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:
@@ -11,7 +11,8 @@ Read the bundles in Python with `bundle/extract_data.py` / `loot_probe.py` (Unit
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| `extracted/` output | Source bundle | Asset |
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|---|---|---|
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| `items_registry.json` / `item_definitions.json` | `configuration` | `CheatItemDefinitionsData.asset` |
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| `crafting_recipes.json` | `craftingrecipes` | `Recipes_*` |
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| `crafting_recipes.json` | `craftingrecipes` | `Recipes_*` (workbench) |
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| `production_lines.json` | `epb` | `game_conveyor_*_epb` (world factories) — see [docs/PRODUCTION_LINES.md](docs/PRODUCTION_LINES.md) |
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| `loot_tables.json` | `configuration` | `conf_worldLootTables{Storm,Voyage}Config` (Odin-binary) |
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| `CompartmentsDatabase.json` | `walkershared` | `CompartmentsDatabase.json` (TextAsset) |
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| `epb_catalog.json` | `epb` | `*_epb.prefab` |
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127
bundle/extract_production_lines.py
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127
bundle/extract_production_lines.py
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@@ -0,0 +1,127 @@
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#!/usr/bin/env python3
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"""Extract SAND world 'Factory Production Line' (conveyor) recipes.
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These are the fixed single-recipe world structures (e.g. 1 Raw Aurogen Crystal ->
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10 Energy Rods), DISTINCT from the player workbench recipes in
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extracted/crafting_recipes.json. Same data shape, different home:
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Mechanic .... a "Factory Production Line": an item conveyor that runs ONE recipe.
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ECS ......... Hologryph.Sand.Shared.Game.Features.Crafting
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ProductionLineComponent (input/output entity indices)
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ProductionLineRecipeComponent -> CraftingRecipe recipe
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ProductionLine{Input,Output}DataComponent (isLargeItem flags)
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CraftingRecipe = { CraftingIngredient[] inputIngredients,
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CraftingIngredient[] outputIngredients,
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float craftingTimeSeconds }
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CraftingIngredient = { string itemId, int amount }
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Where ....... epb_assets_all.bundle, prefabs named game_conveyor_*_epb.prefab
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(Assets/Content/Game/game_conveyor/...). Each prefab GameObject has
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an EntityBlueprint (Sirenix Odin SerializedMonoBehaviour) component;
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the recipe lives in its Odin-serialized `serializationData`.
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Islands ..... energy_grid_*_epb.prefab (Wunderinsel, Kaiserplatz, DeusExMachine,
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LittleFactory1-3, LittleFactoryArmory*) place/group conveyors per
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location. They reference conveyors by entity ref, NOT item-id string,
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so recipe->island mapping needs the island prefab placements
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(islands_assets_all.bundle) -- not done here.
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Extraction path: UnityPy (typetree via IL2CPP generator) reads each EntityBlueprint
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MonoBehaviour -> serializationData.SerializedBytes -> odin_read.parse -> walk for
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the CraftingRecipe node. Mirrors extract_loot.py (loot tables are Odin too).
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Writes extracted/production_lines.json.
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"""
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import os, sys, json, UnityPy
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from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import odin_read
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GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
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META = os.path.join(GAME, "Sand_Data/il2cpp_data/Metadata/global-metadata.dat")
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DLL = os.path.join(GAME, "GameAssembly.dll")
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BUNDLES = "/home/downloadpizza/sand_tools/bundles" # symlink -> StreamingAssets/aa/...
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OUT = "/home/downloadpizza/sand_tools/extracted/production_lines.json"
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UNITY = "6000.0.40f1"
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def recipes_in(node, out):
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"""Collect every CraftingRecipe-shaped dict in an odin_read tree."""
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if isinstance(node, dict):
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if "inputIngredients" in node or "outputIngredients" in node:
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out.append(node)
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for v in node.values():
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recipes_in(v, out)
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elif isinstance(node, list):
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for v in node:
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recipes_in(v, out)
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def ingredients(arr):
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"""Flatten an Odin CraftingIngredient[] (possibly nested in $items) -> [(itemId, amount)]."""
