factory_health
Diagnose factory machine health by measuring uptime and explaining why each stopped machine is halted, flagging actionable causes like starved, stalled, or missing recipe.
Instructions
Measured uptime per machine, and WHY each stopped one is stopped.
The only measured numbers in this MCP. Every manufacturing building keeps a fixed 300-second productivity window; uptime is seconds-producing over that window.
States, worst first: paused, dead node (extractor bound to no resource --
a game update removed it), no recipe, blocked (output stack full),
starved (input empty), stalled (has input, output has room, still not running --
usually power), intermittent, saturated, unmonitored.
Blocked is not automatically a fault. A base whose output nobody consumes fills its buffers and stops, which is what a mature factory at rest looks like. Starved, stalled and no-recipe are the actionable ones.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | ||
| limit | No | max rows (hard cap 25) | |
| world | No | ||
| factory | No | a label name, any selector, or 'all' for every named factory | all |