Supported Games

Every game Savecraft supports. Each card shows what your AI gets and how the game connects.

Clair Obscur: Expedition 33

ALPHA PLUGIN PARTIAL

Parses Clair Obscur: Expedition 33 save files — character builds, party, inventory, progression See what your AI can do →

LIMITATIONS
  • No damage formula calculations (formulas not publicly documented)
  • Inventory items not categorized by type (no type tags in save data)

Diablo II: Resurrected

BETA PLUGIN PARTIAL

Parses .d2s character saves and .d2i shared stash from Reign of the Warlock (v105) See what your AI can do →

EXPERT MODULES
Drop Calculator INSTANT
Compute drop probabilities for any item from any farmable source, accounting for Magic Find, player count, and treasure class mechanics.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Only Reign of the Warlock (v105) saves — classic LoD not supported

Factorio

ALPHA PLUGINMOD PARTIAL

Lua mod exports game state to JSON; daemon watches script-output and pushes structured save data See what your AI can do →

EXPERT MODULES
Blueprint Analyzer INSTANT
Decode a Factorio blueprint string (version byte + base64 + zlib + JSON), extract the entity list, and evaluate production ratios, belt throughput, module usage, and inserter adequacy against baked-in recipe data.
Evolution & Threat Tracker NEEDS SAVE
Analyze biter evolution and defense posture. Returns evolution factor with source breakdown, enemy tier prediction, spawn weight distribution, and defense summary including turret counts, walls, and nearby enemy bases.
Module & Beacon Optimizer INSTANT
Given a machine type, recipe, and production target, recommend optimal module and beacon configuration. Compares speed, productivity, and efficiency module combinations with beacon count trade-offs.
Oil Processing Balancer NEEDS SAVE
Given target fluid products and rates, compute optimal refinery and cracking plant counts for basic, advanced, or coal liquefaction processing. Returns machine counts, water and crude input rates, and surplus byproducts.
Power Generation Calculator NEEDS SAVE
Given power demand in MW, compute optimal generation setup for steam (boiler/engine ratios), solar (panel/accumulator ratios), or nuclear (reactor neighbor bonuses, heat exchanger and turbine counts, fuel cell consumption).
Factory Health Diagnosis NEEDS SAVE
Diagnose factory health by cross-referencing production rates with recipe, machine, and technology data. Computes deficit causes, machine gaps, cascade risks, and tech unlock impacts.
Quality Tier Calculator INSTANT
Compute quality tier probability distributions from module setup, including geometric re-roll chains. Calculate expected materials per legendary output and recycler loop efficiency for Space Age quality mechanics.
Production Ratio Calculator NEEDS SAVE
Given a target item and production rate, compute the full dependency tree: machine counts by tier, belt lane requirements, raw material input rates. Accounts for module effects, beacon transmission (distribution_efficiency / sqrt(n)), and productivity bonuses.
Recipe & Item Lookup INSTANT
Look up any item, recipe, entity, or technology by exact name. Supports reverse lookups (what uses X, what produces Y). Returns exact ingredients, products, craft time, machine category, and allowed modules. Prevents hallucination on recipe data.
Tech Tree Navigator NEEDS SAVE
Traverse technology prerequisite chains with total science pack costs. Given a target technology and completed research, compute the optimal research path and total cost by pack type.
Train Throughput Calculator INSTANT
Compute train network throughput between stations given train composition, fuel type, distance, inserter configuration, and signal spacing. Returns round-trip time breakdown and bottleneck identification.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Requires the Savecraft Export mod installed in Factorio
  • Modded recipes and items not yet reflected in reference modules — vanilla data only
  • Space Age content (planets, platforms, quality) tracked in sections but reference modules are base-game only

Magic: The Gathering

BETA PLUGIN PARTIAL

Parses Player.log for decks, match history, per-game turn-by-turn play logs, draft picks, rank, and currencies (gold, gems, wildcards, boosters). Constructed coaching: personal match stats, sideboard analysis, deck evaluation. Gameplay analysis: per-turn play advice, mana efficiency, card timing, attack decisions, mulligan evaluation. See what your AI can do →

