# 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_data` (your world's raws) with `wiki_lookup` (strategy). Returns the dossier (its `flags[]`/`interactions[]` carry facts like _TRAPAVOID → mechanical traps don't work_) plus 1–2 trimmed wiki excerpts. Reach for it when a threat appears. - **`wiki_search(query)`** — search the DF wiki for candidate titles + cleaned snippets (biased to the `DF2014` namespace). - **`wiki_lookup(title, section?, refresh?)`** — fetch a wiki article as clean text, pinned to `DF2014`; follows redirects, honors section fragments, cached ~30 days. ### Taking action (actuators) By default every tool above only reads the game. The **actuators** _change_ the fort, so they ship behind an explicit switch — set `DFHACK_MCP_ACTUATORS` and they appear in the tool list; leave it unset and the server is strictly read-only. ```json { "mcpServers": { "dfhack": { "command": "npx", "args": ["-y", "dfhack-mcp"], "env": { "DFHACK_MCP_ACTUATORS": "1" } } } } ``` Every actuator uses the same **preview → confirm → apply → undo** safety loop, so a change is never a surprise: 1. **Preview (dry-run).** The agent calls the tool with the operation fully specified but **no** confirmation token. It gets back a `preview` of exactly what would change — facts, never advice — plus a single-use `confirm_token`. **Nothing is written.** If the operation can't be applied as asked (e.g. a malformed blueprint), the preview reports why and **no token is issued**. 2. **Apply.** The agent calls again with the same arguments plus that token. The server re-checks that _the thing being acted on_ hasn't changed since the preview; if it has, the token is void and the agent re-previews. On success it gets an `undo` handle and a `readback` from the matching sensor confirming the change. Tokens are single-use and target-scoped: an unrelated change elsewhere in the fort does not void them, but a change to the target does. Each actuator names its own reversal path. **Manager work orders** - **`work_order_list(after_id?)`** — _read-only, always available._ The fort's manager orders as facts: id, job type, output item/material, amount total/left, repeat frequency, bound workshop, and per-order validation state. Paged (cap 256) with a cursor. - **`work_order_create(job_type, amount, frequency?, material?, item_type?)`** — queue a new order; the preview flags `would_duplicate` and `manager_present`. Reversal: `work_order_cancel`. - **`work_order_cancel(order_id)`** — remove one order by id; the undo handle is a recreate spec (with a `faithful` flag when a workshop binding or conditions can't be fully restored). **Quickfort blueprints** — designate dig/zone from an agent-drafted quickfort CSV. There's no separate read sensor: `blueprint_apply` **without** a token _is_ the preview. - **`blueprint_apply(csv, anchor_x, anchor_y, anchor_z, mode)`** — designate from a `#dig` or `#zone` blueprint; the top-left cell maps to the anchor. The dry-run parses quickfort's own stats and previews tiles affected, footprint, and fog-of-war tiles under it (a fact, never blocked). **A malformed blueprint blocks with no token** (quickfort would partially apply). **v1 scope: dig + zone only** — `build`/`place` are rejected. Reversal: `blueprint_undo`. - **`blueprint_undo(csv, anchor_x, anchor_y, anchor_z, mode)`** — revert a dig/zone designation via quickfort's native undo (same csv/anchor/mode). The token signs a per-cell digest, so any per-cell drift voids it. **Labor via work details** - **`work_details()`** — _read-only, always available._ Every work detail (the game's labor groups): name, mode, the labor tokens it enables, and its assigned citizens (id-sorted, capped at 200 with the full `member_count`). - **`assign_work_detail(unit_id, detail, enabled)`** — add or remove one citizen to/from one detail. The preview reports `currently_member`, `resulting_members_count`, and `only_member`; an already-satisfied request previews as a no-op. Reversal: the same call with `enabled` inverted. **Emergency response** - **`burrows()`** — _read-only, always available._ Every burrow's size and membership, plus the civilian alert's own state: `configured` (has the fort ever set one up), `active` (is it sounding right now), and the linked burrow ids. - **`civilian_alert(burrow, enabled)`** — add or remove one burrow from the civilian-alert safety set. `enabled=true` also sounds the alarm if it wasn't already; `enabled=false` only silences it once the set becomes fully empty. Reversal: the same call with `enabled` inverted. - **`mechanisms()`** — _read-only, always available._ Every lever/pressure-plate's position and linked target(s) (bridge/door/floodgate/hatch/support/weapon-trap), plus unlinked levers and bridges. - **`pull_lever(lever_id, urgent?)