docs+tool: locate & extract world factory production-line recipes

The fixed single-recipe world structures (conveyors, e.g. 1 Raw Aurogen
Crystal -> 10 Energy Rods) are a separate mechanic from workbench recipes.
Document where they live and how to read them, with a reproducible extractor.

- docs/PRODUCTION_LINES.md: the 'where to find it' record — ECS classes
  (ProductionLineRecipeComponent -> CraftingRecipe), the epb_assets_all
  game_conveyor_*_epb prefabs, EntityBlueprint/Odin serialization, the
  extraction path, and the open energy_grid_*/island-placement lead.
- bundle/extract_production_lines.py: UnityPy + odin_read extractor ->
  extracted/production_lines.json (14 conveyor recipes).
- BUNDLES.md: add production_lines.json to the data-source map.
This commit is contained in:
DownloadPizza
2026-06-11 15:41:54 +02:00
parent 7387078423
commit a69f479301
4 changed files with 459 additions and 1 deletions

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@@ -11,7 +11,8 @@ Read the bundles in Python with `bundle/extract_data.py` / `loot_probe.py` (Unit
| `extracted/` output | Source bundle | Asset |
|---|---|---|
| `items_registry.json` / `item_definitions.json` | `configuration` | `CheatItemDefinitionsData.asset` |
| `crafting_recipes.json` | `craftingrecipes` | `Recipes_*` |
| `crafting_recipes.json` | `craftingrecipes` | `Recipes_*` (workbench) |
| `production_lines.json` | `epb` | `game_conveyor_*_epb` (world factories) — see [docs/PRODUCTION_LINES.md](docs/PRODUCTION_LINES.md) |
| `loot_tables.json` | `configuration` | `conf_worldLootTables{Storm,Voyage}Config` (Odin-binary) |
| `CompartmentsDatabase.json` | `walkershared` | `CompartmentsDatabase.json` (TextAsset) |
| `epb_catalog.json` | `epb` | `*_epb.prefab` |

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@@ -0,0 +1,127 @@
#!/usr/bin/env python3
"""Extract SAND world 'Factory Production Line' (conveyor) recipes.
These are the fixed single-recipe world structures (e.g. 1 Raw Aurogen Crystal ->
10 Energy Rods), DISTINCT from the player workbench recipes in
extracted/crafting_recipes.json. Same data shape, different home:
Mechanic .... a "Factory Production Line": an item conveyor that runs ONE recipe.
ECS ......... Hologryph.Sand.Shared.Game.Features.Crafting
ProductionLineComponent (input/output entity indices)
ProductionLineRecipeComponent -> CraftingRecipe recipe
ProductionLine{Input,Output}DataComponent (isLargeItem flags)
CraftingRecipe = { CraftingIngredient[] inputIngredients,
CraftingIngredient[] outputIngredients,
float craftingTimeSeconds }
CraftingIngredient = { string itemId, int amount }
Where ....... epb_assets_all.bundle, prefabs named game_conveyor_*_epb.prefab
(Assets/Content/Game/game_conveyor/...). Each prefab GameObject has
an EntityBlueprint (Sirenix Odin SerializedMonoBehaviour) component;
the recipe lives in its Odin-serialized `serializationData`.
Islands ..... energy_grid_*_epb.prefab (Wunderinsel, Kaiserplatz, DeusExMachine,
LittleFactory1-3, LittleFactoryArmory*) place/group conveyors per
location. They reference conveyors by entity ref, NOT item-id string,
so recipe->island mapping needs the island prefab placements
(islands_assets_all.bundle) -- not done here.
Extraction path: UnityPy (typetree via IL2CPP generator) reads each EntityBlueprint
MonoBehaviour -> serializationData.SerializedBytes -> odin_read.parse -> walk for
the CraftingRecipe node. Mirrors extract_loot.py (loot tables are Odin too).
Writes extracted/production_lines.json.
