DotNet.Ships.Record.BuildCost - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
EliteDangerousAlmanac / Ships / BuildCost
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/BuildMetrics.cs:92
What a build costs to own, in all three currencies the game charges for it.
Every figure prices the current fit from the catalogues rather than reporting what a capture said was paid. A pre-engineered article arrives engineered, so only what a player still has to roll on top of one is charged. A fixed reward carries no craft recipe at all and contributes nothing, and so does a modification the catalogues do not price.
new BuildCost(
Credits,MercCoins,Materials)
The shop credits for the hull and its fitted modules.
int
The Merc Coin the build bills: every Mercenary article's shop price plus every recipe's own currency cost. A Mercenary article's recipe is charged above the grade it was sold at alone.
IReadOnlyList<EngineeringMaterial>
What the build's recipes and experimental effects consume, one entry for each material, with the counts summed across the modules.
Credits:
BuildCredits
The shop credits for the hull and its fitted modules.
Materials:
IReadOnlyList<EngineeringMaterial>
What the build's recipes and experimental effects consume, one entry for each material, with the counts summed across the modules.
MercCoins:
int
The Merc Coin the build bills: every Mercenary article's shop price plus every recipe's own currency cost. A Mercenary article's recipe is charged above the grade it was sold at alone.