explain_byproducts
Identify which byproducts stall a factory plan, whether they can be sunk (solids only; fluids must be consumed or packaged), and which recipes absorb them, split by unlocked status.
Instructions
Explain which byproducts stall a plan, and what can legally consume them.
Every item balance is an equality, so a byproduct with no consumer makes a plan INFEASIBLE rather than silently vanishing. This says WHICH item is stuck, whether it can be sunk (solids only -- a fluid must be consumed exactly or packaged first), and which recipes would absorb it, split into ones this world has unlocked and ones it does not.
Pass item to focus on one byproduct instead of the whole plan.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| item | No | ||
| save | No | ||
| as_of | No | pin to one world state: a sav:… token from an earlier answer | |
| limit | No | max rows (hard cap 25) | |
| world | No | ||
| exports | No | ||
| sources | No | ||
| objective | No | max_mw | |
| allow_sinks | No | ||
| target_item | No | ||
| exclude_recipes | No | ||
| export_minimums | No |