"""
import os, sys, json, UnityPy
from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import odin_read
GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
META = os.path.join(GAME, "Sand_Data/il2cpp_data/Metadata/global-metadata.dat")
DLL = os.path.join(GAME, "GameAssembly.dll")
BUNDLES = "/home/downloadpizza/sand_tools/bundles" # symlink -> StreamingAssets/aa/...
OUT = "/home/downloadpizza/sand_tools/extracted/production_lines.json"
UNITY = "6000.0.40f1"
def recipes_in(node, out):
"""Collect every CraftingRecipe-shaped dict in an odin_read tree."""
if isinstance(node, dict):
if "inputIngredients" in node or "outputIngredients" in node:
out.append(node)
for v in node.values():
recipes_in(v, out)
elif isinstance(node, list):
for v in node:
recipes_in(v, out)
def ingredients(arr):
"""Flatten an Odin CraftingIngredient[] (possibly nested in $items) -> [(itemId, amount)]."""
if isinstance(arr, dict):
arr = arr.get("$items", arr)
out = []
for x in (arr or []):
rows = x if isinstance(x, list) else [x]
for y in rows:
if isinstance(y, dict) and "itemId" in y:
out.append((y.get("itemId"), y.get("amount")))
return out
def entity_blueprint(go):
"""Return the EntityBlueprint MonoBehaviour object_reader on a prefab GameObject, or None."""
for c in go.m_Components:
co = c.read()
r = co.object_reader
if r.type.name == "MonoBehaviour" and co.m_Script.read().m_ClassName == "EntityBlueprint":
return r
return None
def main():
gen = TypeTreeGenerator(UNITY)
gen.load_il2cpp(open(DLL, "rb").read(), open(META, "rb").read())
env = UnityPy.load(os.path.join(BUNDLES, "epb_assets_all.bundle"),
os.path.join(BUNDLES, "sand_monoscripts.bundle"))
result = {}
for path, obj in env.container.items():
base = path.split("/")[-1].replace("_epb.prefab", "")
if not base.startswith("game_conveyor_") or obj.type.name != "GameObject":
continue
eb = entity_blueprint(obj.read())
if eb is None:
continue
script = eb.read().m_Script.read()
full = (script.m_Namespace + "." if script.m_Namespace else "") + script.m_ClassName
nodes = json.loads(gen.get_nodes_as_json(script.m_AssemblyName, full))
sb = eb.read_typetree(nodes).get("serializationData", {}).get("SerializedBytes")
if not sb:
continue
parsed = odin_read.parse(bytes(sb))
found = []
recipes_in(parsed["roots"], found)
recipes_in(parsed["items"], found)
for r in found:
result[base] = {
"inputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("inputIngredients"))],
"outputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("outputIngredients"))],
"craftTimeSeconds": r.get("craftingTimeSeconds"),
}
out = {
"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint "
"(Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
"_count": len(result),
"production_lines": dict(sorted(result.items())),
}
json.dump(out, open(OUT, "w"), indent=1)
print(f"wrote {OUT} ({len(result)} conveyor recipes)")
for k, r in out["production_lines"].items():
inp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["inputs"]) or "?"
outp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["outputs"]) or "?"
print(f" {k.replace('game_conveyor_',''):24s} {inp:48s} -> {outp} ({r['craftTimeSeconds']}s)")
if __name__ == "__main__":
main()

70
docs/PRODUCTION_LINES.md Normal file
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# World factory "production lines" (conveyors) — where to find them
The game has **fixed single-recipe world structures** — item conveyors that run *one*
recipe (e.g. **1 Raw Aurogen Crystal → 10 Energy Rods**). These are a separate mechanic
from the player **workbench** recipes (which live in `extracted/crafting_recipes.json`,
sourced from `CraftingRecipeBundle` assets). This note records **where they live** so the
data can be re-derived after a game update.
