#

Oh this is intresting

shrewd bay
#

It looks like the first thing I need to do is create a folder in *C:\Users\Phil\Documents\My Games\ArmaReforgerWorkbench\addons* and then run Claude from there.

shrewd bay
halcyon glade
# shrewd bay Hi guys! Are there any instructions for dummies?

Yes, once you have the MCP installed, write /create-mod into a running claude instance and then describe what kind of mod you’d like. If Claude has questions, he will ask. You shouldn’t have to worry about or even know any of the specific commands like wb_launch

strange sleet
#

is this only able to be used with claude?

boreal jasper
strange sleet
subtle tartan
#

and it dosnt contribute to your weekly limit

dense hedge
# subtle tartan

hey, i have a quick question..i linked my extracted arma path to claude like you did in your video and claude says its all good. when i actually use claude and the enfusion mcp and it tries to check the files of the extracted folder, i have to manually link to the exact folder the file is in. any idea why it doesnt just read the files from the "complete" folder?

subtle tartan
dense hedge
#

desktop

subtle tartan
dense hedge
nimble spade
#

claude now has 1m context for max users

tough sierra
#

is there a clearer setup guide for desktop? I;m struggling to have claude access certain things, claude spews this for example

The game_browse and game_read tools still aren't working properly. The asset index is empty and file reads fail. This is the same issue as before - the pak files aren't being indexed/read by the EnfusionMCP addon. The wb_script_editor openFile + getLinesCount worked before, but getLine always returned empty.

eternal dove
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it says it can read .pak files transparently but that's just not true or at least mine always said the same thing.

tough sierra
#

It can't read base game scripts at all either from an addon, it can get the line count but can't read the lines even in workbench which shouldn't be pak files right?

keen imp
#

They are pak files, being read by your workbench

quiet kite
#

There is some pak extrator for reforger floating out there somewhere I remember. Dont remember the name tho

dense hedge
quiet kite
dense hedge
#

ah,ok..this one works too

quiet kite
dense hedge
#

oh, this one is definitely a little bit better for reforger as it has the edds converter stuff..the other tool extracts the paks fine but it can't do the images.

quiet kite
keen imp
#

Mario mentioned the other day that feeding AI the gamecode was not kosher

grand creek
#

Will this work with chatgpt 5.4/5.3 Codex in Codex CLI?
Thanks!

visual anvil
subtle tartan
subtle tartan
#

From stoogie, its coming backup. Some security issue with account

brazen summit
#

Been 24hours,
Any update?

subtle tartan
#

Not heard anything

halcyon glade
#

Hello everyone, sorry for the delay. I have had some issues with my github account that resulted in it being locked. The repo will be back up ASAP, I appreciate everyone's patience! Thank you!