`** — queue a job for a dwarf to pull a named lever (`urgent` defaults to do-now priority). This queues the job; the physical toggle happens once a dwarf completes it, not on apply. Reversal: pull the same lever again. **Saving the game** - **`game_save()`** — checkpoint the fort with a quicksave before a large or risky change, so a bad batch can be rolled back by loading the save. Takes no arguments; the dry-run previews the fort and game date being frozen. Two facts to know: the write is **asynchronous** (DF commits it over the next few frames — the readback confirms the quicksave _dispatched_, not that the file landed) and it routes through DF's **autosave**, so it lands in a rotating "autosave" folder per your DF settings rather than overwriting the loaded save. Irreversible: to roll back, load the appropriate save/autosave in DF. Fortress mode only. ## Configuration All optional, set in your MCP client's `env` for the server: | Variable | Default | Effect | | ---------------------- | ----------- | ----------------------------------------------------------------------------------------------------------------------- | | `DFHACK_HOST` | `127.0.0.1` | Host where DFHack's Remote RPC is listening. | | `DFHACK_PORT` | `5000` | Port for DFHack's Remote RPC. | | `DFHACK_MCP_ACTUATORS` | _(unset)_ | Set to `1` to expose the write actuators (off = strictly read-only). | | `DFHACK_MCP_DEV` | _(unset)_ | Set to `1` to expose `run_lua`, a raw DFHack Lua escape hatch (reads **and writes** game state; for tool authors only). | ## Troubleshooting - **`{"error":"no fort loaded"}`** — DFHack is reachable but you're at the title screen or in the menus. Load a fort in Fortress mode. - **An error about not reaching DFHack** — Dwarf Fortress isn't running with DFHack, or the RPC port differs. Confirm DF is up with DFHack and that `DFHACK_HOST` / `DFHACK_PORT` match (defaults `127.0.0.1:5000`). - **The tools don't show up in your client** — restart the MCP client so it relaunches the server; a running server won't pick up a config change. - **The write tools are missing** — that's the default. Set `DFHACK_MCP_ACTUATORS=1` (see [Taking action](#taking-action-actuators)). - **First call after loading a fort errors once, then works** — a freshly-started DFHack can reject the very first tool call while it finishes registering the query scripts; retry once. ## Development To hack on the server itself, clone and run the TypeScript entry directly (Node 24+ — it runs the sources via type-stripping, no build step): ```sh git clone https://github.com/alexanderolvera/dfhack-mcp.git cd dfhack-mcp npm install # or: npm run bootstrap (installs + runs the T0 contract check) node src/index.ts ``` Point an MCP client at the checkout with `"command": "node", "args": ["/absolute/path/to/dfhack-mcp/src/index.ts"]`. All version-fragile DFHack field access lives in **real `.lua` scripts** under `src/dfhack-queries/` (one per tool), invoked by name with native argv — so a DF/DFHack version bump is a localized fix and query parameters are injection-safe by construction. Each tool is a thin TypeScript wrapper in `src/tools/`. **Facts, not advice.** Tools _sense_ — they return what is true about the fort and the world, the way a player reads a screen. They do not say what to build or how to fight; that judgment is the agent's. A field that says _what to do_ is advice — leave it out. Every tool is verified against a **live fort** with the tiered harness (`npm run verify:t0` … `t2`) — never mocks. See [`CONTRIBUTING.md`](CONTRIBUTING.md) for the tool-authoring split and the verification workflow, and [`docs/VERIFY.md`](docs/VERIFY.md) for the harness tiers. ## License ISC — see [LICENSE.md](./LICENSE.md).