# 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 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 recipe; 4 of them are named `game_conveyor_base*` (large/small in→out variants) — what distinguishes them from the product-named ones beyond the name is not established here. - **Serialization:** each prefab GameObject (`m_Name = game_conveyor__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.