EXPERT MODULES
Rules Search INSTANT
Search the MTG Comprehensive Rules — the authoritative, complete rules of Magic: The Gathering, updated every set release. USE PROACTIVELY: query this module BEFORE making any claim about how a card interaction works, what happens during a game phase, how triggered abilities resolve, or any rules interpretation. Do not rely on training data for MTG rules — the Comprehensive Rules change with every set release. Your training data may contain outdated rules, obsolete card rulings, or incorrect interaction analyses. Verify against this authoritative source. Especially critical for: card interactions between specific cards, triggered vs replacement effects, state-based actions, combat damage assignment with keywords like trample+deathtouch, stack and priority, layer system, and any ruling a player might dispute. Query by rule number for specific lookups with full cross-references, or by keyword for ranked search across all rules. When explaining an interaction, cite the specific rule numbers from the results. If the answer involves multiple rules, make multiple queries to build a complete picture.
Card Search INSTANT
Search the complete Magic: The Gathering card database — all formats, all printings (Scryfall Oracle Cards). USE PROACTIVELY: query this module when you need to look up specific cards, find cards matching criteria, or verify card details. Supports searching by name, oracle text, type line, colors (with Scryfall-style operators: >=, =, <=, <, >), mana cost, format legality, rarity, and set. Results include full card data: name, mana cost, type line, oracle text, colors, legalities, rarity, set, and keywords. IMPORTANT: Always pass `format` when the user mentions a format (Commander, Standard, Modern, etc.). Use `type_exclude` to filter out unwanted card types — e.g. when searching for mana rocks, use type='artifact' with type_exclude=['land','creature'] to exclude Artifact Lands and Artifact Creatures.
Card Stats INSTANT
Browse 17Lands draft statistics for MTG Arena. MODES: 1. No parameters → list available sets. 2. set only → set overview (top/bottom by GIH WR, top IWD, undervalued cards). 3. set + card → single card detail with archetype breakdowns (GIH WR, IWD, OHWR per color pair). 4. set + sort → leaderboard sorted by any stat, filterable by archetype. This module is for browsing card stats. To evaluate draft picks in context (synergy, curve, role, signal, castability), use draft_advisor instead. Data source: 17Lands (17lands.com), licensed CC BY 4.0.
Collection Diff NEEDS SAVE
Compute the wildcard cost to craft a target decklist. Provide the deck (card names + counts) and the player's collection (arena IDs + counts). Returns missing cards grouped by rarity and total wildcard cost.
Commander Deck Build INSTANT
Build a Magic: The Gathering Commander deck given a commander and a USD budget. USE PROACTIVELY when a player asks to build, generate, or assemble a Commander deck — especially with a budget cap. Mirrors EDHREC's tier-specific average decklist (budget/upgraded/optimized/cedh) so the output reflects what people actually play at that price level rather than a synthesized template. Auto-picks the tier from `max_price` (≤$300=budget, ≤$1000=upgraded, ≤$3000=optimized, else cedh); pass `tier` to override. Returns a structured deck with per-card prices, total_price, slots_remaining when budget runs out, and warnings (e.g. when budget falls below the empirical floor of the chosen tier). Use `excludes` to skip cards, `must_include` to pin pet cards (added even when over budget), and `exclude_game_changers` to enforce bracket constraints (default true at budget tier, false otherwise).
Commander Deck Review NEEDS SAVE
Review a Magic: The Gathering Commander (EDH) decklist by comparing it against EDHREC's average build for a given commander. USE PROACTIVELY when the player asks to rate, review, audit, critique, or improve a Commander deck. Detects missing staples, off-meta extras, overall overlap with the community consensus, and category-by-category composition differences. Pass the player's full decklist as an array of strings — supports both plain card names ('Sol Ring') and quantity-prefixed entries ('1 Sol Ring', '10 Forest'). Returns: missing_staples (top cards above 25% inclusion that the user isn't running), overlap (how much of the deck aligns with the average), extras (cards not in the average), and category_breakdown.
Commander Lookup INSTANT
Look up a Magic: The Gathering Commander and get card recommendations, synergy scores, themes, and popular inclusions from EDHREC data. USE PROACTIVELY when a user asks about building, improving, or evaluating a Commander (EDH) deck for a specific commander. Returns categorized card recommendations (high synergy cards, top cards, creatures, instants, sorceries, artifacts, enchantments, planeswalkers, lands, mana artifacts, utility lands, etc.), each with synergy score and inclusion rate (% of decks that run the card). Also returns commander metadata: color identity, total deck count on EDHREC, themes (infect, +1/+1 counters, etc.), similar commanders, and average mana curve. Supports fuzzy name matching — 'atraxa' finds 'Atraxa, Praetors' Voice'. Pass `category` to filter recommendations to a single category, or `limit` to cap results per category.
Commander Trends INSTANT
Top Magic: The Gathering Commanders and popular themes from EDHREC — answers 'what's hot in Commander right now?' USE PROACTIVELY when a player asks about popular commanders, trending decks, what they should build next, or wants ideas filtered by color identity, or asks for cheap/budget commander suggestions. Four modes: `mode=top` (top commanders by deck count, the default), `mode=themes` (popular themes aggregated across all commanders, with total counts and commander coverage), `mode=by_colors` (top commanders whose color identity is a subset of the provided colors — e.g. colors='BG' returns mono-B, mono-G, BG, and colorless commanders), `mode=cheapest` (commanders ranked by lowest budget-tier average price; pass `max_avg_price` to cap by USD).
Commander Combo Search INSTANT
Find Magic: The Gathering Commander (EDH) combos by commander, card name, or color identity. USE PROACTIVELY when a player asks 'what combos work in my deck', 'what combos include X card', or wants to add combo lines to their commander build. Each combo returns the card list, color identity, result text (what the combo does), deck count (how many decks run it on EDHREC), and a bracket score (1-4, the Commander rules committee's power level indicator). At least one of `commander`, `card`, or `colors` must be provided. Results are ordered by popularity (deck count DESC).
Deck Health & Cut Advisor NEEDS SAVE
Analyze a deck against empirical data. Three modes: 1. HEALTH CHECK (deck only, draft): Compares your limited deck's composition against the empirical averages of winning decks in the same archetype and set. 2. CUT ADVISOR (deck + cuts, draft): Scores every non-land card's contribution across 5 axes. Returns the N weakest cards ranked as cut candidates. 3. CONSTRUCTED (mode="constructed"): Analyzes a Constructed deck — format legality check, composition summary, mana curve, color pip requirements, sideboard size. No draft data needed. REQUIRES: A deck list (card names + counts). For Constructed mode, also pass format (e.g., 'standard') and optionally sideboard. Includes mana base analysis (Frank Karsten methodology): colored source requirements, actual sources from lands, surplus/deficit per color, and land swap suggestions when deficits exist. Data source: 17Lands (17lands.com) for draft modes, Scryfall card data for constructed mode.
