Standalone C# MCP server for Arma Reforger Workbench, runtime tools, source inspection, and official wiki research.
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Reforger MCP Server is an MCP server that standalone C# MCP server for Arma Reforger Workbench, runtime tools, source inspection, and official wiki research. Its tool list has not been published yet over stdio and sse, requires no API key, and scores 67/100 on MCPpedia's security, maintenance and efficiency rubric.
Config is the same across clients - only the file and path differ.
{
"mcpServers": {
"reforger": {
"args": [
"--config",
"C:/Tools/ReforgerMcp/configuration.json"
],
"command": "C:/Tools/ReforgerMcp/ReforgerMcp.exe"
}
}
}Are you the author?
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A standalone Windows 10 (build 19041+) x64 C# MCP server for Arma Reforger modding: launch Workbench, capture selected editor/game windows, search installed PAK assets, export and search script source, and inspect native engine code. It uses one C# PAK reader, one Ghidra backend for native code and Windows Graphics Capture for screenshots. No model API, Python service, provider selection, or fallback chain.
No automated test available for this server. Check the GitHub README for setup instructions.
Five weighted categories - click any category to see the underlying evidence.
No known CVEs.
No package registry to scan.
Click any tool to inspect its schema.
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Recall and calibrate policy-compliant tool-call arguments before execution. Does not run the tool.
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Tool calls are logged automatically with bounded storage and session summaries; see tool activity logging.
A standalone Windows 10 (build 19041+) x64 C# MCP server for Arma Reforger modding: launch Workbench, capture selected editor/game windows, search installed PAK assets, export and search script source, and inspect native engine code. It uses one C# PAK reader, one Ghidra backend for native code and Windows Graphics Capture for screenshots. No model API, Python service, provider selection, or fallback chain.
Current capability: directly launch Workbench, open worlds and reload scripts through version-checked native calls on the editor thread, inspect and operate accessible menus, buttons, dialog text fields and folder trees, and capture editor/game windows; catalogue PAKs, prepare a versioned text store, search paths and readable script/resource contents, read text and extract selected resources; prepare/search installed Windows native executables and retrieve function code/context. Standalone validation, arbitrary custom-widget manipulation, arbitrary standalone game control, arbitrary memory/function injection, resource conversion and mod repacking are not implemented.
Configure Workbench in your single configuration.json; see the Workbench guide. Workbench launch itself needs no Ghidra, Java or scripted bridge.
Background focus suppression automatically prevents the
supported Qt platform from activating or raising Workbench while another app is
foreground and suppresses explicit taskbar flashing. Manual switching remains
available; workbench_focus_policy exposes status and an explicit exception switch.
Script authorization automatically uses
Workbench's built-in Yes to All policy for protected script operations. MCP launches
pass -scriptAuthorizeAll; the current session is enabled through the same native owner.
For the actual loaded project, working addon files and other available addons, use project context. workbench_project_context returns native addon identities and project locations; pak_prepare(projectToken) indexes both packed and unpacked files through the existing source tools. Offline configurations can also specify unpackedDirectories. Disk content and local module declarations are distinguished from unsaved buffers and effective compiler/resource precedence.
For Workbench and independent peer logs, configure logDirectories and use console-log reading. log_read defaults to the latest script reload/compilation and subsequent runtime output, with bounded pages, severity/category filters and literal or regex search.
The same Workbench configuration enables native script compilation/reload. Reload uses a temporary in-process adapter, without menus, keyboard input or a foreground requirement; its native return value confirms completion. The exact supported binary profile and update procedure are documented separately. No project bridge is installed.
For game updates, the native hook maintenance workflow freezes source inputs, builds a separate server and produces reproducible candidate-address evidence against preserved Ghidra analyses. It retains ambiguity and requires ABI/live validation before changing runtime compatibility.
Opening a world uses that same native dispatcher. It creates World Editor if needed, opens a supplied .ent resource, and reports the native loaded world path. It requires no focus or keyboard input and refuses unsaved/play state. Script reload still requires World Editor to be closed.
Entity and prefab tools create entities, export named entities as new prefabs, and place GUID-qualified prefab instan