Document.Building an outfitting screen - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
@elite-dangerous-almanac/core / Building an outfitting screen
Everything a shipyard screen shows, end to end: enumerate the hull's mounts, offer only what fits, fit it, and report what the build now does. All of it hangs off ShipLoadout.
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
import type { LoadoutEvent } from '@elite-dangerous-almanac/core/ships/slef';
// A hull on its stock bulkhead, core internals and cargo hatch, nothing else fitted…
const fresh = ShipLoadout.empty('Anaconda');
// …or the build a commander is already flying.
declare const event: LoadoutEvent;
const owned = ShipLoadout.fromLoadout(event);slots() returns every mount on the hull, occupied or not, in layout order. Pass a kind
to narrow it.
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
const build = ShipLoadout.empty('Anaconda');
build.slots().length; // -> 39
build.slots('optional').length; // -> 14
build.slots('hardpoint').length; // -> 8
const slot = build.slots('optional')[0];
slot?.key; // the identifier every mutation takes
slot?.name; // the label to render
slot?.size; // the class of module it accepts
slot?.module; // null while the mount is emptySlot keys come from the game and are not derivable from position. Frontier writes
FrameShiftDrive, Slot01_Size6, HugeHardpoint1; a SLEF producer may lower-case them.
Read the key rather than composing one — matching is case-insensitive either way.
The views are snapshots. After an edit, call slots() again rather than re-reading a
value you captured earlier.
modulesForSlot filters the complete module catalogue down to the modules that mount
will actually accept, by size and by restriction. Size is usually an upper bound — a
smaller module may be underfitted into a larger mount — but a Supercruise Overcharge
frame shift drive is sold at one size only, so a drive mount offers the SCO drives of
its own size and no smaller ones.
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
const build = ShipLoadout.empty('Anaconda');
const drives = build.modulesForSlot('FrameShiftDrive');
drives.map((m) => m.symbol); // every drive that fits, largest class included
const optional = build.modulesForSlot('Slot01_Size7');
const cargoRacks = optional.filter((module) => module.familyId === 'cargoRacks');The method searches the whole module catalogue because some mounts accept modules from more than
one outfitting category: a fuel tank is a core module that also fits optional mounts.
ShipLoadout already carries the complete catalogue for whole-build operations.
What it never offers is the grantOnly articles — the starter *_free fittings
and the bundle-granted Vessel Hangars — because each is a second identity for a module
the game already sells. Offer them and the thruster list shows "2E Thrusters" twice, the
second one unpriced. A build that arrived carrying one keeps it, and getModuleBySymbol
still resolves it; only the choices are filtered.
The Cargo Hatch is left out for a different reason: it is a built-in hull module. The
source registry files it with the optional internals, which is where INTERNAL_MODULES
carries it, but the hull is built with one and the fixed CargoHatch mount is the only
place it goes — so no mount your screen can edit offers or accepts it. Fitting one
anywhere else is refused with the builtInHullModule constraint.
Every module carries a familyId, core modules included, so the whole result of
modulesForSlot groups without a taxonomy of your own. Related variants share one
family: Bi-Weave and Prismatic generators are all shieldGenerators, and a
pre-engineered or Powerplay weapon stays with its base weapon.
OUTFITTING_FAMILIES gives the canonical English heading for a family, and
getOutfittingFamilyName gives a localized one — null where the sources carry no
label for that locale, so your application chooses the fallback rather than being handed
English dressed up as a translation.