Draft Advisor NEEDS SAVE
Contextual draft pick evaluation for MTG Arena. This module evaluates cards IN CONTEXT — it does NOT look up individual card stats (use card_stats for that). SET: Do not pass 'set' — it is auto-detected from the card names you provide. Only pass set explicitly to force a specific set. TWO MODES: 1. LIVE PICK (set + pool + pack): Rank each card in the pack using 8 axes — baseline (archetype-weighted GIH WR), synergy (pairwise interaction with pool), curve (CMC gap detection), signal (archetype openness), role (creature/removal/fixing composition), castability (Karsten hypergeometric), color commitment (draft direction fit), opportunity cost (stranded pool value). Combined via WASPAS hybrid scoring. - Pass pick_history (array of {available, chosen}) to enable accumulated signal tracking across the full draft. - Read component breakdowns to explain WHY a card scores high — don't just report the rank. - Warn when castability < 80%. Warn when a role category is empty. 2. BATCH REVIEW (set + pick_history where all picks have 'chosen'): Compact overview of a completed draft. Returns summary (optimal/good/questionable/miss counts) plus per-pick classification with chosen rank and top recommendation. NO full axis breakdowns — use this to identify which picks to examine, then call LIVE PICK mode for detailed analysis of specific picks. - Each pick is evaluated with the pool-so-far and history-so-far at that point. - 'optimal' = chosen was rank 1, 'good' = rank 2, 'questionable' = rank 3, 'miss' = rank 4+. - For detailed analysis of specific picks, call LIVE PICK mode with pool = in_deck, pack = available, pick_number from the draft_history section data. WEIGHT PROFILES: Early picks (1-14, pack 1) favor baseline + signal — castability is near-zero because color commitment should be minimal through pack 1. Mid picks (15-28, pack 2) balance all axes as castability rises. Late picks (29+, pack 3) favor synergy + role + curve + castability. CASTABILITY uses pivot-potential modeling: off-color cards get credit for sources you could acquire over remaining picks. Single-pip cards use splash curve (ASFAN-dependent), double-pip cards use pivot curve (steeper decay). Output includes source_model ('current'/'splash'/'pivot') to explain the estimation basis. BOMB DAMPENING: Cards with exceptional baseline (normalized > 0.80) receive power-aware castability dampening early in draft — the bomb_dampening field shows the boost. This reflects draft theory: 'take the bomb, fix the mana later' dominates color concerns in pack 1. Double-pip off-color in pack 1 is a deck-building flag, not a draft-time disqualifier. Note the mana difficulty but do not steer the drafter away from bombs based on castability alone. SPLASH RULES (deck-building, not early-draft): Only splash single-pip cards at CMC 4+ with 3+ sources. Never splash double-pip. Check castability score — below 0.7 means unreliable. Data source: 17Lands (17lands.com), licensed CC BY 4.0.
Match Stats INSTANT
Personal Constructed match statistics from your Arena play history. MODES: 1. mode="overview" → overall win rate with format breakdown. 2. mode="by_deck" → win rate per deck. 3. mode="by_format" → win rate per format. 4. mode="by_matchup" → win rate vs each opponent archetype (classified from cards seen). Optional format filter. 5. mode="trend" → recent N matches with results (default 10). Authenticated player context is provided automatically.
Play Advisor INSTANT
Gameplay analysis using per-turn statistics from 17Lands Premier Draft replay data. Works for all formats — advice is card-intrinsic but statistical baselines reflect Limited play patterns. MODES: 1. mode="card_timing" → Win rate by deployment turn for specific cards. Params: cards[], set?, archetype? 2. mode="mana_efficiency" → Compare mana spent per turn against archetype baselines. Params: turns[{turn, mana_spent}], set?, archetype?, on_play 3. mode="attack_analysis" → Were attacks made when they should have been? Params: turns[{turn, creatures[], attacked[], user_creatures, oppo_creatures}], set? 4. mode="mulligan" → Should this hand have been kept? Params: hand[], set?, archetype?, on_play 5. mode="game_review" → Full post-game analysis identifying biggest deviations. Inline: turns[{turn, mana_spent, cards_played[], creatures_attacked[], user_creatures, oppo_creatures}], set?, archetype?, on_play Match lookup: match_id, set? set is optional in every mode. Resolution order: an explicit set → the set of a Limited match_id lookup's event, if it has baseline data → the set with the most recorded games overall. The resolved set and how it was picked are reported back as baseline_set and set_source ("explicit" | "event" | "fallback"). When set wasn't explicit, card_timing and game_review look up each card's timing across all sets rather than a single set, since Constructed/Brawl decks span many sets. All modes accept optional format parameter. Non-PremierDraft formats receive a disclaimer. For game_review via match_id, format is auto-derived from the match's event when omitted.
Precon Lookup INSTANT
Find Magic: The Gathering Commander preconstructed decks (precons) by face commander, color identity, or budget. USE PROACTIVELY when a player asks about a specific precon, what precons exist for a commander, or wants budget-friendly precon recommendations. Three modes: pass `slug` for an exact precon (e.g. 'breed-lethality'), `commander` for precons referencing that commander (face or alternate), or browse with `colors`/`max_price` filters. Output includes face commander, alternate commanders, full decklist, and upgrade pools (cardstoadd, cardstocut, landstoadd, landstocut from EDHREC). When evaluating budget upgrade paths ('precon + $60 of singles'), the upgrades.add list is the recommended pool and msrp_usd is the precon's retail anchor.
Sideboard Analysis INSTANT
Analyze your best-of-three (BO3) match performance to evaluate sideboarding effectiveness. MODES: 1. mode="bo3_overview" → Compare game 1 (pre-board) vs games 2/3 (post-board) win rates. 2. mode="by_matchup" → Per-opponent-archetype breakdown of pre-board vs post-board performance. Optional format filter. Only includes matches with 2+ games (BO3). BO1 matches are excluded. Authenticated player context is provided automatically.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Requires 'Detailed Logs' enabled in MTGA settings
  • Card collection / ownership data is NOT available — Magic Arena does not log the player's owned cards to Player.log. Questions like 'what lands do I own?' cannot be answered from save data. For general card lookups (rules, printings, sets, mana costs), use the card_search reference module without a save context.
  • Log clears on game restart — only current session data available
  • Card names require Scryfall data update after new set releases

