Optional
CargoOptional
FuelOptional
HotIf wanted at startup.
Optional
HullOptional
HullOptional
MaxMaximum jump range based on zero cargo, and just enough fuel for 1 jump.
Array of installed items.
Optional
AmmoFor a passenger cabin, holds the number of places in the cabin.
Optional
AmmoOptional
EngineerReplaced by Engineering object in newer version.
Optional
EngineerReplaced by Engineering object in newer version.
Optional
Engineering?: { Set if module is engineered.
The ID of the applied blueprint.
The name of the applied blueprint.
The name of the engineer.
The ID of the engineer.
Optional
ExperimentalThe experimental effect if applied.
Optional
ExperimentalLocalised name of applied experimental effect.
The engineering level.
Module name.
Indicates if module is on or off.
Power priority.
Optional
Value?: numberOptional
ModulesOptional
RebuyCurrent ship type.
Ship ID number.
User-defined ship ID string.
User-defined ship name.
Optional
UnladenMass of hull and modules, excludes fuel and cargo.
The type of event.
The time in GMT, ISO 8601.
Written at startup when loading from main menu, when switching ships, after changing the ship in outfitting or when docking SRV back in mothership.