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).
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.