Palworld

ALPHA PLUGIN PARTIAL

Parses Palworld saves — player progress, party, storage and base worker pals with passives and IVs, guild, bases, and inventory See what your AI can do →

EXPERT MODULES
Bases NEEDS SAVE
Find Palworld bases, inspect one base's structures, clutter, workers and storage, or find which bases store an item.
Breeding Planner NEEDS SAVE
Plan a breeding: name two parents to get their child, or name a child to get every parent pair that produces it.
Building Lookup INSTANT
Look up a Palworld structure by exact internal id or case-insensitive display name. Returns its save join key, category axes, rank, named build materials, energy use, and every technology that unlocks it. A display name may return multiple build objects when the game uses that name more than once.
Item Lookup NEEDS SAVE
Look up a Palworld item and its relationships.
Pal Lookup NEEDS SAVE
Three questions about Pals, chosen with mode. mode 'pal' (the default) draws one to four Pal cards side by side: stats, work suitability, partner skill, learnset and innate passives. mode 'skill' explains one active or passive skill and lists every Pal that has it. mode 'work' ranks the species that can do one job. Never show a character id to the player.
Pal Spawns NEEDS SAVE
Map where a Pal spawns in the world: every mapped spawn area with its region, level range, night-only flag and nearest fast-travel tower, plus the dungeon level bands it is drawn at.
LIMITATIONS
  • Steam builds only — Xbox Game Pass (WGS) saves not supported

Path of Exile

BETA API PARTIAL

Connect your GGG account to analyze your live characters, or paste a build link — full headless Path of Building analysis either way See what your AI can do →

EXPERT MODULES
Build Planner NEEDS SAVE
Analyze, modify, or explore a Path of Exile build via Path of Building. First call returns a compact summary (DPS, life, resists, attributes), character info (class, ascendancy, bandit, pantheon), and a section_index listing available detail sections. The summary includes per-element damage breakdown (PhysicalHitAverage, FireHitAverage, ColdHitAverage, LightningHitAverage, ChaosHitAverage) showing the actual damage type split after all conversion and 'gain as extra' mechanics — check these BEFORE recommending element-specific gem or support changes. A skill tagged 'Fire' may deal significant chaos damage via gear conversion. The items section includes mod text for rare/magic items — use these to understand gear-based conversion, added-as-extra, and other build-defining mechanics. Unique item mods are not shown (use unique_search to look them up by name). Request sections='config' to see active configuration overrides (combat conditions, enemy settings, Wither stacks, etc.). To determine Low Life status, check config for conditionLowLife — do NOT rely on LifeUnreservedPercent, which reflects static reservations only, not combat-conditional effects like Dissolution of the Flesh. To drill deeper, call again with the buildId and sections parameter (e.g. sections='offense,defense'). Stat sections return curated key stats plus _extra_keys listing other available stats — use stat_keys to request specific extras. For modifications, pass buildId + operations. The response includes a changes object with {before, after, delta} for every summary stat that changed — present the delta to the player, not the full stat dump. For tree exploration, pass buildId + nearby_metrics to find the highest-impact nearby nodes ranked by real calc deltas. For tree pruning, pass buildId + audit_allocated to find weak branches in the CURRENT allocated tree — ranked by what the player would lose by removing them, with a dead_weight bucket of zero-contribution nodes. Pairs naturally with nearby_metrics: audit identifies underperforming branches, nearby finds replacement directions, you propose the swap. To drill into WHY a stat has its value (which item, tree node, skill, or pantheon contributes), pass mod_sources with the stat names. Stat names resolve case-insensitively, and each requested stat returns exactly one kind-discriminated object under data.statSources[statName]: kind=sources contains top-N modifier rows with source_type, source_name, mod_name, mod_type, value, and mod_row_key, plus truncated: {omitted_rows} when the row limit drops contributors; kind=unsupported_derived contains reason and decomposable_inputs; kind=unknown_stat contains reason and canonical when a case-insensitive match exists. Empty rows in kind=sources means genuinely no contributors. Decomposable stats (return kind=sources with real per-mod rows when contributors exist): Life, EnergyShield, Mana, Armour, Evasion, Strength, Dexterity, Intelligence, resistances, BlockChance, SpellSuppressionChance, LifeRegen, ManaRegen, CritChance, ailment-chance/effect stats, hit-damage component stats — anything stored as a mod against the player’s actor. Derived stats such as CombinedDPS, TotalDPS, FullDPS, AverageHit, Speed, EHP, and MaximumHitTaken variants return kind=breakdown or kind=attribution; kind=unsupported_derived applies only when the source-unit universe is empty. When a player asks why two builds diverge on a damage stat, request the listed decomposable_inputs (crit components, hit-damage adders, conversion mods, gear-source life-as-extra-mana, etc.), not the aggregate. Aggregate stats serve as quick "is this build behaving fundamentally differently?" tells, not as source-decomposable answers. After identifying the divergent mods, re-call compare with buy_similar=true and buy_similar_filters populated from those mods to find replacement gear. Use nearby_categories on a /resolve or /modify call to focus the inline power_report on a specific node type (e.g. nearby_categories=["Keystone"] when the player asks "any keystone I should grab?") — pair with audit_categories on a follow-up audit_allocated call to get symmetric remove/add suggestions confined to the same category axis. When narrating /compare gear diffs, filter to slots where modsSame is false — modsSame:true means no mechanical divergence even when nameSame:false (rare reroll, RELIC/UNIQUE foil flag), so those slots add noise without insight. Each compared socket group carries mainGemLinkCount (link count of the main gem's socket), hostItemMaxLink (largest link on the host item), and hostItemName — read these directly to answer "is this skill 6-linked?" instead of re-correlating with sections.gear.items by slot. diffs.tree.allocatedOnlyIn is an array indexed parallel to builds[]; failed builds get [] at their index — index by build position, not buildId. Config keys prefixed multiplier (e.g. multiplierRage, multiplierWitheredStackCount, multiplierFrenzyCharges) are user-set knobs the calc reads as inputs; the resulting runtime stats live in offense/defense (Rage, WitherEffect, FrenzyCharges) and may be cap-clamped against gear-derived maxima. Read the runtime stat in offense/defense for the post-calc effect — the config value is what was requested, not what's being applied. Every response includes a buildId for follow-up calls. Mastery candidates in nearby results and the inline power_report recommend individual selectable effects, not just mastery locations: each row carries id, effect_id, the mastery node's display name, and effect stat text, with a real calc delta for that effect. Duplicate locations collapse to the cheapest path. Pass a recommended row's id and effect_id directly to allocate_mastery.
Gem Search INSTANT
Search Path of Exile skill and support gems by name, tags, or description. USE PROACTIVELY: query this module to verify gem names, check gem colors, look up support gem interactions, or find gems by keyword before referencing them in build advice. Prevents hallucinating gem names or wrong gem colors. Canonical source for gem names used by build_planner's swap_gem and add_gem operations — call this before those ops if you're unsure of an exact name. PoB canonical names OMIT the trailing ' Support' (e.g. 'Added Lightning Damage', not 'Added Lightning Damage Support'); build_planner handles the alias but naming them correctly avoids the round-trip. Support gems include: mana_multiplier (cost %), cannot_support_minions (boolean), minion_excluded_effects (stats that don't apply to minions/totems), require_skill_types and exclude_skill_types. stats_at_20 includes both constant and level-scaled effects (e.g. the actual 'more damage' multiplier). If the player has connected their Path of Exile account, build_planner can analyze their own character directly (character:'current' or a character name) — this module complements that connected-account workflow.
Passive Tree Search INSTANT
Search Path of Exile passive tree nodes by name or stat description. USE PROACTIVELY: query this module to verify keystone effects, find notable locations, compare selectable mastery effects, or check ascendancy nodes before advising on tree pathing. Mastery rows render their selectable effects, and effect text is searchable through both full-text and semantic search. Supports filtering by type (keystone, notable, mastery, small) and ascendancy. If the player has connected their Path of Exile account, build_planner can analyze their own character directly (character:'current' or a character name) — this module complements that connected-account workflow.
Unique Item Search INSTANT
Search Path of Exile unique items by name, base type, item class, or mod text. USE PROACTIVELY: query this module to verify unique item names, check exact mod values, or find uniques by keyword before referencing them in build advice. Prevents hallucinating unique names or wrong mod values. If the player has connected their Path of Exile account, build_planner can analyze their own character directly (character:'current' or a character name) — this module complements that connected-account workflow.
Economy Prices INSTANT
Look up current Path of Exile item prices from poe.ninja. USE PROACTIVELY: query this module when discussing item value, trade decisions, upgrade budgets, or farming strategies. Returns chaos and divine orb values, 7-day price trends, and listing confidence. If the player has connected their Path of Exile account, build_planner can analyze their own character directly (character:'current' or a character name) — this module complements that connected-account workflow.
Mod Search INSTANT
Search Path of Exile item mods by effect text, with tier breakdowns. USE PROACTIVELY: query this module when advising on crafting to verify mod tier values, ilvl requirements, and which item classes a mod can appear on. Prevents hallucinating mod values or wrong tier ranges. Covers prefixes and suffixes. If the player has connected their Path of Exile account, build_planner can analyze their own character directly (character:'current' or a character name) — this module complements that connected-account workflow.
Essence Search INSTANT
Look up the guaranteed affix an Essence applies to each Path of Exile item class. USE PROACTIVELY for essence-crafting questions: query by exact essence name to compare all applicable item classes, or by item_class to compare every essence available for that class. Values are extracted from the pinned Path of Building data and prevent hallucinating essence outcomes.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Character data reflects the last refresh, not real-time
  • Timeless jewel calculations are not supported