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
import {
OUTFITTING_FAMILIES,
type OutfittingFamilyId,
} from '@elite-dangerous-almanac/core/ships/module-families';
import { getOutfittingFamilyName } from '@elite-dangerous-almanac/core/i18n/module-families';
const build = ShipLoadout.empty('Anaconda');
const byFamily = new Map<OutfittingFamilyId, string[]>();
for (const module of build.modulesForSlot('Slot01_Size7')) {
byFamily.set(module.familyId, [...(byFamily.get(module.familyId) ?? []), module.symbol]);
}
const heading = (familyId: OutfittingFamilyId, locale: string) =>
getOutfittingFamilyName(familyId, locale) ?? OUTFITTING_FAMILIES[familyId];
heading('shieldGenerators', 'de'); // -> 'Schildgeneratoren'
heading('xenoScanners', 'de'); // -> 'Xeno Scanners', the English fallback this app choseA family is the heading, not the whole label: one family can hold two product lines the
game sells side by side. The fsd family holds both drive lines, and which one a record
belongs to is a field on it rather than something to recover from its symbol:
import { CORE_MODULES } from '@elite-dangerous-almanac/core/ships/modules-core';
const drives = CORE_MODULES.filter((module) => module.slot === 'frameShiftDrive');
drives.some((module) => module.supercruiseOvercharge); // -> true, the SCO line
drives.some((module) => !module.supercruiseOvercharge); // -> true, the ordinary lineMutations return this, so they chain. The build is mutable — this is the one place in
the library that is.
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
import { getModuleBySymbol } from '@elite-dangerous-almanac/core/ships/modules';
import { CORE_MODULES } from '@elite-dangerous-almanac/core/ships/modules-core';
const build = ShipLoadout.empty('Anaconda');
const fsd = getModuleBySymbol('Int_Hyperdrive_Size6_Class5', CORE_MODULES)!;
build.setModule('FrameShiftDrive', fsd).applyBlueprint('FrameShiftDrive', 'FSD_LongRange', {
grade: 5,
experimentalEffectSymbol: 'special_fsd_heavy',
});
build.removeModule('Slot01_Size7');
build.setModuleEnabled('FrameShiftDrive', true);
build.setModulePriority('FrameShiftDrive', 1);availableBlueprints(slotKey) returns candidate engineering routes for the fitted module
symbol. A candidate's route is 'ordinary' when the stock module can take it or
'mercenary' when it requires the matching Mercenary purchase. Stock and Mercenary
articles share a module symbol, so show that route in the UI and confirm the purchase
before treating a Mercenary candidate as applicable. availableExperimentalEffects
answers the stock module's ordinary experimental menu.
Each metric is one call on a BuildMetrics attached to the
build with BuildMetrics.of(build). The figures below are one build's — a Federal
Corvette.
import type { BuildMetrics } from '@elite-dangerous-almanac/core/ships/build-metrics';
declare const metrics: BuildMetrics; // BuildMetrics.of(build), a Federal Corvette
metrics.powerBudget().available; // -> 50.4 MW the plant makes
metrics.powerBudget().deployed; // -> 46.8597 MW drawn, hardpoints out
metrics.powerBudget().withinBudget; // -> true
metrics.powerBudget().bands.length; // -> 5 the five priority groups
metrics.shieldMetricsResult().value?.strength; // -> 3940.4 MJ
metrics.shieldMetricsResult().value?.resistances.kinetic; // the generator and boosters, no pips
metrics.shieldCapacitorMetricsResult().value?.effectiveResistances.kinetic; // with four pips to SYS
metrics.armourMetrics().hitPoints; // -> 5062.6
metrics.weaponMetrics().total.damagePerSecond; // -> 137.04
metrics.weaponMetrics().total.sustainedDamagePerSecond; // -> 133.98
metrics.weaponMetrics().weapons.length; // -> 7Jump range comes in the loads that matter, so a screen does not have to compute them:
import type { BuildMetrics } from '@elite-dangerous-almanac/core/ships/build-metrics';
declare const metrics: BuildMetrics;
const jumps = metrics.jumpRangeSummary();
jumps.max; // best single jump: one jump's fuel, empty hold
jumps.unladen; // full tank, empty hold
jumps.laden; // full tank, full hold
jumps.totalMax.range; // the same best jump as a one-jump total
jumps.totalMax.jumps; // one jump when the build carries fuel
jumps.totalUnladen.range; // every jump on one tank, empty
jumps.totalUnladen.jumps; // number of jumps on that tank
jumps.totalLaden.range; // every jump on one tank, fullMass and mobility come as figures rather than as ingredients, so the panel's mass line and its speed line are both one call:
import type { BuildMetrics } from '@elite-dangerous-almanac/core/ships/build-metrics';
declare const metrics: BuildMetrics;
const mass = metrics.buildMass();
