RESEARCH
Dandelion Springs — sources & research
Evidence, decoding details and open questions for this article.
Scenario decoding evidence
Recovered from game v30, build 254. A source match confirms the stored value; it does not confirm live gameplay behavior.
{
"text_asset_id": 6461,
"source_level_path": "Assets/Resources/Content/Levels/LegacyChallenges/Batch15/Levels/Single_C_SwimmingTime.bytes",
"sha256": "3335ea03dfa1ebb4415a8fef045fbc97d9e657bbf114eb31eab3b0e314179143",
"world_objectives_match_header": true,
"level_config": [
{
"LevelScene": "LevelTropical",
"IsConcernFoodAvailable": true,
"IsConcernHousingAvailable": true,
"IsConcernCommunityAvailable": true,
"IsConcernEntertainmentAvailable": true,
"IsConcernHeatAvailable": false,
"IsConcernWellnessAvailable": true,
"IsConcernRefreshmentAvailable": true,
"IsConcernHydrationAvailable": false,
"LeaderboardType": 0,
"ResourceLeaderboardType": 0,
"LeaderboardResource": ""
}
]
}Recovered text & source identifiers
Recovered from game v30, build 254. A source match confirms the stored value; it does not confirm live gameplay behavior.
{
"id": "Single_C_SwimmingTime",
"verification_status": "packaged_localization_only; gameplay_unverified",
"source_entries": [
{
"key": "Level.Single_C_SwimmingTime.Description",
"english": "Once a lush tropical retreat, this secluded spot is now a shadow of its former self. A group of eager villagers aims to restore it to its former glory.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": []
},
{
"key": "Level.Single_C_SwimmingTime.Name",
"english": "Dandelion Springs",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": []
},
{
"key": "Level.Single_C_SwimmingTime.Objective.Main.1",
"english": "Have <b>{count} [Building.SwimmingPier.WithIconPlural]</b>.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": [
"count"
]
},
{
"key": "Level.Single_C_SwimmingTime.Objective.Main.2",
"english": "Have <b>{count} [Resource.Fruit.WithIconPlural]</b> stored in <b>[Building.Market.WithIconPlural]</b>.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": [
"count"
]
},
{
"key": "Level.Single_C_SwimmingTime.Objective.Main.3",
"english": "Make <b>{count} [Resource.Boots.WithIconPlural]</b>.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": [
"count"
]
},
{
"key": "Level.Single_C_SwimmingTime.Objective.Secondary.1",
"english": "Have no <b>[Building.House.WithIconPlural]</b>.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": []
},
{
"key": "Level.Single_C_SwimmingTime.Objective.Secondary.2",
"english": "Reach a <b>[Stat.Population.WithIcon]</b> of <b>{count}</b>.",
"source_text_asset_id": 6283,
"source_table": "Localization",
"unresolved_placeholders": [
"count"
]
}
]
}Remaining checks
- Confirm current menu category and release availability.
- Check runtime unlocks and defaults for need fields absent in legacy maps.
- Measure yields, need decay, production rates and other runtime effects.
Content availability
Presence in the installed files does not establish release or menu availability.
Stored map configuration for version 30, build 254. Packaged content does not establish live menu availability.
Values and comparisons match both the header and world records. Percentage units distinguish satisfaction, settled villagers and equipment from item counts. Settlement wording is supported by Level01B; Cliffside Resort separately says “Satisfy Housing”. “Consume / recycle” is an internal condition whose wording depends on the target.
An absent field in an older map is not treated as disabled. Runtime defaults and migration remain unverified.
Counts below are serialized prefab entities. They do not establish harvest yields, stockpile units, or numbers of independent buildings; child entities and internal objects can be included.