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if isinstance(arr, dict):
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arr = arr.get("$items", arr)
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out = []
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for x in (arr or []):
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rows = x if isinstance(x, list) else [x]
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for y in rows:
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if isinstance(y, dict) and "itemId" in y:
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out.append((y.get("itemId"), y.get("amount")))
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return out
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def entity_blueprint(go):
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"""Return the EntityBlueprint MonoBehaviour object_reader on a prefab GameObject, or None."""
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for c in go.m_Components:
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co = c.read()
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r = co.object_reader
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if r.type.name == "MonoBehaviour" and co.m_Script.read().m_ClassName == "EntityBlueprint":
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return r
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return None
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def main():
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gen = TypeTreeGenerator(UNITY)
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gen.load_il2cpp(open(DLL, "rb").read(), open(META, "rb").read())
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env = UnityPy.load(os.path.join(BUNDLES, "epb_assets_all.bundle"),
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os.path.join(BUNDLES, "sand_monoscripts.bundle"))
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result = {}
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for path, obj in env.container.items():
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base = path.split("/")[-1].replace("_epb.prefab", "")
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if not base.startswith("game_conveyor_") or obj.type.name != "GameObject":
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continue
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eb = entity_blueprint(obj.read())
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if eb is None:
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continue
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script = eb.read().m_Script.read()
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full = (script.m_Namespace + "." if script.m_Namespace else "") + script.m_ClassName
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nodes = json.loads(gen.get_nodes_as_json(script.m_AssemblyName, full))
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sb = eb.read_typetree(nodes).get("serializationData", {}).get("SerializedBytes")
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if not sb:
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continue
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parsed = odin_read.parse(bytes(sb))
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found = []
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recipes_in(parsed["roots"], found)
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recipes_in(parsed["items"], found)
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for r in found:
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result[base] = {
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"inputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("inputIngredients"))],
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"outputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("outputIngredients"))],
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"craftTimeSeconds": r.get("craftingTimeSeconds"),
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}
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out = {
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"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint "
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"(Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
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"_count": len(result),
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"production_lines": dict(sorted(result.items())),
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}
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json.dump(out, open(OUT, "w"), indent=1)
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print(f"wrote {OUT} ({len(result)} conveyor recipes)")
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for k, r in out["production_lines"].items():
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inp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["inputs"]) or "?"
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outp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["outputs"]) or "?"
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print(f" {k.replace('game_conveyor_',''):24s} {inp:48s} -> {outp} ({r['craftTimeSeconds']}s)")
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if __name__ == "__main__":
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main()
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70
docs/PRODUCTION_LINES.md
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70
docs/PRODUCTION_LINES.md
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@@ -0,0 +1,70 @@
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# World factory "production lines" (conveyors) — where to find them
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The game has **fixed single-recipe world structures** — item conveyors that run *one*
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recipe (e.g. **1 Raw Aurogen Crystal → 10 Energy Rods**). These are a separate mechanic
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from the player **workbench** recipes (which live in `extracted/crafting_recipes.json`,
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sourced from `CraftingRecipeBundle` assets). This note records **where they live** so the
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data can be re-derived after a game update.
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## The mechanic
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In code it's a *"Factory Production Line"*. It's an Entitas ECS feature, namespace
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`Hologryph.Sand.Shared.Game.Features.Crafting` (see `il2cpp/dump.cs`):
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| Class | Holds |
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|---|---|
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| `ProductionLineComponent` | `int inputEntityIndex`, `int outputEntityIndex` |
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| `ProductionLineRecipeComponent` | `CraftingRecipe recipe` ← the recipe |
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| `ProductionLineInputDataComponent` / `…OutputDataComponent` | `bool isLargeItem{Input,Output}` |
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| `CraftingRecipe` | `CraftingIngredient[] inputIngredients`, `CraftingIngredient[] outputIngredients`, `float craftingTimeSeconds` |
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| `CraftingIngredient` | `string itemId`, `int amount` |
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Note `CraftingRecipe` / `CraftingIngredient` are the **same types** the workbench uses —
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only the container differs (a workbench holds `List<CraftingRecipeBundle> recipeBundles`;
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a production line holds a single `CraftingRecipe` on the entity).