mass.hull; // the bare hull, in tonnes
mass.modules; // every fitted module, post-engineering
mass.total; // with a full main tank and an empty hold
const mobility = metrics.mobilityMetricsResult().value;
mobility?.speed; // m/s, at four ENG pips
mobility?.loadedMass; // the mass that speed was calculated at
metrics.mobilityCapacitorMetricsResult({ enginesPips: 2 }).value?.speed; // m/s, at two
metrics.thrusters()?.optMass; // rated performance at or below this mass
metrics.thrusters()?.maxMass; // past this the ship does not move at allThe three capacity lines sit on the build itself rather than on BuildMetrics, because
each is a property of what is fitted, not a calculation over it:
import { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
const liner = ShipLoadout.default('Orca');
liner.cargoCapacity; // -> 24 tonnes, summed over the fitted racks
liner.passengerCapacity; // -> 40 berths, summed over the fitted cabins
liner.fuelCapacity.main; // -> 32 tonnes the drive can burncargoCapacity and fuelCapacity prefer a capture's own figure where it has one;
passengerCapacity is always the sum, because no capture states a passenger figure.
A passenger panel usually wants the split by class as well as the total, and no stat
field carries the class: group on the _Class1–_Class4 suffix of each cabin's
symbol, which is economy, business, first and luxury on both cabin lines (the Mk II
line stops at business). Do not group on rating — the Mk II cabins run one rating
better than the Mk I cabins of the same class, so D is economy on one line and
business on the other.
The game's statistics panel counts the reserve tank in the current mass it displays;
nothing here does, so add fuelCapacity.reserve if you are reproducing that reading.
Build metrics
covers the mass curve those three thruster figures describe.
powerBudget().bands is what drives a priority-group table: a group is powered when its
running total — its own draw plus every higher-priority group's — fits in available.
Two different questions, deliberately kept apart:
import type { ShipLoadout } from '@elite-dangerous-almanac/core/ships/ship-loadout';
declare const build: ShipLoadout;
const validation = build.validation();
validation.valid; // is the fit structurally legal?
validation.complete; // legal *and* every operational mount filled
validation.issues; // what specifically, with a stable code per issueBranch on each issue's code, not on its severity — the codes are the stable contract,
and one severity covers problems that belong in different places on the panel.
The failure model
explains the codes and covers the …Result methods for mobility, shields and
shield recovery. On an imported build, read build.importOutcomes alongside the issues:
validation says nothing about normalization, so an empty mount on your panel may be one
the player left empty or one import emptied for them.
Two things follow for the panel itself. An issue's slot is not a promise that the
mount exists, so drive the placement off your own layout rather than off the code: look
the key up among the slots you are rendering, mark it there if it resolves, and fall
through to an off-panel list if it does not. That list is not an edge case — unknownSlot
carries a key that is by definition no mount on this hull. And on a build complete
tracks valid: every build fills its core and armour mounts, so the missingRequiredSlot
half of the question only reaches you from validateLoadout on a list of your own.
One issue on this panel is not about where a module went: thrusterMassExceeded says the
thrusters the player just picked are rated below what the ship now weighs, and above that
rating the mass curve gives nothing back, so the ship does not move at all. It is the one
code that carries figures — params.mass and params.maxMass, in tonnes — so mark the
thruster mount with them rather than with the generic message. Reach for it when a swap
elsewhere on the panel adds mass too: a heavier module in an optional mount can invalidate
a thruster choice the player made ten edits ago, and re-reading validation() after every
edit is what surfaces that.
It also carries params.load, naming which of the ship's three loads the rating failed
at — dry, unladen (a full main tank) or laden (a full hold as well). The first two
are errors, and the third is the panel's one warning severity: a hauler that only
outgrows its thrusters with the hold full is still a legal build, so it stays valid and
complete and reaches you through issues alone. Put that one beside the cargo figure
rather than on the thruster mount — the fix is usually to carry less, not to refit.