Path of Exile 2

ALPHA API PARTIAL

Connect your GGG account to analyze your live Path of Exile 2 characters — equipped gear, socketed skill gems, and passive tree progress. See what your AI can do →

EXPERT MODULES
Build Planner NEEDS SAVE
Analyze, modify, or explore a Path of Exile 2 build via Path of Building 2. First call returns a compact summary (DPS, life, resists, attributes), character info (class, ascendancy, specialisations), and a section_index listing available detail sections. The summary includes per-element damage breakdown (PhysicalHitAverage, FireHitAverage, ColdHitAverage, LightningHitAverage, ChaosHitAverage) showing the actual damage type split after all conversion and 'gain as extra' mechanics — check these BEFORE recommending element-specific gem or support changes. A skill tagged 'Fire' may deal significant chaos damage via gear conversion. The items section includes mod text for rare/magic items — use these to understand gear-based conversion, added-as-extra, and other build-defining mechanics. Unique item mods are not shown (use unique_search to look them up by name). Request sections='config' to see active configuration overrides (combat conditions, enemy settings, Wither stacks, etc.). To determine Low Life status, check config for conditionLowLife — do NOT rely on LifeUnreservedPercent, which reflects static reservations only, not combat-conditional effects. To drill deeper, call again with the buildId and sections parameter (e.g. sections='offense,defense'). Stat sections return curated key stats plus _extra_keys listing other available stats — use stat_keys to request specific extras. For modifications, pass buildId + operations. The response includes a changes object with {before, after, delta} for every summary stat that changed — present the delta to the player, not the full stat dump. For tree exploration, pass buildId + nearby_metrics to find the highest-impact nearby nodes ranked by real calc deltas. For tree pruning, pass buildId + audit_allocated to find weak branches in the CURRENT allocated tree — ranked by what the player would lose by removing them, with a dead_weight bucket of zero-contribution nodes. Pairs naturally with nearby_metrics: audit identifies underperforming branches, nearby finds replacement directions, you propose the swap. To drill into WHY a stat has its value (which item, tree node, skill, or specialisation contributes), pass mod_sources with the stat names. Stat names resolve case-insensitively, and each requested stat returns exactly one kind-discriminated object under data.statSources[statName]: kind=sources contains top-N modifier rows with source_type, source_name, mod_name, mod_type, value, and mod_row_key, plus truncated: {omitted_rows} when the row limit drops contributors; kind=unsupported_derived contains reason and decomposable_inputs; kind=unknown_stat contains reason and canonical when a case-insensitive match exists. Empty rows in kind=sources means genuinely no contributors. Decomposable stats (return kind=sources with real per-mod rows when contributors exist): Life, EnergyShield, Mana, Spirit, Armour, Evasion, Strength, Dexterity, Intelligence, resistances, BlockChance, SpellSuppressionChance, LifeRegen, ManaRegen, CritChance, ailment-chance/effect stats, hit-damage component stats — anything stored as a mod against the player’s actor. Derived stats such as CombinedDPS, TotalDPS, FullDPS, AverageHit, Speed, EHP, and MaximumHitTaken variants return kind=breakdown or kind=attribution; kind=unsupported_derived applies only when the source-unit universe is empty. When a player asks why two builds diverge on a damage stat, request the listed decomposable_inputs (crit components, hit-damage adders, conversion mods, gear-source life-as-extra-mana, etc.), not the aggregate. Aggregate stats serve as quick "is this build behaving fundamentally differently?" tells, not as source-decomposable answers. Use nearby_categories on a /resolve or /modify call to focus the inline power_report on a specific node type (e.g. nearby_categories=["Keystone"] when the player asks "any keystone I should grab?") — pair with audit_categories on a follow-up audit_allocated call to get symmetric remove/add suggestions confined to the same category axis. When narrating /compare gear diffs, filter to slots where modsSame is false — modsSame:true means no mechanical divergence even when nameSame:false (rare reroll, RELIC/UNIQUE foil flag), so those slots add noise without insight. Each compared socket group carries mainGemLinkCount (link count of the main gem's socket), hostItemMaxLink (largest link on the host item), and hostItemName — read these directly to answer "is this skill 6-linked?" instead of re-correlating with sections.gear.items by slot. diffs.tree.allocatedOnlyIn is an array indexed parallel to builds[]; failed builds get [] at their index — index by build position, not buildId. Config keys prefixed multiplier (e.g. multiplierRage, multiplierWitheredStackCount, multiplierFrenzyCharges) are user-set knobs the calc reads as inputs; the resulting runtime stats live in offense/defense and may be cap-clamped against gear-derived maxima. Read the runtime stat in offense/defense for the post-calc effect — the config value is what was requested, not what's being applied. Every response includes a buildId for follow-up calls. PoE2 has no bandit quest and no pantheon system — the operations list has no set_bandit/set_pantheon ops, and there is no bandit/pantheon field in character info. buy_similar trade-search enrichment (available for PoE1 builds) is not supported for PoE2 — pob-server's trade-mod lookup is poe1-only.
Economy Prices INSTANT
Look up current Path of Exile 2 item and currency prices from poe.ninja. USE PROACTIVELY: query this module when discussing item value, trade decisions, upgrade budgets, or farming strategies. Prices are always denominated in poe.ninja's primary currency (divine orbs) and every result is labeled with that denomination and the league it was pulled from.
Passive Tree Search INSTANT
Search or resolve Path of Exile 2 passive tree nodes. USE PROACTIVELY: query this module to verify keystone effects, find notable locations, or check ascendancy nodes before advising on tree pathing — and to resolve a character's allocated passive node hashes (the `hashes` array in a connected character's passives section) to readable names, types, and stats. Supports filtering search by type (keystone, notable, small) and ascendancy.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Character data reflects the last refresh, not real-time
  • No unequipped inventory — GGG's PoE2 character API does not expose it
  • No Path of Building analysis yet — PoB2 enrichment is a future epic

Project Zomboid

ALPHA PLUGIN PARTIAL

Reads Project Zomboid Build 42 saves directly — character sheet: skills, XP, traits, health, worn and carried items See what your AI can do →

EXPERT MODULES
Item Search INSTANT
Search Project Zomboid items by display name or full type (e.g. 'Nails' or 'Base.Nails') and return their static definitions from the game files — weight, tags, category, and grouped weapon, food, clothing, or medical stats, plus the recipes they teach or can be researched into. Vanilla Build 42.20.2 data only.
LIMITATIONS
  • Build 42 saves only (world version 249, game 42.20.x); Build 41 saves are reported as unsupported
  • Fixture-verified against vanilla 42.20.2 — saves with mods that add serialized character data fail closed
  • Singleplayer and locally hosted saves only
  • This version reads the character sheet only (skills, traits, health summary, worn and carried items); vitals, vehicles, and base contents come later
  • Reference data is vanilla Build 42.20.2 only — modded items are not in item_search

RimWorld

ALPHA MOD

In-game Harmony mod pushes full colony state on every save — colonists, resources, research, mood, health, defenses, farming, factions, and more See what your AI can do →

