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    Interface Loadout

    Written at startup when loading from main menu, when switching ships, after changing the ship in outfitting or when docking SRV back in mothership.

    interface Loadout {
        CargoCapacity?: number;
        event: "Loadout";
        FuelCapacity?: { Main: number; Reserve: number };
        Hot?: boolean;
        HullHealth?: number;
        HullValue?: number;
        MaxJumpRange?: number;
        Modules: {
            AmmoInClip?: number;
            AmmoInHopper?: number;
            EngineerBlueprint?: string;
            Engineering?: {
                BlueprintID: ID;
                BlueprintName: string;
                Engineer?: string;
                EngineerID: ID;
                ExperimentalEffect?: string;
                ExperimentalEffect_Localised?: string;
                Level: number;
                Modifiers: {
                    Label: string;
                    LessIsGood?: number;
                    OriginalValue?: number;
                    Value?: string | number;
                    Value_Localised?: string;
                    ValueStr?: string;
                    ValueStr_Localised?: string;
                }[];
                Quality: number;
            };
            EngineerLevel?: number;
            Health: number;
            Item: string;
            On: boolean;
            Priority: number;
            Slot: string;
            Value?: number;
        }[];
        ModulesValue?: number;
        Rebuy?: number;
        Ship: string;
        ShipID: ID;
        ShipIdent: string;
        ShipName: string;
        timestamp: string;
        UnladenMass?: number;
    }

    Hierarchy (View Summary)

    Index

    Properties

    CargoCapacity?: number
    event: "Loadout"

    The type of event.

    FuelCapacity?: { Main: number; Reserve: number }
    Hot?: boolean

    If wanted at startup.

    HullHealth?: number
    HullValue?: number
    MaxJumpRange?: number

    Maximum jump range based on zero cargo, and just enough fuel for 1 jump.

    Modules: {
        AmmoInClip?: number;
        AmmoInHopper?: number;
        EngineerBlueprint?: string;
        Engineering?: {
            BlueprintID: ID;
            BlueprintName: string;
            Engineer?: string;
            EngineerID: ID;
            ExperimentalEffect?: string;
            ExperimentalEffect_Localised?: string;
            Level: number;
            Modifiers: {
                Label: string;
                LessIsGood?: number;
                OriginalValue?: number;
                Value?: string | number;
                Value_Localised?: string;
                ValueStr?: string;
                ValueStr_Localised?: string;
            }[];
            Quality: number;
        };
        EngineerLevel?: number;
        Health: number;
        Item: string;
        On: boolean;
        Priority: number;
        Slot: string;
        Value?: number;
    }[]

    Array of installed items.

    Type Declaration

    • OptionalAmmoInClip?: number

      For a passenger cabin, holds the number of places in the cabin.

    • OptionalAmmoInHopper?: number
    • OptionalEngineerBlueprint?: string

      Replaced by Engineering object in newer version.

    • OptionalEngineering?: {
          BlueprintID: ID;
          BlueprintName: string;
          Engineer?: string;
          EngineerID: ID;
          ExperimentalEffect?: string;
          ExperimentalEffect_Localised?: string;
          Level: number;
          Modifiers: {
              Label: string;
              LessIsGood?: number;
              OriginalValue?: number;
              Value?: string | number;
              Value_Localised?: string;
              ValueStr?: string;
              ValueStr_Localised?: string;
          }[];
          Quality: number;
      }

      Set if module is engineered.

      • BlueprintID: ID

        The ID of the applied blueprint.

      • BlueprintName: string

        The name of the applied blueprint.

      • OptionalEngineer?: string

        The name of the engineer.

      • EngineerID: ID

        The ID of the engineer.

      • OptionalExperimentalEffect?: string

        The experimental effect if applied.

      • OptionalExperimentalEffect_Localised?: string

        Localised name of applied experimental effect.

      • Level: number

        The engineering level.

      • Modifiers: {
            Label: string;
            LessIsGood?: number;
            OriginalValue?: number;
            Value?: string | number;
            Value_Localised?: string;
            ValueStr?: string;
            ValueStr_Localised?: string;
        }[]
      • Quality: number
    • OptionalEngineerLevel?: number

      Replaced by Engineering object in newer version.

    • Health: number
    • Item: string

      Module name.

    • On: boolean

      Indicates if module is on or off.

    • Priority: number

      Power priority.

    • Slot: string
    • OptionalValue?: number
    ModulesValue?: number
    Rebuy?: number
    Ship: string

    Current ship type.

    ShipID: ID

    Ship ID number.

    ShipIdent: string

    User-defined ship ID string.

    ShipName: string

    User-defined ship name.

    timestamp: string

    The time in GMT, ISO 8601.

    UnladenMass?: number

    Mass of hull and modules, excludes fuel and cargo.