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.
Probed every bundle under the bundles/ symlink with UnityPy (object-type
histograms + addressable container paths) and wrote a clean reference:
a summary table (size / asset count / contents), a map from extracted/
outputs back to their source bundles, and per-bundle detail with dominant
object types and example assets.
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.
Organize the 16 loose scripts by concern:
walker/ -- .wbt save tooling (sand, build_wbt, walker_hashes,
harvest_hashes, recover_key)
wikigen/ -- MediaWiki page generators (make_*_wiki, render_wiki)
bundle/ -- Unity/Odin asset extraction (unitybundle, odin_read,
extract_*, loot_probe, dump_loot_bytes)
The only cross-script imports (build_wbt->walker_hashes,
extract_loot->odin_read) live within the same folder, so each
script's dir on sys.path[0] keeps them resolving with no code
changes. All data paths are absolute, so the moves don't affect
I/O. Named the code dir wikigen/ to avoid colliding with the
generated wiki/ output dir; ignore the regenerable wiki_site/ render.
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).
Python tooling for decoding walker saves and mining game data:
sand.py / build_wbt.py / walker_hashes.py / harvest_hashes.py (.wbt
codec + hashes), extract_*/loot_probe/odin_read/unitybundle (asset
parsing), make_*_wiki + render_wiki (wiki generation), recover_key.
Paths point at the local extracted/, wiki/, and Walkers symlink.
Ignore the Walkers symlink (live game saves), snapshots/, the large
regenerable il2cpp/ dumps, and Python cruft. Carry over the project
permission allowlist in .claude/settings.local.json.