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## Where the data lives
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- **Bundle:** `epb_assets_all.bundle` (reachable via the `bundles/` symlink).
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- **Prefabs:** `game_conveyor_*_epb.prefab`, under
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`Assets/Content/Game/game_conveyor/...`. 14 carry a real recipe; the
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`game_conveyor_base*` ones are template/test conversions (cf. `TestRecipesBundle`).
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- **Serialization:** each prefab GameObject (`m_Name = game_conveyor_<x>_epb`) has two
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components — a `Transform` and a `MonoBehaviour` whose script is **`EntityBlueprint`**.
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`EntityBlueprint : SerializedMonoBehaviour` (Sirenix Odin), so the component data —
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including the `CraftingRecipe` — is in its **Odin-serialized
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`serializationData.SerializedBytes`**, not in plain typetree fields. (Same situation as
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the loot tables — see [TASK.md](TASK.md) / `extract_loot.py`.)
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### Extraction path (how to read it)
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`UnityPy` (with an IL2CPP `TypeTreeGenerator` over `GameAssembly.dll` +
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`global-metadata.dat`) reads the `EntityBlueprint` MonoBehaviour → pull
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`serializationData.SerializedBytes` → `bundle/odin_read.py` parses the Odin binary →
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walk the tree for the node with `inputIngredients` / `outputIngredients`.
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```bash
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venv/bin/python bundle/extract_production_lines.py # -> extracted/production_lines.json
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```
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Key item ids seen here: `item_crystalHandles` = *Raw Aurogen Crystal*,
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`item_energyBar` = *NZ Mk2 Energy Rod*, `item_blackBox` = *Black Box*,
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`item_resourceCoralPiece` = *Coral Chunk*. Resolve any id → display name via
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`extracted/items_registry.json` / `extracted/item_names.json` (built from
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`CheatItemDefinitionsData`).
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## Island placement — open lead
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Which factory/island runs which conveyor is grouped by the
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`energy_grid_*_epb.prefab` blueprints in the same bundle:
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`Wunderinsel`, `Kaiserplatz`, `DeusExMachine`, `Factorio`, `LittleFactory1-3`,
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`LittleFactoryArmory1-3`, `TestFactory`. The **`…Armory`** groups are the likely
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**Sprengstofffabrik** (explosives factory) host for the explosive / grenade / rocket /
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cannon conveyors.
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**Not yet resolved:** an `energy_grid_*` blueprint's Odin data references its conveyors by
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**entity reference, not item-id string** (a string scan of its serialized bytes finds no
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`game_conveyor_*` / `item_*` ids). So mapping recipe → specific island needs the **island
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prefab placements** in `islands_assets_all.bundle` (the `island_*` / fort / `loc_event_*`
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prefabs, where `Sprengstofffabrik` is an i2 `Toponyms/` name), not the conveyor or
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energy_grid EPBs alone. That linkage is the next step if island attribution is wanted.
