Reading guide
How to read the Dwarf Fortress systems atlas and navigate its diagram directory.
The map targets 53.16, released August 5, 2026, verified on September 19 against the wiki release page and Bay 12 Games download page. Future Myth and Magic development is excluded.
Open index.html for the offline viewer. It contains the master and all 45 detail panels, with zoom, searchable node IDs, source inspection and links between panels. No network connection is needed to view the diagrams; article links open the wiki.
The atlas contains 450 unique nodes, 950 distinct labeled relationships (950 appearances across panels), and 167 indexed wiki article URLs. The master deliberately summarizes system-level connections; the detailed panels carry conditions, distinctions and internal mechanisms. Repeated IDs refer to the same mechanic throughout.
Files
- Master Mermaid source and master SVG.
mermaid/: all 46 editable.mmdfiles;svg/: matching rendered vector diagrams.- Source index: every displayed node mapped to its articles, with version/provenance notes.
- Gaps and inferences: compact list of release overrides and unresolved relationships.
- Structured map: the complete node, edge, source and panel data.
- Validation record: parsing, rendering, graph coverage and visual review.
Reading the map
Blue rectangles are simulation state; green rounded rectangles are processes; purple hexagons are player controls; gray slanted boxes are reports or descriptions. Orange dashed marks are v0.47.05 inferences. Red dotted marks are uncertain. Text labels repeat those distinctions, so color is not the only cue.
Read each arrow as βsource label target.β Multiple arrows into a process usually contribute different requirements; a single arrow does not assert a sufficient condition. βCanβ indicates a conditional possibility. The master compresses multi-step paths, while detail panels expose intermediates. Boundary nodes connect to other panels; use the node inspector to trace them. Reports have no outgoing causal arrows.
The psychological chain keeps personality, values, preferences, needs, focus, experienced thoughts, emotions, memories, immediate mood and chronic stress separate. Need fulfillment changes focus; experiences evoke emotions; emotions affect stress and memory. This is not a single happiness meter. The two stress accumulators are current-documented, whereas DF2014βs one-counter model is excluded.
Feedback loops to follow
- Production:
J_WORK β E_GOODS β L_STOCK β J_WORK. Production needs inputs and makes new inputs; hauling and eligibility limit throughput. - Practice:
J_WORK β J_SKILL β J_WORK, with learned skills also changing combat and scholarship. - Need regulation:
P_NEEDS β P_BEHAVIOR β P_PERSONALJOB β P_FULFILL β P_NEEDS. - Memory replay:
P_EMOTION β P_MEMORY β P_RECALL β P_EMOTION. A past event can create a new emotional effect through recall. - Distress escalation: experienced events β emotions β stress β breakdown β injuries β new experiences. Chronic stress also gates breakdown; immediate unhappiness is not sufficient.
- Settlement growth: created goods β reported wealth β migrants β labor and consumption β production requirements.
- Research: pondering and discussion train skills; research progress permits discoveries; known prerequisites permit further topics. This does not unlock practical industry recipes.
- Undead attrition:
M_COMBAT β C_DEATH β T_RAISE β T_UNDEAD β M_COMBAT, when a raiser and usable remains are present.
Diagram directory
| Panel | System | Source | Render |
|---|---|---|---|
| 00 | Dwarf Fortress 53.16 β connected systems master map | mmd | SVG |
| 01 | World generation, civilizations and conflict | mmd | SVG |
| 02 | Mode persistence, retirement and historical records | mmd | SVG |
| 03 | Geography, resources, water and weather | mmd | SVG |
| 04 | Ecology, wildlife disturbance and caverns | mmd | SVG |
| 05 | Materials, temperature and thermal damage | mmd | SVG |
| 06 | Fluid motion, pressure and reactions | mmd | SVG |
| 07 | Support, collapse and displacement | mmd | SVG |
| 08 | Terrain, construction, furnishings and room value | mmd | SVG |
| 09 | Triggers, mechanisms and mechanical power | mmd | SVG |
| 10 | Orders, job eligibility and execution | mmd | SVG |
| 11 | Stockpile routing, hauling, access and minecarts | mmd | SVG |
| 12 | Growing conditions, crop yield and seed renewal | mmd | SVG |
| 13 | Food processing, drink, consumption and spoilage | mmd | SVG |
| 14 | Taming, training, grazing and animal reproduction | mmd | SVG |
| 15 | Animal products and the honeybee colony cycle | mmd | SVG |
| 16 | Ore, fuel, smelting, steel and forging | mmd | SVG |
| 17 | Stone, wood, gems, glass, ceramics and value | mmd | SVG |
| 18 | Fiber, textiles, leather and writing materials | mmd | SVG |
| 19 | Ash, soap, hygiene and replacement demand | mmd | SVG |
| 20 | Strange moods, artifact creation and claims | mmd | SVG |
| 21 | Caravans, barter, trade requests and diplomacy | mmd | SVG |
| 22 | Wealth, imports, exports and population growth | mmd | SVG |
| 23 | Personality, needs, focus and autonomous choices | mmd | SVG |
| 24 | Experienced events, memory, mood and breakdowns | mmd | SVG |
| 25 | Relationships, family, tavern life and visitors | mmd | SVG |
| 26 | Cultural forms, performance and art | mmd | SVG |
| 27 | Religions, worship, temples and petitions | mmd | SVG |
| 28 | Government offices, noble requirements and mandates | mmd | SVG |
| 29 | Crime, investigation, punishment and conspiracies | mmd | SVG |
| 30 | Practice, performance, skill rust and guild teaching | mmd | SVG |
| 31 | Research, discoveries, authorship and reading | mmd | SVG |
| 32 | Creature bodies, vital maintenance and injury | mmd | SVG |
| 33 | Hospital admission, diagnosis, treatment and recovery | mmd | SVG |
| 34 | Military organization, training and equipment | mmd | SVG |
| 35 | Combat resolution, traps and casualties | mmd | SVG |
| 36 | Raids, siege engineering and defensive adaptation | mmd | SVG |
| 37 | Wildlife, megabeasts, evil regions and the deep world | mmd | SVG |
| 38 | Secrets, necromancy and distinct forms of resurrection | mmd | SVG |
| 39 | Syndromes, vampirism, werebeasts and haunting | mmd | SVG |
| 40 | Divination, primordial relics and demon binding | mmd | SVG |
| 41 | Adventure: character, party, movement and perception | mmd | SVG |
| 42 | Adventure: supplies, combat, injury and recovery | mmd | SVG |
| 43 | Adventure: conversation, reputation and exchange | mmd | SVG |
| 44 | Adventure: objectives, territorial claims and persistence | mmd | SVG |
| 45 | Adventure: culture, needs, literacy and supernatural powers | mmd | SVG |