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enfusion-mcp

v0.6.1

Published

MCP server for Arma Reforger / Enfusion engine modding — create mods from natural language

Downloads

2,308

Readme

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 | | wiki_search | Search 250+ tutorials and guides from the Enfusion engine docs and BI Community Wiki | | 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, 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 | | 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/Articulated7/enfusion-mcp.git
cd enfusion-mcp
npm install
npm run scrape   # Build API index from Workbench docs
npm run build
npm test         # 187 tests

Documentation

Full documentation is on the GitHub Wiki.

License

MIT