
Dwarf Fortress (DFHack)
io.github.alexanderolvera由 GitHub 帳號 alexanderolvera 發布v1.4.1更新於 Oct 24, 2026
MCP server exposing a live Dwarf Fortress fort to an AI agent as curated, semantic tools
概覽
讓助理透過 DFHack 讀取正在運行的《矮人要塞》要塞,並在明確啟用後排入指令等遊戲內變更。
- 可以做什麼
- 連接 DFHack 的 Remote RPC,對運行中的要塞提供一組精選工具。感測器類工具回報要塞狀態、庫存、威脅、工作、軍事、健康、防禦、情緒、貿易等;參考類工具查詢本世界的原始資料與《矮人要塞》維基。選用的致動器工具可排入管理員工單、套用 quickfort 挖掘或區域藍圖、指派工作細節、設定平民警報、拉動拉桿以及快速存檔,每項都經過預覽、確認、套用與復原流程。
- 適用情境
- 適合在使用 DFHack 遊玩《矮人要塞》時,讓助理彙整要塞狀況、標記緊急問題,或解釋生物與機制。也適合透過預覽與確認流程刻意做出遊戲內變更,而不是直接修改。
- 執行需求
- 需要運行中的《矮人要塞》並載入 DFHack 與要塞(要塞模式),且 DFHack Remote RPC 可連線(預設 127.0.0.1:5000)。需要 Node 20 或更新版本,透過 npx 執行 npm 套件。選用環境變數 DFHACK_HOST、DFHACK_PORT、DFHACK_MCP_ACTUATORS 與 DFHACK_MCP_DEV。未宣告身分驗證。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 Dwarf Fortress (DFHack),將其新增到工作區。
- 為需要使用其工具的對話啟用該服務。
Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。
其他 MCP 客戶端
參照 儲存庫 中的啟動說明。
README
dfhack-mcp
An MCP 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).
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_datais your world's ground truth (its loaded raws), thewiki_*tools are the general explanation, andidentifyfuses 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.
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:
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 RPC
transport — 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?
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. (Theallow_remotesetting only governs connections from other machines and can stayfalse; a local MCP server reaches it either way.) Point elsewhere withDFHACK_HOST/DFHACK_PORT. - Node 20+ to run the published package. (Node 24+ only if you develop from source — 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 — 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 ofcivilian_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 tounmet_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 intocitizenfor depth.citizen(unit_id)— the full character sheet for one dwarf: social graph (spouse/parents/children/friends/grudges, each with aunit_idyou 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;zalone → that level's centroid; explicit corners otherwise. Hard-capped at 100×100 (oversized requests are clamped, never errored). Renders the map; never designs it. -
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: truebypasses 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; defaultcreature). Ground truth for procedural creatures (demons, forgotten beasts, titans) that never reach the wiki.queryis a token (DEMON_4,INORGANIC:IRON), a name ("plump helmet"), or — for creatures — a liveunit_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: fusesgame_data(your world's raws) withwiki_lookup(strategy). Returns the dossier (itsflags[]/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 theDF2014namespace).wiki_lookup(title, section?, refresh?)— fetch a wiki article as clean text, pinned toDF2014; 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.
Every actuator uses the same preview → confirm → apply → undo safety loop, so a change is never a surprise:
- Preview (dry-run). The agent calls the tool with the operation fully
specified but no confirmation token. It gets back a
previewof exactly what would change — facts, never advice — plus a single-useconfirm_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. - 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
undohandle and areadbackfrom 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 flagswould_duplicateandmanager_present. Reversal:work_order_cancel.work_order_cancel(order_id)— remove one order by id; the undo handle is a recreate spec (with afaithfulflag 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#digor#zoneblueprint; 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/placeare 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 fullmember_count).assign_work_detail(unit_id, detail, enabled)— add or remove one citizen to/from one detail. The preview reportscurrently_member,resulting_members_count, andonly_member; an already-satisfied request previews as a no-op. Reversal: the same call withenabledinverted.
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=truealso sounds the alarm if it wasn't already;enabled=falseonly silences it once the set becomes fully empty. Reversal: the same call withenabledinverted.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 (urgentdefaults 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:
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_PORTmatch (defaults127.0.0.1:5000). - 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). - 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):
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 for the
tool-authoring split and the verification workflow, and
docs/VERIFY.md for the harness tiers.
License
ISC — see LICENSE.md.
來源:README.md,提交 aa80ecf
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0版本歷史
1- v1.4.1最新Sep 16, 2026
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