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).
SAND extracted game data
Extracted from D:\SteamLibrary\steamapps\common\Sand Playtest (Addressables bundles) and
the local walker saves. Tools: UnityPy + TypeTreeGeneratorAPI (in ~/sand_tools/venv).
Files
-
crafting_recipes.json — all 4 crafting recipe bundles (Utility T1, Armament T1/T2, Test). Schema:
{bundleName: [{inputs:[{id,count}], outputs:[{id,count}], craftTime}]}. Source:craftingrecipes_assets_all.bundle(4 MonoBehaviours). -
CompartmentsDatabase.json — the full compartment placement DB (126 parts: cells, sockets, groups, pivots). Source:
CompartmentsDatabaseTextAsset inwalkershared_assets_all.bundle. -
compartment_hashes.json —
{entityId: {CompartmentHash, placement}}for all 126 parts.CompartmentHash = MD5(UTF8(JsonConvert.SerializeObject(placement, compact)))— VERIFIED against every part in the local walkers. This is the authoritative current CompartmentHash. -
definition_hashes_known.json — per-part hashes OBSERVED in the 5 local walker saves (18 parts). Has both observed CompartmentHash/DefinitionHash and the computed CompartmentHash.
-
item_definitions.json — the MASTER ITEM LIST: 121 item ids → category (WEAPON, AMMO, RESOURCE_T1/2/3, KEY, ARMOR, ENERGY, FOOD, MONEY, …18 categories). Parsed from the
CheatItemDefinitionsDataMonoBehaviour inconfiguration_assets_all.bundle. -
epb_catalog.json — all 1446 entity blueprints (EPBs) by category: walker compartments (156), chassis (22), weapons, turret containers, crates, props, spawners, AI, items, etc. Source:
epb_assets_all.bundlecontainer paths. (Walker buildable parts = 126 of the 156 comp EPBs; see CompartmentsDatabase.json for the placeable set.) -
i2_terms_en.json — the FULL I2 Localization term table (English), 3440 terms keyed like
Items/item_X_name,WalkerCompartments/..._name/_description,WalkerFirstName/..., etc. Source: theI2LanguagesLanguageSourceAsset baked intoSand_Data/data.unity3d. -
item_names.json — real in-game item names + descriptions:
{itemId: {name, shortDescription, description}}for 642 named entries from theItems/*I2 terms. NOTE: this is the WIDE set — it includes damage-type name variants (_Ranged/_Melee) and world objects that merely have a display name. For the true item list use items_registry.json. -
items_registry.json — the AUTHORITATIVE carriable-item list: 121 items, each with
type(ItemType),storageStack, realname,shortDescription,description. Source: the game's onlyList<ItemDefinition>(CheatItemDefinitionsData.Items, read via IL2CPP typetree) merged with I2 names. An item is here iff the game defines it as a real inventory item — this is the principled "what can be picked up" filter (excludes_Ranged/_Meleevariants + world objects). (2 craftable outputs —ArtefactCrystal,item_rifleMusket— lack an ItemDefinition; likely WIP/renamed.) The Items wiki page is built from this. -
loot_tables.json — the DROP TABLES, decoded from the two Odin-binary
LootTablesConfigassets (conf_worldLootTablesStormConfig/conf_worldLootTablesVoyageConfig). Schema:{region: {lootTableId: [{itemBlueprint, countMin, countMax}]}}. 193 tables per region (Storm, Voyage), 696 drop rows each. Both regions share the same table ids but 152/193 differ in counts (Voyage is leaner). Decoded by~/sand_tools/odin_read.py(a from-scratch Sirenix Odin Binary reader) +~/sand_tools/extract_loot.py. Raw payloads:conf_worldLootTables*Config.odin.bin. -
Crafting.mediawiki — ready-to-paste MediaWiki page for all crafting recipes, using the real item names. Generated by
~/sand_tools/make_crafting_wiki.py.
Crafting / workbench notes
- 4 recipe bundles:
Recipes_Utility_Workbench_T1(fabric/armour/food/valuables),Recipes_Armament_Workbench_T1and_T2(ammo/weapons),TestRecipesBundle(debug). - Placeable crafting compartments (in CompartmentsDatabase, all enabled):
walker_compCrafting_Open_1x1= "S&H Armaments Workbench",_Small_Wood_1x1= "S&H Compact Armaments Workshop",_Wood_2x1= "S&H Armaments Workshop". The "KF Sewing Workshop" (walker_compCraftingUtility_Wood_2x1, utility/fabric) is NOT in the buildable list in this build. - The compartment→recipe-bundle binding is set at runtime in (obfuscated) game code, NOT in the asset data — the EPB CraftingWorkbench components carry no PPtr to the bundles. So which placed workbench loads which bundle is inferred, not statically proven.
Hash facts
All walker hashes = MD5(UTF8(JsonConvert.SerializeObject(obj))), uppercase hex.
CompartmentHash(per part): obj = CompartmentPlacementInfo (from CompartmentsDatabase). DONE.DefinitionHash(per part): obj = CompartmentDefinitionDto {EpbId, Weight, VisualWeight, HP, Properties[{Key,Value}], CrownPrice, T1/T2/T3_MetalPrice}. SERVER-SOURCED — not reproducible offline.ClientCompartmentDefinitionsContainer.GetDefinitionsAsyncfetches the DTO list from the masterserver (ClientMasterServerNetwork.GetCompartmentDefinitions) and hashes the response; the stats are not in local assets. Only the 18 values observed in local walkers are known (see definition_hashes_known.json). To get more: build the part in-game once (its hash lands in the save) or capture the masterserver definitions response.- Aggregate
CompartmentsHash/DefinitionsHash/ConnectionsHash(per walker): MD5 of a Newtonsoft-serialized object; exact input not yet pinned down.