islands: extract in-game names (Landmark -> Toponym), incl. Wunderinsel = Strudel
Definitive island prefab -> in-game name link: each island_* prefab has a child Landmark GameObject (LandmarkBehaviour.name) = the Toponym key, localized via i2 Toponyms/<name>. New bundle/extract_island_names.py -> extracted/island_names.json. Key results: Demo_Wunderinsel=Strudel, Demo_Marktinsel=Segen, Gartenfreude=Insel St. Clemens, DeusExMashineSmall=Rauchwolke, and island_Factorio = Sprengstofffabrik (the explosives factory). The LittleFactory/LittleFactoryArmory prefabs are the Forts. Updates docs/PRODUCTION_LINES.md with in-game names and corrects the earlier Sprengstofffabrik note (it IS the explosives factory -> Factorio, not the Armory islands). Supersedes the name-guesses (e.g. DeusExMashine is Rauchwolke, not Maschineninsel).
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@@ -68,20 +68,25 @@ venv/bin/python bundle/extract_conveyor_placements.py # -> extracted/conveyor_
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This walks every island prefab, collects the `game_conveyor_<product>` children (with local
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position) and cross-references each against `production_lines.json`. Result for this build:
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| Island | Recipe conveyors placed |
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|---|---|
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| `island_Factorio` | energyRods, 80mmT3Cannon, contactGrenades, armorPiercingRocket* |
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| `island_Kaiserplatz` | energyRods, 40mmT3Cannon |
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| `island_Demo_Wunderinsel` | 70mmT3Cannon |
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| `island_DeusExMashineSmall` | computingModules, coralDust |
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| `island_testIsland`, `island_testIslandTramplers` | the 4 `base*` conveyors (inv↔large test combos, incl. the `1x wineBox → 1000x coinCrown` one) |
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| Island prefab | In-game name (Toponym) | Recipe conveyors placed |
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|---|---|---|
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| `island_Factorio` | **Sprengstofffabrik** | energyRods, 80mmT3Cannon, contactGrenades, armorPiercingRocket* |
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| `island_Kaiserplatz` | Kaiserplatz | energyRods, 40mmT3Cannon |
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| `island_Demo_Wunderinsel` | **Strudel** | 70mmT3Cannon |
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| `island_DeusExMashineSmall` | Rauchwolke | computingModules, coralDust |
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| `island_testIsland`, `island_testIslandTramplers` | (test, no Landmark) | the 4 `base*` conveyors (inv↔large test combos, incl. `1x wineBox → 1000x coinCrown`) |
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In-game names come from each island prefab's child `Landmark` (`LandmarkBehaviour.name`) →
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i2 `Toponyms/<name>`; see `bundle/extract_island_names.py` / `extracted/island_names.json`.
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Notes / corrections:
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- The earlier guess that the **`…Armory` (Sprengstofffabrik)** islands host the explosive /
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grenade / rocket conveyors is **not supported by the placements**: `island_LittleFactory01-03`
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and `island_LittleFactoryArmory01-03` exist (each has an `energy_grid_*`) but place **no**
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recipe conveyors at all. The grenade (`contactGrenades`) and rocket (`armorPiercingRocket`)
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lines are on **Factorio**. Factorio is the main multi-product factory here.
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- The **Sprengstofffabrik** (explosives factory) is literally **`island_Factorio`** — its
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in-game Landmark name is `Sprengstofffabrik`, and it makes the grenades + AP rockets +
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cannons. So the original "Sprengstofffabrik = explosives" intuition was right; it's just
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that the prefab is `Factorio`, not an `…Armory` island.
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- The `island_LittleFactory01-03` / `…Armory01-03` prefabs are actually the **Forts**
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in-game (Fort Istria/Arpad/Tarnopol and Fort Zimmer/Metternich/Starhemberg) and place **no**
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recipe conveyors.
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- `*` Factorio's child is named `game_conveyor_armorPiercingRocket` (singular) while the recipe
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blueprint is `game_conveyor_armorPiercingRockets` (plural) — a name mismatch; same line
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(→ `3x item_rocketLauncherAmmoArmorPiercing`).
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