An MCP server that exposes a live Dwarf Fortress fort to AI agents as curated, read-only advisor tools.
claude mcp add dfhack-mcp -- npx -y dfhack-mcp{
"mcpServers": {
"dfhack-mcp": {
"command": "npx",
"args": ["-y", "dfhack-mcp"]
}
}
}Resumen de MCP Servers
# dfhack-mcp
An [MCP](https://modelcontextprotocol.io) server that gives an AI agent a live
window into your **Dwarf Fortress** fort — a co-pilot and early-warning advisor,
not an autopilot. Point Claude (or any MCP client) at it and ask _"how's my fort
doing?"_ — it reads happiness, threats, stocks, jobs, health, and defenses
straight from the running game and answers in plain language.
**Read-only by default.** The 37 sensor and reference tools only observe the
game. A handful of **actuators** that _change_ the fort — queue manager orders,
apply quickfort blueprints, assign labor, sound the civilian alert, pull a lever —
ship behind an explicit opt-in and stay hidden until you enable them (see
[Taking action](#taking-action-actuators)).
Two kinds of tools:
- **Sensors** answer _what is my fort doing right now?_ — `fort_status`,
`threats`, `stocks`, `jobs_and_labor`, `military`, `injuries_and_health`,
`defenses`, and more.
- **Reference** answers _how does Dwarf Fortress work?_ — `game_data` is **your
world's** ground truth (its loaded raws), the `wiki_*` tools are the general
explanation, and `identify` fuses the two for _"what is this creature and how
do I handle it."_
It returns **facts, not advice** — already-summarized JSON that reads like a
glance at the screen, leaving the judgment to the agent.
Every tool has a reference page — parameters, return shape, real example
output, caveats — in [docs/tools](docs/tools/README.md).
## Quick start
The package is published to npm and ships a **prebuilt bundle** — there is
nothing to build. Point your MCP client at it with `npx`:
```json
{
"mcpServers": {
"dfhack": {
"command": "npx",
"args": ["-y", "dfhack-mcp"]
}
}
}
```
That's it for Claude Desktop / Claude Code / any stdio MCP client. `npx -y
dfhack-mcp` fetches and runs the latest release; its runtime dependencies — the
MCP SDK, `zod`, and the
[`dfhack-remote-node`](https://www.npmjs.com/package/dfhack-remote-node) RPC
transport — are pulled from npm automatically.
Clients that browse the [official MCP Registry](https://registry.modelcontextprotocol.io)
can find this server there as **`io.github.alexanderolvera/dfhack-mcp`**; the
listing is generated from [`server.json`](server.json) and points at the same npm
package, so either route installs the identical build.
Then just have your fort running (next section) and ask your agent something like
_"check on my fort and flag anything urgent."_
Prefer a pinned global install?
```sh
npm install -g dfhack-mcp # then set "command": "dfhack-mcp", "args": []
```
## Requirements
- **Dwarf Fortress running with DFHack**, with a fort loaded. The tools read the
live game; if no fort is loaded they say so.
- **DFHack Remote RPC** on `localhost:5000`. This is **on by default** whenever DF
runs with DFHack — no config file to edit. (The `allow_remote` setting only
governs connections from _other_ machines and can stay `false`; a local MCP
server reaches it either way.) Point elsewhere with `DFHACK_HOST` / `DFHACK_PORT`.
- **Node 20+** to run the published package. (Node 24+ only if you develop from
source — see [Development](#development).)
## What you can ask it
Your agent picks the tools; you just describe what you want. The tools below are
what it has to work with.
### Sensors — the state of your fort
No arguments; each reports on the loaded fort.
- **`fort_status()`** — name, date/season, population, wealth, happiness breakdown, pre-triaged alerts.
- **`stocks()`** — food/drink as days-of-supply, plus critical material counts and notable low/high lists.
- **`threats()`** — dangerous units grouped by type; active vs. contained, great-danger/invader/undead flags, plus each group's decisive traits (trapavoid, flier, fire, webber, building-destroyer, ranged).
- **`unmet_needs()`** — the needs system aggregated: the top unmet needs ranked by how many dwarves are distracted, and how starved each is.
- **`jobs_and_labor()`** — workforce utilization: busy vs. idle adults (children excluded), idle %, and a ranked breakdown of active jobs.
- **`military()`** — squads, enlisted soldiers, filled positions, readiness against hostiles on the map, and per-squad roster equipment gaps (missing uniform pieces), ammo, and active training order.
- **`injuries_and_health()`** — wounded / patients / bedridden / unconscious counts, plus the care needed (diagnosis, surgery, suture, …).
- **`defenses()`** — active hostiles with map positions and distance/direction/z-delta to the fort core and nearest drawbridge, plus a controllable-structure inventory (bridges, levers, floodgates, hatches, cage traps, doors).
- **`burrows()`** — every burrow's size and membership, plus the civilian-alert safety-burrow set (configured/active/linked burrows) — the read half of `civilian_alert`.
- **`mechanisms()`** — every lever's position, state, and linked target(s) (bridge/door/floodgate/hatch/support/weapon-trap); pressure-plate trigger conditions; unlinked levers and bridges.
- **`moods()`** — any active strange mood (fey/secretive/possessed/macabre/fell): the dwarf, driving skill, workshop state, and each demanded material cross-referenced against fort stock — the "demands bones, fort has zero" early warning.
