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However, you may found that most images are consist of components of the corresponding objects. The bundle extractor can extract textures as png images, which is useful for getting material for the wiki. One tip for the Assets Bundle Extractor: you can box-select files to extract in bulk by dragging from the right of the listing area, or using Ctrl and Shift combinations with LMB or arrows for multiselection. These can be opened with Unity Assets Bundle Extractor or AssetStudio. assets files directly inside of OxygenNotIncluded_Data. Some tuning and all of the art is in the asset bundles, which are the. templates: In-game structure, worldgen.They are also helpful for English uses as they matches context (used in code, like .DESC) with id (English name, like "(That means they climb it.)"). strings: Translation of entities' name.elements: Elements properties, including their localizationID (defined in strings), specific heat capacity, light absorption factor and more.dlc: Templates and world-gen dedicated for the DLC.Most of Config files (like that for world-gen) and some simple balance can be found in subfolders of OxygenNotIncluded_Data\StreamingAssets. dnSpy often handles these sections better.
Unity assets bundle extractor can you export multiple files code#
Sometimes dotPeek will have trouble decompiling some code and show it as a lot of compiler-generated fields.These are hashes you can look for the more informative name in GameHashes, SimHashes, SimMessageHashes, etc. Sometimes you will encounter a message being sent as a long number.Most entities have two objects for their code, a main object, which typically handles their state machine information (how they control their time-based behavior), and a Config object, which sets up most of their components and assigns values the main object is useful for understanding behavior, while the Config is useful for understanding balance.Most game code is in the root namespace.TUNING contains a lot of balance information, but can't always be linked to the code that uses it due to compiler optimizations.For example, "Wheezewort" leads to "Coldbreather". STRINGS is often a good starting point for looking at the code, because you can first search for the in-game name of an entity, and then the variable name will tell you what the code calls it.Here are some tips about the organization of the code: Note that decompiled code is not as easy to read as normal source code, so it may be difficult to follow some parts (for example, local variable names are inferred by the decompiler and can be pretty unhelpful, and all comments are lost). Some more engine-related code is also in the adjacent Assembly-CSharp-firstpass.dll file. Once you have a decompiler, you can decompile the OxygenNotIncluded_Data/Managed/Assembly-CSharp.dll file, which contains most of the game code. Some options are dotPeek, ILSpy, and dnSpy (each have their strengths and weaknesses, you may want to use multiple). To look at the code, you need a C# decompiler.