Files
SandTools/bundle/extract_production_lines.py
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

128 lines
5.7 KiB
Python

#!/usr/bin/env python3
"""Extract SAND world 'Factory Production Line' (conveyor) recipes.
These are the fixed single-recipe world structures (e.g. 1 Raw Aurogen Crystal ->
10 Energy Rods), DISTINCT from the player workbench recipes in
extracted/crafting_recipes.json. Same data shape, different home:
Mechanic .... a "Factory Production Line": an item conveyor that runs ONE recipe.
ECS ......... Hologryph.Sand.Shared.Game.Features.Crafting
ProductionLineComponent (input/output entity indices)
ProductionLineRecipeComponent -> CraftingRecipe recipe
ProductionLine{Input,Output}DataComponent (isLargeItem flags)
CraftingRecipe = { CraftingIngredient[] inputIngredients,
CraftingIngredient[] outputIngredients,
float craftingTimeSeconds }
CraftingIngredient = { string itemId, int amount }
Where ....... epb_assets_all.bundle, prefabs named game_conveyor_*_epb.prefab
(Assets/Content/Game/game_conveyor/...). Each prefab GameObject has
an EntityBlueprint (Sirenix Odin SerializedMonoBehaviour) component;
the recipe lives in its Odin-serialized `serializationData`.
Islands ..... energy_grid_*_epb.prefab (Wunderinsel, Kaiserplatz, DeusExMachine,
LittleFactory1-3, LittleFactoryArmory*) place/group conveyors per
location. They reference conveyors by entity ref, NOT item-id string,
so recipe->island mapping needs the island prefab placements
(islands_assets_all.bundle) -- not done here.
Extraction path: UnityPy (typetree via IL2CPP generator) reads each EntityBlueprint
MonoBehaviour -> serializationData.SerializedBytes -> odin_read.parse -> walk for
the CraftingRecipe node. Mirrors extract_loot.py (loot tables are Odin too).
Writes extracted/production_lines.json.
"""
import os, sys, json, UnityPy
from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import odin_read
GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
META = os.path.join(GAME, "Sand_Data/il2cpp_data/Metadata/global-metadata.dat")
DLL = os.path.join(GAME, "GameAssembly.dll")
BUNDLES = "/home/downloadpizza/sand_tools/bundles" # symlink -> StreamingAssets/aa/...
OUT = "/home/downloadpizza/sand_tools/extracted/production_lines.json"
UNITY = "6000.0.40f1"
def recipes_in(node, out):
"""Collect every CraftingRecipe-shaped dict in an odin_read tree."""
if isinstance(node, dict):
if "inputIngredients" in node or "outputIngredients" in node:
out.append(node)
for v in node.values():
recipes_in(v, out)
elif isinstance(node, list):
for v in node:
recipes_in(v, out)
def ingredients(arr):
"""Flatten an Odin CraftingIngredient[] (possibly nested in $items) -> [(itemId, amount)]."""
if isinstance(arr, dict):
arr = arr.get("$items", arr)
out = []
for x in (arr or []):
rows = x if isinstance(x, list) else [x]
for y in rows:
if isinstance(y, dict) and "itemId" in y:
out.append((y.get("itemId"), y.get("amount")))
return out
def entity_blueprint(go):
"""Return the EntityBlueprint MonoBehaviour object_reader on a prefab GameObject, or None."""
for c in go.m_Components:
co = c.read()
r = co.object_reader
if r.type.name == "MonoBehaviour" and co.m_Script.read().m_ClassName == "EntityBlueprint":
return r
return None
def main():
gen = TypeTreeGenerator(UNITY)
gen.load_il2cpp(open(DLL, "rb").read(), open(META, "rb").read())
env = UnityPy.load(os.path.join(BUNDLES, "epb_assets_all.bundle"),
os.path.join(BUNDLES, "sand_monoscripts.bundle"))
result = {}
for path, obj in env.container.items():
base = path.split("/")[-1].replace("_epb.prefab", "")
if not base.startswith("game_conveyor_") or obj.type.name != "GameObject":
continue
eb = entity_blueprint(obj.read())
if eb is None:
continue
script = eb.read().m_Script.read()
full = (script.m_Namespace + "." if script.m_Namespace else "") + script.m_ClassName
nodes = json.loads(gen.get_nodes_as_json(script.m_AssemblyName, full))
sb = eb.read_typetree(nodes).get("serializationData", {}).get("SerializedBytes")
if not sb:
continue
parsed = odin_read.parse(bytes(sb))
found = []
recipes_in(parsed["roots"], found)
recipes_in(parsed["items"], found)
for r in found:
result[base] = {
"inputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("inputIngredients"))],
"outputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("outputIngredients"))],
"craftTimeSeconds": r.get("craftingTimeSeconds"),
}
out = {
"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint "
"(Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
"_count": len(result),
"production_lines": dict(sorted(result.items())),
}
json.dump(out, open(OUT, "w"), indent=1)
print(f"wrote {OUT} ({len(result)} conveyor recipes)")
for k, r in out["production_lines"].items():
inp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["inputs"]) or "?"
outp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["outputs"]) or "?"
print(f" {k.replace('game_conveyor_',''):24s} {inp:48s} -> {outp} ({r['craftTimeSeconds']}s)")
if __name__ == "__main__":
main()