production lines: resolve conveyor -> island placement mapping

The recipe conveyors (game_conveyor_<product>_epb) are placed as named child GameObjects
in the island_* prefabs (islands_assets_all.bundle), NOT via energy_grid (power grid only)
or any config asset. New extractor bundle/extract_conveyor_placements.py walks every island
prefab and cross-references production_lines.json -> extracted/conveyor_placements.json.

Result: Factorio (energyRods, 80mmT3Cannon, contactGrenades, armorPiercingRocket),
Kaiserplatz (energyRods, 40mmT3Cannon), Demo_Wunderinsel (70mmT3Cannon), DeusExMashineSmall
(computingModules, coralDust), testIsland(+Tramplers) (the 4 base test conveyors).

Corrects the earlier "Armory = Sprengstofffabrik hosts explosives" guess: the
LittleFactory/LittleFactoryArmory islands place NO recipe conveyors; grenades/rockets are
on Factorio. Unplaced blueprints: explosiveSmall, mechanicalParts (+ the plural
armorPiercingRockets, whose singular-named instance is on Factorio).
This commit is contained in:
DownloadPizza
2026-06-11 19:38:13 +02:00
parent e4899b43e7
commit 8abe4bcecf
3 changed files with 628 additions and 13 deletions

View File

@@ -0,0 +1,101 @@
#!/usr/bin/env python3
"""Map each world island/location to the production-line conveyors placed on it.
The recipe-bearing conveyors (game_conveyor_<product>_epb) are placed as named child
GameObjects inside the island_* prefabs in islands_assets_all.bundle (NOT via energy_grid,
which is only the power grid, and NOT in any config/designed-environment asset). This walks
every island prefab's Transform hierarchy, collects the conveyor instances (with local
position), and cross-references each recipe conveyor against extracted/production_lines.json.
Writes extracted/conveyor_placements.json.
"""
import os, sys, json, UnityPy
BUNDLES = "/home/downloadpizza/sand_tools/bundles"
PL = "/home/downloadpizza/sand_tools/extracted/production_lines.json"
OUT = "/home/downloadpizza/sand_tools/extracted/conveyor_placements.json"
def walk(go, seen, out):
"""Yield (name, localPosition) for every descendant GameObject."""
for c in go.m_Components:
try:
co = c.read()
except Exception:
continue
if co.object_reader.type.name != "Transform":
continue
for ch in co.m_Children:
try:
tr = ch.read()
cgo = tr.m_GameObject.read()
except Exception:
continue
pid = cgo.object_reader.path_id
if pid in seen:
continue
seen.add(pid)
pos = getattr(tr, "m_LocalPosition", None)
xyz = [round(pos.x, 2), round(pos.y, 2), round(pos.z, 2)] if pos else None
out.append((getattr(cgo, "m_Name", "?"), xyz))
walk(cgo, seen, out)
def main():
pl = json.load(open(PL))["production_lines"]
env = UnityPy.load(os.path.join(BUNDLES, "islands_assets_all.bundle"))
islands = {p.split("/")[-1].replace(".prefab", ""): obj
for p, obj in env.container.items()
if obj.type.name == "GameObject" and p.split("/")[-1].startswith("island_")}
result = {}
placed_recipes = set()
for iname in sorted(islands):
acc = []
walk(islands[iname].read(), set(), acc)
recipe_conv = []
unmatched = []
infra = []
for name, pos in acc:
base = name.replace("_epb", "")
# product conveyors are game_conveyor_<product> (underscore); the slot/switch/
# out/in pieces are game_conveyorXxx (no underscore) = generic infrastructure.
if base.startswith("game_conveyor_"):
if base in pl:
recipe_conv.append({"conveyor": base, "pos": pos, "recipe": pl[base]})
placed_recipes.add(base)
else:
unmatched.append({"conveyor": base, "pos": pos}) # placed, no recipe key (name mismatch?)
elif name.startswith("game_conveyor"):
infra.append(name)
if recipe_conv or unmatched:
result[iname] = {"recipes": recipe_conv,
"product_conveyors_without_matching_recipe": unmatched,
"infrastructure": sorted(set(infra))}
unplaced = sorted(set(pl) - placed_recipes)
out = {
"_source": "islands_assets_all.bundle island_* prefab hierarchy "
"(game_conveyor_<product>_epb child GameObjects); recipes from production_lines.json",
"_unplaced_recipes": unplaced,
"islands": result,
}
json.dump(out, open(OUT, "w"), indent=1)
def fmt(r):
i = " + ".join("%sx %s" % (x["amount"], x["itemId"]) for x in r["inputs"])
o = " + ".join("%sx %s" % (x["amount"], x["itemId"]) for x in r["outputs"])
return "%s -> %s (%ss)" % (i, o, r["craftTimeSeconds"])
print("wrote %s\n" % OUT)
for iname, d in result.items():
print("### %s" % iname.replace("island_", ""))
for rc in d["recipes"]:
print(" %-34s %s" % (rc["conveyor"].replace("game_conveyor_", ""), fmt(rc["recipe"])))
for u in d["product_conveyors_without_matching_recipe"]:
print(" %-34s (placed, no recipe blueprint of this exact name)" % u["conveyor"].replace("game_conveyor_", ""))
print("\nrecipe blueprints NOT placed on any island:", unplaced)
if __name__ == "__main__":
main()