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  3. Dwarf Fortress (DFHack)
Dwarf Fortress (DFHack) logo
Health: ActiveRecent health check succeeded.Last checked 9/23/2026, 2:46:08 AM

Dwarf Fortress (DFHack)

User RatingsBe the first to rate and review this MCP server! Enrichment pendingWe haven’t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time β€” check back soon.
View Repository2 GitHub StarsTotal stargazers on GitHub for the source repository (2 stars).Visit Website

MCP server exposing a live Dwarf Fortress fort to an AI agent as curated, semantic tools

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β€” or use 1-click editor setup below.

Add to CursorAdd to VS Code
Not yet automatically verified

We haven't yet run this listing's install command through our automated sandbox check. This isn't a red flag β€” we're steadily working through the catalog.

Manual Client & Custom JSON ConfigExpand JSON β–Ύ

Client Config & Setup

Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "dwarf-fortress-dfhack": {
      "command": "npx",
      "args": [
        "-y",
        "dfhack-mcp"
      ]
    }
  }
}

πŸ’‘ Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

Install Directory Badge Claim listing AlternativesπŸ’» More in Developer Tools

Documentation Overview

dfhack-mcp

An MCP server that gives an AI agent a live window into your Dwarf Fortress fort β€” 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?" β€” 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 β€” queue manager orders, apply quickfort blueprints, assign labor, sound the civilian alert, pull a lever β€” ship behind an explicit opt-in and stay hidden until you enable them (see Taking action).

Two kinds of tools:

  • Sensors answer what is my fort doing right now? β€” fort_status, threats, stocks, jobs_and_labor, military, injuries_and_health, defenses, and more.
  • Reference answers how does Dwarf Fortress work? β€” 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 β€” already-summarized JSON that reads like a glance at the screen, leaving the judgment to the agent.

Every tool has a reference page β€” parameters, return shape, real example output, caveats β€” in docs/tools.

Quick start

The package is published to npm and ships a prebuilt bundle β€” there is nothing to build. Point your MCP client at it with npx:

config.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 β€” the MCP SDK, zod, and the dfhack-remote-node RPC transport β€” are pulled from npm automatically.

Clients that browse the official MCP Registry can find this server there as io.github.alexanderolvera/dfhack-mcp; the listing is generated from 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?

Terminal
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 β€” 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 β€” see 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 β€” the state of your fort

No arguments; each reports on the loaded fort.

  • fort_status() β€” name, date/season, population, wealth, happiness breakdown, pre-triaged alerts.
  • stocks() β€” food/drink as days-of-supply, plus critical material counts and notable low/high lists.
  • threats() β€” 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() β€” the needs system aggregated: the top unmet needs ranked by how many dwarves are distracted, and how starved each is.
  • jobs_and_labor() β€” workforce utilization: busy vs. idle adults (children excluded), idle %, and a ranked breakdown of active jobs.
  • military() β€” 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() β€” wounded / patients / bedridden / unconscious counts, plus the care needed (diagnosis, surgery, suture, …).
  • defenses() β€” 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() β€” every burrow's size and membership, plus the civilian-alert safety-burrow set (configured/active/linked burrows) β€” the read half of civilian_alert.
  • mechanisms() β€” 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() β€” any active strange mood (fey/secretive/possessed/macabre/fell): the dwarf, driving skill, workshop state, and each demanded material cross-referenced against fort stock β€” the "demands bones, fort has zero" early warning.
  • mandates_and_justice() β€” 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() β€” 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() β€” 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() β€” ambient conditions right now: season and weather, surface temperature and whether exposed water is frozen, the embark's biome alignment (evil/good/reanimating), and β€” for each cavern the fort has already breached β€” whether it is open or sealed. Fog-of-war honest.
  • find_unit(query) β€” 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) β€” 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() β€” 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() β€” the fort's masterworks and notable engravings.
  • chronicle() β€” a scannable recent-events feed for the fort.

Spatial (fog-of-war honest β€” undiscovered tiles never leak):

  • map_overview() β€” 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?) β€” a bounded window of one z-level as an ASCII grid plus a self-describing legend. Undiscovered tiles stay ?. All params optional: none β†’ a 60Γ—40 window on the fort core; z alone β†’ that level's centroid; explicit corners otherwise. Hard-capped at 100Γ—100 (oversized requests are clamped, never errored). Renders the map; never designs it.

    glyphmeaningglyphmeaning
    ?undiscovered (fog of war)+constructed floor
    #undug stone / wall~water / brook
    ,undug soil (sand/clay/loam)%magma
    .dug floor / walkable groundWworkshop / furnace
    FfortificationSstockpile
    rrampMmachine (gear/axle/pump/wheel/windmill)
    vramp topnfurniture (bed/chair/table/door/etc)
    < > xup / down / up-down stair(space)open space
    Ttree
  • geology(reveal_hidden?) β€” 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 β€” how DF works

wiki_* are pure HTTP and work without the game; game_data / identify read a loaded world.

Read the full README β†’View source on GitHub β†’

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Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks β€” not a rating.

GitHub stars
2
Stargazers on the source repository.
npm downloads
224
Package downloads in the last 30 days.
Last commit
1mo ago
Most recent push to the default branch.
Directory activity
1 views
Config copies, upvotes, and views on AllMCPs.

Reviews

No reviews yet β€” be the first to share how this listing worked for you.

Frequently Asked Questions about Dwarf Fortress (DFHack)

Add the following block to your claude_desktop_config.json under mcpServers: "mcpServers": { "dwarf-fortress-dfhack": { "command": "npx", "args": ["-y","dfhack-mcp"] } }

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Technical Specs & Signals

CategoryπŸ’»Developer Tools
More technical detailsExpand β–Ύ
TransportSTDIO
RuntimeNode.js
Last updatedAug 9, 2026
12/16 checks healthy over the last 46d
Views1
Unique ViewsTotal visits recorded for this listing page on AllMCPs.
Installs0
Installs & Copy ActionsTotal times users copied install commands or configuration snippets for this server.
GitHub stars2
GitHub Star CountTotal stargazers on GitHub representing community popularity (2 stars).
Last commit1mo ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Aug 9, 2026
npm downloads224/mo
Monthly npm DownloadsAverage monthly package installs recorded from npm registry statistics.
43Quality signal: Fair Β· 43/100How this signal is calculated β–Ύ
Server availabilityNot measured

Not scored for repo-hosted servers β€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership10/20
Documentation & tools16/30
Adoption & activity6/15
Community engagement0/10

A guidance signal from public completeness & health data β€” not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 6d ago via OSV.dev Β· dfhack-mcp (npm)

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