## The mechanic
In code it's a *"Factory Production Line"*. It's an Entitas ECS feature, namespace
`Hologryph.Sand.Shared.Game.Features.Crafting` (see `il2cpp/dump.cs`):
| Class | Holds |
|---|---|
| `ProductionLineComponent` | `int inputEntityIndex`, `int outputEntityIndex` |
| `ProductionLineRecipeComponent` | `CraftingRecipe recipe` ← the recipe |
| `ProductionLineInputDataComponent` / `…OutputDataComponent` | `bool isLargeItem{Input,Output}` |
| `CraftingRecipe` | `CraftingIngredient[] inputIngredients`, `CraftingIngredient[] outputIngredients`, `float craftingTimeSeconds` |
| `CraftingIngredient` | `string itemId`, `int amount` |
Note `CraftingRecipe` / `CraftingIngredient` are the **same types** the workbench uses —
only the container differs (a workbench holds `List<CraftingRecipeBundle> recipeBundles`;
a production line holds a single `CraftingRecipe` on the entity).
## Where the data lives
- **Bundle:** `epb_assets_all.bundle` (reachable via the `bundles/` symlink).
- **Prefabs:** `game_conveyor_*_epb.prefab`, under
`Assets/Content/Game/game_conveyor/...`. 14 carry a real recipe; the
`game_conveyor_base*` ones are template/test conversions (cf. `TestRecipesBundle`).
- **Serialization:** each prefab GameObject (`m_Name = game_conveyor_<x>_epb`) has two
components — a `Transform` and a `MonoBehaviour` whose script is **`EntityBlueprint`**.
`EntityBlueprint : SerializedMonoBehaviour` (Sirenix Odin), so the component data —
including the `CraftingRecipe` — is in its **Odin-serialized
`serializationData.SerializedBytes`**, not in plain typetree fields. (Same situation as
the loot tables — see [TASK.md](TASK.md) / `extract_loot.py`.)
### Extraction path (how to read it)
`UnityPy` (with an IL2CPP `TypeTreeGenerator` over `GameAssembly.dll` +
`global-metadata.dat`) reads the `EntityBlueprint` MonoBehaviour → pull
`serializationData.SerializedBytes``bundle/odin_read.py` parses the Odin binary →
walk the tree for the node with `inputIngredients` / `outputIngredients`.
```bash
venv/bin/python bundle/extract_production_lines.py # -> extracted/production_lines.json
```
Key item ids seen here: `item_crystalHandles` = *Raw Aurogen Crystal*,
`item_energyBar` = *NZ Mk2 Energy Rod*, `item_blackBox` = *Black Box*,
`item_resourceCoralPiece` = *Coral Chunk*. Resolve any id → display name via
`extracted/items_registry.json` / `extracted/item_names.json` (built from
`CheatItemDefinitionsData`).
## Island placement — open lead
Which factory/island runs which conveyor is grouped by the
`energy_grid_*_epb.prefab` blueprints in the same bundle:
`Wunderinsel`, `Kaiserplatz`, `DeusExMachine`, `Factorio`, `LittleFactory1-3`,
`LittleFactoryArmory1-3`, `TestFactory`. The **`…Armory`** groups are the likely
**Sprengstofffabrik** (explosives factory) host for the explosive / grenade / rocket /
cannon conveyors.
**Not yet resolved:** an `energy_grid_*` blueprint's Odin data references its conveyors by
**entity reference, not item-id string** (a string scan of its serialized bytes finds no
`game_conveyor_*` / `item_*` ids). So mapping recipe → specific island needs the **island
prefab placements** in `islands_assets_all.bundle` (the `island_*` / fort / `loc_event_*`
prefabs, where `Sprengstofffabrik` is an i2 `Toponyms/` name), not the conveyor or
energy_grid EPBs alone. That linkage is the next step if island attribution is wanted.