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260
extracted/production_lines.json
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260
extracted/production_lines.json
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@@ -0,0 +1,260 @@
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{
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"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint (Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
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"_count": 14,
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"production_lines": {
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"game_conveyor_40mmT3Cannon": {
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"inputs": [
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{
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"itemId": "item_alloySteel",
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"amount": 40
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},
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{
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"itemId": "item_resourceMetal_t2",
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"amount": 300
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}
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],
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"outputs": [
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{
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"itemId": "game_packedAutoTurretT3Container",
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"amount": 1
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}
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],
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"craftTimeSeconds": 55.0
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},
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"game_conveyor_70mmT3Cannon": {
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"inputs": [
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{
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"itemId": "item_alloySteel",
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"amount": 40
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},
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{
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"itemId": "item_resourceMetal_t2",
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"amount": 300
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}
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],
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"outputs": [
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{
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"itemId": "game_packedShotgunTurretT3Container",
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"amount": 1
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}
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],
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"craftTimeSeconds": 55.0
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},
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"game_conveyor_80mmT3Cannon": {
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"inputs": [
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{
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"itemId": "item_alloySteel",
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"amount": 40
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},
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{
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"itemId": "item_resourceMetal_t2",
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"amount": 300
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}
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],
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"outputs": [
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{
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"itemId": "game_packedTurretT3Container",
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"amount": 1
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}
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],
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"craftTimeSeconds": 55.0
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},
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"game_conveyor_armorPiercingRockets": {
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"inputs": [
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{
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"itemId": "item_resourceFabric",
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"amount": 10
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},
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{
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"itemId": "item_resourceGunpowder",
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"amount": 10
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}
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],
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"outputs": [
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{
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"itemId": "item_rocketLauncherAmmoArmorPiercing",
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"amount": 3
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}
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],
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"craftTimeSeconds": 5.0
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},
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"game_conveyor_baseInventoryToInventory": {
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"inputs": [
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{
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"itemId": "item_resourceMetal_t1",
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"amount": 1
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}
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],
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"outputs": [
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{
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"itemId": "item_c4Dynamite",
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"amount": 1
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},
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{
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"itemId": "item_resourceMetal_t1",
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"amount": 2
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}
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],
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"craftTimeSeconds": 5.0
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},
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"game_conveyor_baseInventoryToLarge": {
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"inputs": [
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{
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"itemId": "item_resourceMetal_t1",
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"amount": 1
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},
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{
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"itemId": "item_c4Dynamite",
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"amount": 1
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}
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],
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"outputs": [
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{
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"itemId": "item_explosiveBig",
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"amount": 1
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}
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],
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"craftTimeSeconds": 15.0
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},
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"game_conveyor_baseLargeToInventory": {
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"inputs": [
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{
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"itemId": "item_wineBox",
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"amount": 1
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}
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],
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"outputs": [
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{
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"itemId": "item_coinCrown",
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"amount": 1000
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}
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],
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"craftTimeSeconds": 15.0
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},
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"game_conveyor_baseLargeToLarge": {
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"inputs": [
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{
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"itemId": "item_wineBox",
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"amount": 1
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||||
}
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],
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"outputs": [
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{
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"itemId": "item_explosiveBig",
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"amount": 1
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||||
}
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],
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"craftTimeSeconds": 15.0
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},
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"game_conveyor_computingModules": {
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"inputs": [
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{
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"itemId": "item_blackBox",
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"amount": 1
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||||
}
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],
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"outputs": [
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{
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"itemId": "item_resourceMetal_t3",
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"amount": 10
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}
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],
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"craftTimeSeconds": 7.0
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||||
},
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||||
"game_conveyor_contactGrenades": {
|
||||
"inputs": [
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||||
{
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||||
"itemId": "item_resourceFabric",
|
||||
"amount": 10
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||||
},
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||||
{
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||||
"itemId": "item_resourceGunpowder",
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||||
"amount": 10
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||||
}
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||||
],
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"outputs": [
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||||
{
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||||
"itemId": "item_grenadeContact",
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||||
"amount": 5
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||||
}
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||||
],
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||||
"craftTimeSeconds": 5.0
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||||
},
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||||
"game_conveyor_coralDust": {
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"inputs": [
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{
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"itemId": "item_resourceCoralPiece",
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"amount": 1
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||||
}
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||||
],
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||||
"outputs": [
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||||
{
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"itemId": "item_resourceCoralDust",
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||||
"amount": 10
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||||
},
|
||||
{
|
||||
"itemId": "item_resourceMetal_t1",
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||||
"amount": 2
|
||||
}
|
||||
],
|
||||
"craftTimeSeconds": 5.0
|
||||
},
|
||||
"game_conveyor_energyRods": {
|
||||
"inputs": [
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||||
{
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||||
"itemId": "item_crystalHandles",
|
||||
"amount": 1
|
||||
}
|
||||
],
|
||||
"outputs": [
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||||
{
|
||||
"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
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user