SankoQuest:Datamine 2026-09-03
A record of the live SankoQuest client bundle as read on 2026-09-03, the day the 2026-09-03 Patch shipped. It follows the 2026-08-27 capture and the 2026-08-28 re-check recorded there.
Everything sourced to this page is Unverified unless stated otherwise: it comes from the client's shipped code, not from playing the game.
The build
The bundle was rebuilt — new entry hash — and the chunk graph, walked to closure from the page source, grew from 14 chunks to 119. Most of that is code-splitting rather than new content: 74 of the new chunks are under 5 KB. Five chunks are byte-identical to their 2026-08-28 counterparts, including the equipment manifest.
The world map
The patch's headline feature is present in the client, and its shape can be read exactly.
- Tiles are served from
/map/minimap-tiles/<tile key>.pngat 256 × 256 pixels each. These are real files — several were requested directly and returned PNGs of that size. - The main region is built as an 8 × 8 grid, tiles
0-0through7-7. At 64 world units per tile (see the tile system) that is world x 0–512, z 0–512, and a full map image of 2048 × 2048 pixels. - That main region is named, in the client's own strings, "World Map" (internal id
main-world). - Additional regions are generated from the content packs. The client maps each content set to its own map region using the set's id and name, so the
desert-adventurepack becomes a region labelled "Desert Adventure", distinct from the main world. - Helper functions
getMinimapRegionAtWorldPosition()andisWorldPositionInMinimapRegion()resolve a position to whichever region contains it — which is what lets the map say where you are.
This corroborates a finding made on 2026-08-28 from unrelated data. The Desert Adventure content sits at tile z = 10, outside the 8 × 8 main grid, which is exactly why the client has to give it a region of its own rather than drawing it on the main sheet. Its map tile (0-10) exists and was fetched successfully.
For orientation, the landmarks already documented all fall inside the main grid: Adobe Town in tile 3-1, Greentown in 5-4, the bandit camp in 1-0.
The map module also names three pieces of a hov-desert-bridge — a deck and an east and west landing — first noticed in the 2026-08-27 capture and still not tied to anything documented in play.
Help verify what the world map actually labels in-game — whether it names towns and areas, and whether it gives the desert zone the proper name this wiki still lacks Accepted evidence: a screenshot of the in-game world map.
The static shop table went missing from this build
This is the significant change, and it matches the patch note "Improved shop stock handling and updates".
Across all 119 chunks there is now no shop table. Gone entirely: every shop id (apache_general_store, wise_old_man_shards, apparel_shop, fish_stall, feather_stall, barkeep_shop, greentown_guard_stash), every shop display name, and the npcIds, restockTicks and shopId fields.
What remains is the shop interface: useShopStore, openShop, and buyPrice — but buyPrice now appears only inside rendering code reading a value off a server-supplied object. The UI also gained a remaining stock field and a "<item> is sold out" message.
At the time this was read as shops having gone fully server-driven.
That conclusion was wrong, and is corrected here. The shop table returned in the 2026-10-02 build, in a chunk of its own, carrying prices byte-identical to the 2026-08-27 capture — all nineteen of them. Nothing about the data had changed.
The disappearance was real: a search of all 119 chunks captured on this date finds no shop id, no shop name, no npcIds and no restockTicks. But it was a build artifact, not an architecture change — the table was absent from one build and back in the next. What should not have been inferred from a single build's absence is a permanent change in how shops work.
What this was thought to cost, and did not
This was originally written up as the first time a data source the wiki relied on had closed — with the datamine-only shop prices (four Wise Old Man shards, Tin of Beer at 25, the Apparel Shop stock figures) left unverifiable except in play.
That did not happen. The table came back on 2026-10-02 with identical values, so those prices are re-checkable from client data as before.
The lesson is worth keeping even though the alarm was false: one build's absence is not evidence of a permanent change. A chunk graph is only what a given build happens to reference, and a table can drop out and return without anything in the game changing.
Unchanged
Verified point by point rather than assumed:
- The equipment manifest chunk is byte-identical to 2026-08-28 — no stat changes.
- The item catalog is unchanged at 159 items: no additions, no removals, no field changes. The Runite tier is still 0 of 13 released and the three amulets are still absent.
- All 11 spells are present with identical level requirements.
- The quest registry still holds exactly three quests.
- The resource-node registry is unchanged.
Method notes
A first pass at the node registry reported around twenty entries as removed, including the whole Desert Adventure conveyor set. That was wrong — an extraction bug, where brace-matching truncated the registry literal. Grepping the raw chunk found every supposedly-missing key still present. Recorded here because it is the second time this session that a faulty slice produced a convincing false diff: an extraction result should be checked against a plain string search before it is believed, let alone published.
world map system, shop table removal, unchanged data client data Unverified
See also
- SankoQuest:Datamine 2026-08-27 — the previous capture and the 2026-08-28 re-check
- 2026-09-03 Patch — the notes this capture accompanies
- Locations — the tile system and the map's coverage