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Blocks the Outworld Station catalogue. Needs a decision before any parser work, because the options differ in tooling, licence posture, and per-patch maintenance cost.
The #309 spike established that the catalogue is right there and unencrypted:
CUE4Parse mounts the containers cleanly (no AES). But loading any of them fails:
MappingException: Package has unversioned properties but mapping file is missing, can't serialize
Cooked UE5 shipping builds strip property names from assets. Deserialising needs a .usmap type-mappings file, and none ships with the game (searched the install and %LocalAppData%).
Options
Generate a .usmap with a mappings dumper (Dumper-7 / UE4SS class). Injects into the running game to walk its reflection data. Gives the complete, authoritative answer. Costs: third-party injection tooling, a manual re-dump after engine/struct changes, and a judgement call about running that against the game. Needs Chris's explicit go-ahead — not something to assume.
Ask Trickjump for a data export or an official .usmap. Small studio, active Steam presence, and a factory-planner tool is in their interest. Zero tooling risk, unknown latency, may just work. Cheapest thing to try first because it costs one message.
Community/wiki data or a hand-curated seed. The explicit Plan B this milestone already names. Freshness and maintenance burden are the costs; no wiki with structured recipe data was found during the spike.
Also worth checking
OutworldStation/AssetRegistry.bin is present and parses without a usmap. It carries asset names, classes and registry tags — likely enough for an item/building inventory, almost certainly not for recipe ingredient/quantity rows. Worth 30 minutes before committing to option 1.
Deliverable
Decide between the options above and record it as an amendment to the Outworld Station ADR (0030).
If option 1: document the exact dumper, version, and re-dump procedure, plus where the .usmap lives (not committed if licence-encumbered — cf. ADR-0016.assets/ drop-folder precedent).
Confirm EULA / modding-policy terms cover whichever route is picked.
Blocks the Outworld Station catalogue. Needs a decision before any parser work, because the options differ in tooling, licence posture, and per-patch maintenance cost.
The #309 spike established that the catalogue is right there and unencrypted:
OutworldStation/Content/Data/DT_ProcessRecipes— recipesDT_Materials— items/resourcesDT_Build_Categories(+S_Build_Category_Entry*) — buildingsDT_TechUpgrades/DT_Upgrades/DT_StationLevel— unlock gatingCUE4Parse mounts the containers cleanly (no AES). But loading any of them fails:
Cooked UE5 shipping builds strip property names from assets. Deserialising needs a
.usmaptype-mappings file, and none ships with the game (searched the install and%LocalAppData%).Options
.usmapwith a mappings dumper (Dumper-7 / UE4SS class). Injects into the running game to walk its reflection data. Gives the complete, authoritative answer. Costs: third-party injection tooling, a manual re-dump after engine/struct changes, and a judgement call about running that against the game. Needs Chris's explicit go-ahead — not something to assume..usmap. Small studio, active Steam presence, and a factory-planner tool is in their interest. Zero tooling risk, unknown latency, may just work. Cheapest thing to try first because it costs one message.Also worth checking
OutworldStation/AssetRegistry.binis present and parses without a usmap. It carries asset names, classes and registry tags — likely enough for an item/building inventory, almost certainly not for recipe ingredient/quantity rows. Worth 30 minutes before committing to option 1.Deliverable
.usmaplives (not committed if licence-encumbered — cf. ADR-0016.assets/drop-folder precedent).