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Catalog Coverage

This page is a sanity check for the current repository state — what the generated catalogs already cover and how healthy the underlying data is.

The repository already contains a strong first layer:

  • structural entity and reference indexes
  • validation checks for GUIDs and core gameplay references
  • generated catalogs for buildings, recipes, resources, resource flow, production chains, unit equipment, objective flow, notifications, narration, visual/audio asset references, tools/editor data, terrain props, deposits, mapgen, artifacts, treasure hunting, shrines, and localization keys
  • documentation for package loading, DLC overlays, objectives, map/POI systems, artifacts, units, buildings, production, and safe modding workflows

The remaining work is not "missing everything". It is more specific: many XML components are visible in the generic entity/reference indexes, but they are not yet modeled as dedicated modding catalogs.

Current Health Check

Latest local validation (against 1.4.0-12032+195221, regenerated 2026-06-24):

Metric Count
XML files 60
Entity definitions 4,717
Unique entity GUIDs 4,717
GUID-like references 31,755
Resolved references 24,414
Null GUID references 7,311
Other unresolved references 30
Validation warnings 2
Validation errors 0

Known warnings:

  • 30 unresolved non-null GUID references — 12 are two engine-special "magic GUIDs" (a wildcard Unit token and a wildcard CustomFaction token) the engine resolves outside the XML dataset; the other 18 are dangling references the 1.3.1 hotfix introduced by deleting six NoMVP.* placeholder resources while leaving four of them referenced by recipes. See docs/quirks-and-anomalies.md → The 12 dangling references and VALIDATION_BASELINE.md for the breakdown. These are not validator bugs.
  • 43 production recipes have no non-null input/output resources.

Both warnings are already documented as current baseline warnings. They should be watched after updates, but they are not currently blocking the repository.

Current Generated Catalog Coverage

The dedicated gameplay catalogs currently cover:

Area Current Status
Buildings Strong catalog coverage
Building dependencies Strong catalog coverage
Building production links Strong catalog coverage
Recipes Strong catalog coverage for ProductionRecipe
Resources Strong catalog coverage
Resource flow and usage Strong catalog coverage for known production, storage, construction, recruitment, shrine, and treasure references
Units Good catalog coverage for recruitment and equipment
Unit equipment chains Good generated matrix
Objective flow Good first catalog for requirements, preconditions, rewards, notifications, localization keys, and tech tree rows
Tech tree Good first catalog for tier groups, unlocked buildings and units, primary/alternative objectives, and unlock notifications
Unlock gates Good first catalog for NeedsUnlock, especially DLC-gated content
Unlock rewards Good first catalog for objective rewards that unlock buildings, recipes, recruitments, shrine abilities, and tech tree groups
Seasonal gates Good first catalog for Seasonal rows and explicit allowed-season values
Visual/audio asset references Good first catalog for icons, prefabs, meshes, textures, audio events, character kits, VFX, and asset-bearing component rows
Tools/editor data Good first catalog for magmaview.gd.xml, terrain sediments, vegetation groups, vegetation, textures, global visual rows, and editor brushes
Notifications and narration Good first catalog for message keys, dialog lines, speakers, audio hints, filter categories, and reverse references
Terrain props Good first catalog for prefab paths, blocking, category tags, sediment rules, spacing, and scale hints
Deposits Good first catalog for harvest resources, deposit types, terrain placement hints, growth/regrowth flags, and minimap hints
MapGen Good first catalog for mapgen component rows, deposit references, resources, buildings, tags, and scalar parameter summaries
NPC units Good first catalog for NPC/combat unit rows, encounter flags, raid flags, boss flags, drops, infection hints, and component summaries
NPC bases Good first catalog for NPC bases, camps, dens, infected-area objects, spawn units, mapgen references, custom raids, and wild animal bases
Encounter and combat components Good first component-level catalog for encounter, raid, boss, drop, infection, spawn, and targeting rows
Factions Good first catalog for faction, sub-faction, faction UI, faction color, and override rows
Artifacts Good first catalog
Treasure hunting Good first catalog
Shrines and sanctuary Good first catalog
Localization keys Good first index, with known limitation that LocaParkplatz is not a complete translation database
Package filters Good package-level split
Search browser Good local lookup for all indexed catalog types

The catalog generator now emits roughly 13,078 dedicated rows across the major interpreted catalogs. The remaining entities are still searchable through generated/entities.json, generated/references.json, and the generic entity search index, but they are not yet deeply interpreted.

Unmodeled-by-dedicated-catalog entities by package:

Package Entity Count
core 2,706
dlc1 310
tools 0

decorations1 is mostly covered by the building/decorations path already. tools is now covered by the tools/editor catalog, although deeper Magmaview semantics are still future work.

Quality Assessment

The current repository structure is coherent and useful:

  • public docs stay in Git
  • extracted game XML and generated derived data stay local and ignored
  • generated catalogs are reproducible
  • validation has a documented baseline
  • Windows-first commands are now consistent
  • catalog browser can search local generated data

The main risk is overclaiming. Some generated catalogs are precise relationship extracts, while others are navigation aids. Documentation should keep calling this out where appropriate.