rank_unlocks
Calculate which locked alternate recipes are worth unlocking for your current factory plan by measuring the output change each candidate would add.
Instructions
What every locked alternate recipe would be worth to THIS plan.
One counterfactual per candidate: solve the plan, solve it again with the recipe added, report the difference. It answers "which unlock should I chase" with a number in the plan's own units instead of a tier list, because a recipe's worth depends entirely on what you already have.
A zero is an answer. Most candidates change nothing, and "you are not missing anything here" is a decision -- it is otherwise reached by walking the recipe tree by hand.
Deltas are an UPPER bound: a candidate needing a machine you have not built is judged as if you had it, and the machine is named. Alternates currently offered by a pending hard drive are flagged, which is the difference between "worth having" and "claimable now".
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| plan | No | recall a saved plan by name | |
| save | No | ||
| as_of | No | pin to one world state: a sav:… token from an earlier answer | |
| limit | No | max rows (hard cap 25) | |
| query | No | only test alternates whose name matches | |
| world | No | ||
| clocks | No | ||
| search | No | retired -- write query= instead | |
| sloops | No | ||
| exports | No | ||
| sources | No | ||
| objective | No | max_mw | |
| allow_sinks | No | ||
| target_item | No | ||
| only_recipes | No | ||
| exclude_recipes | No | ||
| export_minimums | No | ||
| machine_cost_mw | No | ||
| only_free_nodes | No | ||
| extractor_clocks | No | ||
| water_extractors | No |