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Dwarf Fortress Systems Atlas

Gaps and inferences

Version boundaries, uncertain relationships, and inference markings used by the atlas.

  • Version target: Dwarf Fortress 53.16, released August 5, 2026. Release notes take precedence over contradictory older wiki paragraphs. ā€œCurrent documentedā€ identifies the evidence source; it does not mean every mechanic was independently tested. 53.16 release

  • Disabled in 53.16: The be-with-family need is excluded. Family relationships, marriage, parenthood, grief and the raise-family life goal remain; family absence is not mapped as reducing focus. Release notes, Need

  • Obsolete defense advice excluded: Enabled v53 siege engineering can breach or bypass defenses; old claims that constructions are effectively indestructible do not establish siege immunity. Exact path costs and attack thresholds are not reconstructed. 53.01 changes, Siege

  • Unresolved cavern-invasion contradiction: 51.11 disabled underground humanoid invasions, while current Creature and Difficulty text still describes waves and scaling. No explicit restoration was found through 53.16, so those active-wave arrows are excluded. Ordinary cave wildlife and forgotten beasts remain included. 51.11 release, Difficulty

  • Removed systems excluded: The old fortress wage/shop/rent economy is dormant, and Adventure site construction/planning is absent. Current barter and wealth accounting remain; claiming an existing Adventure site does not confer construction or Fortress production controls. Economy, Adventurer mode

  • Explicit 0.47.05 inferences: Detailed offscreen succession, ethics influencing war, furniture-demand fulfillment changing noble thoughts, and Adventure activity fulfillment changing focus rely on inherited descriptions. Their arrows retain source-version labels and distinct styling; furniture demands are not treated as criminal production mandates. World activities, Ethic, Demand, Need

  • Unresolved mental timing and formulas: Needs affect focus; emotions affect stress. Exact memory recall timing, recovery rates and breakdown probabilities remain uncertain. The current two-track mood/chronic-stress account supersedes the older single-counter model; no direct focus-to-stress arrow is asserted. Memory, Stress

  • Fixed behavior is not carried forward: The map excludes old forgetting of friends/grudges, automatic mass over-ordering at taverns, and accidental visiting-scholar book-taking. Food-seeking and meal-thought changes also supersede old exact happiness claims. 53.11 fixes, 53.16 fixes

  • Scholarship is not a practical technology tree: Research can train useful skills and discoveries can unlock literary forms. Discovering an academic topic does not unlock machinery, medical procedures or industry recipes. Topic, Scholar

  • Conflicting Adventure religion text: The map follows Religion’s explicit limitation against joining a religion during play, despite contradictory Temple wording. Taking priest quests is implemented and is distinct from membership. Religion, Temple, Quest

  • Unresolved healthcare details: Health care contradicts itself about suturing/dressing skill effects, and sources disagree about healthy dwarves using hospital beds; neither disputed rule is asserted. Healing of eligible historical-figure wounds on local offload is a simulation transition, not medical treatment or restoration of permanently lost parts. Health care, Sleep, Historical figure

  • Uncertain Adventure stealth and scheduling: Party tactical control is current-confirmed, but exact queued-action scheduling and the detailed Ambusher-versus-Observer calculation depend on migrated gameplay text. The map marks those relationships uncertain rather than supplying a formula. Gameplay, 53.11 tactical-control fix

  • Supernatural limits: Divination and divine intervention are implemented, but healing persistence, limb-regrowth reliability and intervention triggers remain uncertain. General future Myth and Magic systems and siege mages are excluded; descriptive artifact text alone does not grant powers. Die, Chosen, Magic

  • Shared world does not imply lossless state preservation: Retirement, abandonment, reclamation and later Adventure play retain a shared history, but exact item, liquid, job and stockpile preservation varies. The map does not promise a lossless round trip between modes or reconstruct undocumented offscreen scheduling. Fortress mode, Reclaim fortress mode, World activities