EXPERT MODULES
Weapon & Armor Combat Calculator INSTANT
Compute ranged DPS at any distance (accuracy interpolation across 4 range breakpoints), melee true DPS via weighted verb selection, and armor damage reduction expected values.
Crop Production Optimizer INSTANT
Compute nutrition/day/tile and silver/day/tile for any crop on any soil type, accounting for fertility sensitivity, temperature growth curves, and rest periods. Includes tiles-per-colonist estimates.
Drug Economy & Addiction Analyzer INSTANT
Compute silver/day for drug production chains (crop to processed drug), silver per raw material, and addiction risk data including tolerance thresholds and safe dose intervals.
Gene Metabolism & Xenotype Builder INSTANT
Validate xenogerm builds against complexity and metabolism budgets, detect gene conflicts via exclusion tags, and tally archite capsule requirements.
Material & Item Stat Lookup INSTANT
Look up final stats for any item-material-quality combination using the three-layer multiplication: base stat, material factor, and quality multiplier.
Colony Wealth & Raid Threat Estimator INSTANT
Convert colony wealth to expected raid points using the piecewise wealth curve from StorytellerUtility, with per-colonist point scaling and building wealth at 50% factor.
Research Tree & Crafting Chain Navigator INSTANT
Traverse research prerequisite chains with total costs, applying tech level multipliers for tribal starts. Includes research speed estimation.
Surgery Success Calculator INSTANT
Calculate true surgery success probability from surgeon skill, bed type, quality, room cleanliness, medicine, and operation difficulty. Implements the exact formula from Recipe_Surgery.CheckSurgeryFail.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Modded content (added stats, custom hediffs) not yet parsed — vanilla data only
  • Large colonies (30+ colonists) may cause brief frame hitch during data collection

Satisfactory

ALPHA PLUGIN PARTIAL

Parses .sav save files: factory machines, production, power, storage, trains, progression See what your AI can do →

EXPERT MODULES
Building Reference INSTANT
The game's own reference card for any Satisfactory building, straight from the shipped game data: the in-game description verbatim plus footprint/dimensions, build cost, power draw, conveyor/pipe throughput, storage capacity, and unlock tier. Covers every buildable — machines, generators, belts, pipes, foundations, blueprint designers, and the Dimensional Depot. Look up one building by name, or list a category (production, extraction, power, logistics, structure, special). Use PROACTIVELY whenever the player asks how a building works, what it does, its size/footprint, build cost, or stats — building facts drift between patches, so prefer this over memory. Covers only placeable buildings — for the cost of vehicles, trains, equipment, or ammunition use recipe_lookup instead. Works with no save connected.
Hard Drive Tiers NEEDS SAVE
Which Satisfactory alternate recipes (the random unlocks from hard drives at the MAM) are worth taking, re-derived by linear optimization for the current patch. Every recipe carries two tiers — effort (fewer/simpler buildings) and resources (less raw extraction) — with the modeled whole-factory improvement and per-metric deltas as evidence. Use for 'is this alternate worth it', 'which hard drive recipes should I prioritize', and 'best alternate for X'.
Milestone Navigator NEEDS SAVE
Navigate Satisfactory tiers and milestones: exact costs and recipe unlocks per milestone and full tier listings. Use for 'what do I need for Tier N' and unlock-path questions.
Power Calculator INSTANT
Size Satisfactory generator farms: target megawatts returns generator counts per type, fuel consumption per minute for every accepted fuel, supplemental water rates, and nuclear waste output. Use for any power planning or 'how many generators / how much fuel' question.
Production Planner NEEDS SAVE
Plan a full Satisfactory production chain: target item and rate per minute returns machine counts per recipe, raw ore/fluid requirements, byproducts, and total power draw. Use for any 'how do I make N per minute of X' or factory scaling question.
Recipe & Item Lookup INSTANT
Look up any Satisfactory item, recipe, or production building by name. Returns exact ingredients, products, per-minute rates at 100% clock, craft duration, which buildings run it, alternate-recipe flags, and milestone unlock tiers. Covers the build/craft cost of everything that has a recipe — including equipment (chainsaw, jetpack, rebar gun), vehicles (Truck, Tractor, Explorer), trains (Locomotive, Freight Car), and ammunition — not just factory machines. Use proactively for ANY question about what makes what, ratios, build/craft costs, or building stats — prevents hallucinated recipe data.
Space Elevator NEEDS SAVE
Satisfactory Project Assembly phase requirements: the exact parts and quantities each of the 5 phases needs, the recipe that makes each part, and the tiers each phase unlocks. Use for 'what does the space elevator need', endgame planning, and 'what's left to finish the game'.
Ground Truth INSTANT
Verified per-game facts with sources, served from the curated fact store; supersedes model training data. Query by text, topic, or fact_id; an empty query lists topics.
LIMITATIONS
  • Saves from game versions 1.0 through 1.2 only (save versions 46-60); newer game versions are rejected until their format is verified
  • Per-base item flow rates (production, consumption, net, in-base buffer) are computed deterministically in flow_balance from recipe durations and machine clock/somersloop; extractor (mining) output rates still depend on node purity, which is not in the save, so mined items are flagged rawSupplied rather than rated
  • Machine status is inferred from measured productivity and inventory: 'balanced' (at capacity), 'input_limited'/'output_limited' (below capacity, split by which buffer is the constraint, with limitingInput naming the short item), 'blocked_downstream'/'starved_upstream', 'unconfigured' (no recipe), and 'idle' when the cause is undetermined. The save has no power-outage flag, so an idle machine is never asserted to be unpowered; a power-corroborated status is not yet implemented
  • Production lines cover belt/pipe-connected machines only; machines with no connection are reported via unconnectedMachines. Train/drone/truck routing between terminals is not reconstructed — stations, ports, sinks, and storage appear as line boundaries by building type, not by player-given station name
  • Geography bases are proximity clusters of machines, not belt-connectivity groups (see production_lines for connected groups)
  • Resource node types and purities require static map reference data; the geography section infers a node's resource from its extractor's output but cannot report purity
  • Modded buildings and machines added after game 1.2 are not extracted
  • Blueprint designer contents are not parsed

Songs of Syx

ALPHA MOD PARTIAL

Reference for the colony-sim/4X Songs of Syx, generated verbatim from the game's own shipped data and in-game guide: searchable dev-written mechanics articles plus room, resource, race, and knowledge-tree lookups. This game is niche and easily mis-remembered — retrieve and cite these before answering rather than relying on memory. Live colony state via an in-game mod is forthcoming. See what your AI can do →

