Commit Graph

5 Commits

Author SHA1 Message Date
DownloadPizza
64c6df119f 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).
2026-06-11 20:03:12 +02:00
DownloadPizza
8abe4bcecf 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).
2026-06-11 19:38:13 +02:00
DownloadPizza
a69f479301 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.
2026-06-11 15:41:54 +02:00
DownloadPizza
1f23f2c8bc data: refresh harvested part hashes (18 -> 19 known)
Re-running walker/harvest_hashes.py over the current 6 saves picks up
walker_compCrew_Medium_Wood_1x2_epb, which the previously committed
table predated.
2026-06-11 14:49:33 +02:00
DownloadPizza
4134b7d986 data: extracted game data and parsed artifacts
Parsed game data under extracted/ (item/compartment/loot/crafting
definitions, hashes, I2 localization terms) plus root JSON artifacts
(i2_terms_en, item_defs_full, name_index).
2026-06-11 14:43:57 +02:00