- **`mandates_and_justice()`** — the nobility's overhead: active production mandates and export bans, unmet noble room demands, and justice state (open cases, convictions awaiting punishment, restraint capacity).
- **`rooms_and_zones()`** — the facility inventory, each count paired with its demand-side number: bedrooms, dining halls, the hospital, wells, temples, taverns, libraries, guildhalls, and coffins free vs. dead awaiting burial. The supply-side companion to `unmet_needs()`.
- **`trade()`** — the caravan lifecycle and trade depot: depot existence/completeness and wagon-accessibility, caravans present and their state, broker assignment/presence, and the count and approximate value of goods staged in the depot.
- **`environment()`** — ambient conditions right now: season and weather, surface temperature and whether exposed water is frozen, the embark's biome alignment (evil/good/reanimating), and — for each cavern the fort has **already breached** — whether it is open or sealed. Fog-of-war honest.
- **`find_unit(query)`** — look up citizens by name fragment or profession; a compact dossier per match (profession, age, stress, job, squad, health flags). Chain into `citizen` for depth.
- **`citizen(unit_id)`** — the full character sheet for one dwarf: social graph (spouse/parents/children/friends/grudges, each with a `unit_id` you can walk), worshipped deities, notable personality extremes, skills of note, likes/detests, and recent thoughts tied to current stress.
- **`site_history()`** — the fort's entry in the world saga: founding, the fort name in Dwarven + English with etymology, prior sieges/battles at the site, and notable figures who died here.
- **`artifacts_and_engravings()`** — the fort's masterworks and notable engravings.
- **`chronicle()`** — a scannable recent-events feed for the fort.
**Spatial** (fog-of-war honest — undiscovered tiles never leak):
- **`map_overview()`** — cheap orientation to run _before_ any per-tile read: map extents, the fort-core coordinate, the surface z-level, the z-levels carrying player activity (digging/construction), and stairways as vertical columns. Fixed-size regardless of fort size.
- **`tile_region(z?, x0?, y0?, x1?, y1?)`** — a bounded window of one z-level as an ASCII grid plus a self-describing legend. Undiscovered tiles stay `?`. All params optional: none → a 60×40 window on the fort core; `z` alone → that level's centroid; explicit corners otherwise. Hard-capped at 100×100 (oversized requests are clamped, never errored). Renders the map; never designs it.
| glyph | meaning | glyph | meaning |
| ----------- | --------------------------- | ------- | --------------------------------------- |
| `?` | undiscovered (fog of war) | `+` | constructed floor |
| `#` | undug stone / wall | `~` | water / brook |
| `,` | undug soil (sand/clay/loam) | `%` | magma |
| `.` | dug floor / walkable ground | `W` | workshop / furnace |
| `F` | fortification | `S` | stockpile |
| `r` | ramp | `M` | machine (gear/axle/pump/wheel/windmill) |
| `v` | ramp top | `n` | furniture (bed/chair/table/door/etc) |
| `<` `>` `x` | up / down / up-down stair | (space) | open space |
| `T` | tree | | |
- **`geology(reveal_hidden?)`** — a one-call geological survey (revealed-info only by default): surface z-level, the exposed layer stack with material names, the aquifer (light vs. heavy, z-range), discovered caverns, whether the magma sea is reached, and surface water. `reveal_hidden: true` bypasses fog of war (a debug/spoiler switch, default off).
### Reference — how DF works
`wiki_*` are pure HTTP and work without the game; `game_data` / `identify` read a
loaded world.
- **`game_data(query, kind?)`** — your world's raws across six kinds (`creature`, `material`, `plant`, `reaction`, `item`, `building`; default `creature`). Ground truth for procedural creatures (demons, forgotten beasts, titans) that never reach the wiki. `query` is a token (`DEMON_4`, `INORGANIC:IRON`), a name (`"plump helmet"`), or — for creatures — a live `unit_id`. One strong hit → a full dossier; several → a disambiguation list; none → `{"match_count":0,"matches":[]}`.
- **`identify(query)`** — _"what is this creature and how do I handle it"_ in one call: fuses `game_dataLo que la gente pregunta sobre dfhack-mcp
¿Qué es alexanderolvera/dfhack-mcp?
+
alexanderolvera/dfhack-mcp es mcp servers para el ecosistema de Claude AI. An MCP server that exposes a live Dwarf Fortress fort to AI agents as curated, read-only advisor tools. Tiene 0 estrellas en GitHub y se actualizó por última vez today.
¿Cómo se instala dfhack-mcp?
+
Puedes instalar dfhack-mcp clonando el repositorio (https://github.com/alexanderolvera/dfhack-mcp) o siguiendo las instrucciones del README en GitHub. ClaudeWave también te ofrece bloques de instalación rápida en esta misma página.
¿Es seguro usar alexanderolvera/dfhack-mcp?
+
alexanderolvera/dfhack-mcp aún no ha sido auditado por nuestro agente de seguridad. Revisa el repositorio original en GitHub antes de usarlo en producción.
¿Quién mantiene alexanderolvera/dfhack-mcp?
+
alexanderolvera/dfhack-mcp es mantenido por alexanderolvera. La última actividad registrada en GitHub es de today, con 10 issues abiertos.
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+
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