EXPERT MODULES
Mechanics Guide INSTANT
Look up Songs of Syx gameplay mechanics from the game's own shipped in-game guide and room notes. Returns a table of contents (the menu of systems to search), full article text by key, or keyword matches — all dev-written, version-matched prose. Use PROACTIVELY before answering ANY question about how a system works (happiness, services, immigration, farming, military, trade, world map, law): this game is niche and easily mis-remembered, so ground and cite the article instead of guessing. If nothing relevant comes back, say you're unsure rather than invent an answer; for strategy or opinion the shipped docs don't cover (e.g. best race, optimal build order), reason transparently from the live mechanics and label it as your reasoning, not fact.
Race & Species Lookup INSTANT
Look up any Songs of Syx species: whether it's playable, its preferred foods, slave price, baby/child maturation days, and the game's own description. Pass 'race' (an ID or fuzzy name) for one species, or omit it to list all. Use for population, happiness-by-food-preference, and species questions.
Resource Lookup INSTANT
Look up any Songs of Syx resource/good: its roles (edible, drinkable, growable, minable, supply, work), spoilage rate, the game's own description, and — cross-referenced from the buildings — which rooms produce and consume it. Pass 'resource' (an ID or fuzzy name) for one good, or omit it (with optional 'role') to list all. Use for resource and production-chain questions.
Room & Building Lookup INSTANT
Look up any Songs of Syx room/building's base-tier stats and the game's own description: resource build cost, what it produces and consumes per worker, whether it provides a citizen service, and the farmed crop for farms. Pass 'room' (an ID or fuzzy name) for one building, or omit it (with optional 'category') to list all. Use for any question about what a building costs, produces, consumes, or provides.
Knowledge Tree Lookup INSTANT
Look up any Songs of Syx technology: its knowledge-point cost, the population threshold and prerequisite techs it requires, what it unlocks, and the game's own description. Pass 'tech' (a key or fuzzy name) for one technology, or omit it (with optional 'category') to list all. Use for research-planning and unlock-path questions.
LIMITATIONS
  • Reference data only for now — the in-game mod that pushes live colony state is not yet shipped
  • Reference data is generated from the game-shipped data files for a single game version; modded content is not included

Stardew Valley

BETA PLUGIN PARTIAL

Parses Stardew Valley 1.6 save files into structured game state See what your AI can do →

EXPERT MODULES
Crop Planner INSTANT
Look up crop growth data, profitability, fertilizer effects, and artisan goods values. Use 'crop' for a specific crop's full analysis, or 'season' for all crops ranked by gold/day.
Gift Preferences INSTANT
Look up NPC gift preferences by villager name or item name. Includes universal and personal taste data from Stardew Valley 1.6.
LIMITATIONS
  • Only Stardew Valley 1.6+ saves supported
  • Directory-based save discovery requires daemon enhancement (pending)

Stellaris

BETA PLUGIN PARTIAL

Parses Stellaris save files (.sav) — empire overview, economy, technology, military, diplomacy, and more See what your AI can do →

EXPERT MODULES
Building Search INSTANT
Search Stellaris buildings by name or category. Returns build time and capital status.
Civic & Origin Search INSTANT
Search civics and origins by name or category.
Ship Component Search INSTANT
Search ship weapons, utilities, reactors, and combat computers by name, size, or component set.
Edict & Policy Search INSTANT
Search edicts and policies by name or category.
Empire Health Diagnosis NEEDS SAVE
Diagnose an empire's economy (resource deficits and runway), colony stability (housing, crime, amenities), military (wars and exhaustion), politics (faction happiness), and external threats (hostile neighbors, crises, fallen empires) in one call. Returns problems ranked by severity so you can lead with what matters most.
Pop Job Search INSTANT
Search pop jobs by name or category.
Technology Path INSTANT
Resolve the full prerequisite chain for a target technology. Returns topologically sorted prerequisites with researched/remaining annotations.
Technology Search INSTANT
Search Stellaris technologies by name, area, tier, or category. Returns cost, prerequisites, and research weight.
Tradition & Ascension Perk Search INSTANT
Search traditions and ascension perks by name or category.
Species & Leader Trait Search INSTANT
Search species traits and leader traits by name or category.
LIMITATIONS
  • Binary (ironman) saves not yet tested — text saves only
  • Planet section shows summary stats, not full district/building breakdown
  • Name resolution for wars and fleets uses raw IDs, not localized names

World of Warcraft

BETA API PARTIAL

Character profiles via Battle.net API with Raider.io ranking enrichment See what your AI can do →

EXPERT MODULES
Ability Lookup INSTANT
Search WoW spells and abilities by name with class/spec filtering. USE PROACTIVELY: query this module to verify ability names, check which class/spec an ability belongs to, or look up spell descriptions before referencing them in advice. Every result includes class_name and spec_name so you can confirm an ability belongs to the player's spec.
Dungeon Guide INSTANT
Search WoW dungeon and raid boss encounters by name, with boss abilities. USE PROACTIVELY: query this module before describing boss mechanics, dungeon strategies, or encounter abilities to ensure accuracy.
Gear Audit NEEDS SAVE
Audits a WoW character's equipped gear for obvious issues: missing enchants, empty gem sockets, and item level outliers. Does NOT compute stat weights or BiS — just flags things the player may have overlooked.
Season Info INSTANT
Returns current WoW season info: M+ dungeon rotation, current raid tier, and season ID. USE PROACTIVELY: query this module before mentioning specific dungeons, raids, or seasonal content to ensure you reference the current rotation — not stale training data.
LIMITATIONS
  • Character data updates on logout, not in real-time
  • Bag and bank inventory not available (API limitation)
  • Combat performance data not included (see Warcraft Logs integration roadmap)

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