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{
"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint (Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
"_count": 14,
"production_lines": {
"game_conveyor_40mmT3Cannon": {
"inputs": [
{
"itemId": "item_alloySteel",
"amount": 40
},
{
"itemId": "item_resourceMetal_t2",
"amount": 300
}
],
"outputs": [
{
"itemId": "game_packedAutoTurretT3Container",
"amount": 1
}
],
"craftTimeSeconds": 55.0
},
"game_conveyor_70mmT3Cannon": {
"inputs": [
{
"itemId": "item_alloySteel",
"amount": 40
},
{
"itemId": "item_resourceMetal_t2",
"amount": 300
}
],
"outputs": [
{
"itemId": "game_packedShotgunTurretT3Container",
"amount": 1
}
],
"craftTimeSeconds": 55.0
},
"game_conveyor_80mmT3Cannon": {
"inputs": [
{
"itemId": "item_alloySteel",
"amount": 40
},
{
"itemId": "item_resourceMetal_t2",
"amount": 300
}
],
"outputs": [
{
"itemId": "game_packedTurretT3Container",
"amount": 1
}
],
"craftTimeSeconds": 55.0
},
"game_conveyor_armorPiercingRockets": {
"inputs": [
{
"itemId": "item_resourceFabric",
"amount": 10
},
{
"itemId": "item_resourceGunpowder",
"amount": 10
}
],
"outputs": [
{
"itemId": "item_rocketLauncherAmmoArmorPiercing",
"amount": 3
}
],
"craftTimeSeconds": 5.0
},
"game_conveyor_baseInventoryToInventory": {
"inputs": [
{
"itemId": "item_resourceMetal_t1",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_c4Dynamite",
"amount": 1
},
{
"itemId": "item_resourceMetal_t1",
"amount": 2
}
],
"craftTimeSeconds": 5.0
},
"game_conveyor_baseInventoryToLarge": {
"inputs": [
{
"itemId": "item_resourceMetal_t1",
"amount": 1
},
{
"itemId": "item_c4Dynamite",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_explosiveBig",
"amount": 1
}
],
"craftTimeSeconds": 15.0
},
"game_conveyor_baseLargeToInventory": {
"inputs": [
{
"itemId": "item_wineBox",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_coinCrown",
"amount": 1000
}
],
"craftTimeSeconds": 15.0
},
"game_conveyor_baseLargeToLarge": {
"inputs": [
{
"itemId": "item_wineBox",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_explosiveBig",
"amount": 1
}
],
"craftTimeSeconds": 15.0
},
"game_conveyor_computingModules": {
"inputs": [
{
"itemId": "item_blackBox",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_resourceMetal_t3",
"amount": 10
}
],
"craftTimeSeconds": 7.0
},
"game_conveyor_contactGrenades": {
"inputs": [
{
"itemId": "item_resourceFabric",
"amount": 10
},
{
"itemId": "item_resourceGunpowder",
"amount": 10
}
],
"outputs": [
{
"itemId": "item_grenadeContact",
"amount": 5
}
],
"craftTimeSeconds": 5.0
},
"game_conveyor_coralDust": {
"inputs": [
{
"itemId": "item_resourceCoralPiece",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_resourceCoralDust",
"amount": 10
},
{
"itemId": "item_resourceMetal_t1",
"amount": 2
}
],
"craftTimeSeconds": 5.0
},
"game_conveyor_energyRods": {
"inputs": [
{
"itemId": "item_crystalHandles",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_energyBar",
"amount": 10
}
],
"craftTimeSeconds": 7.0
},
"game_conveyor_explosiveSmall": {
"inputs": [
{
"itemId": "item_resourceFabric",
"amount": 5
},
{
"itemId": "item_resourceGunpowder",
"amount": 5
}
],
"outputs": [
{
"itemId": "item_c4Dynamite",
"amount": 5
},
{
"itemId": "item_resourceMetal_t1",
"amount": 2
}
],
"craftTimeSeconds": 5.0
},
"game_conveyor_mechanicalParts": {
"inputs": [
{
"itemId": "item_resourceMetalParts",
"amount": 1
}
],
"outputs": [
{
"itemId": "item_resourceMetal_t1",
"amount": 2
},
{
"itemId": "item_resourceMetal_t1",
"amount": 2
}
],
"craftTimeSeconds": 1.0
}
}
}