i18n.Function.getBlueprintName - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki

@elite-dangerous-almanac/core / i18n / getBlueprintName

Function: getBlueprintName()

getBlueprintName(blueprintSymbol, locale): string | null

Defined in: src/i18n/blueprints.ts:40

Look up an engineering blueprint's source-backed display name for a locale.

Parameters

blueprintSymbol

string

Frontier's blueprint id, such as "FSD_LongRange". Matching ignores case and surrounding whitespace.

locale

string

A BCP 47 language or regional tag, such as "de" or "de-DE"; see GameLocale for how a tag is matched.

Returns

string | null

The localized blueprint name; the canonical Blueprint.name for any English tag; or null when the id is unknown, the locale is unsupported, or the pinned source carries no value for that blueprint and locale.

Remarks

Names stay keyed per blueprint symbol: the same English phrase can require different grammar when translated for different module families. This function bundles names only, not blueprint modifiers or material costs. Missing translations never silently fall back to English.

Throws

If blueprintSymbol is present and not a string, or locale is not a string. A nullish blueprintSymbol is a lookup miss and returns null.

Example

import { getBlueprintName } from '@elite-dangerous-almanac/core/i18n/blueprints';

getBlueprintName('FSD_LongRange', 'de-DE'); // -> 'Erhöhte FSA-Reichweite'
getBlueprintName('AbrasionBlaster_FarReaching', 'fr'); // -> 'Surfaceur abrasif longue portée'
getBlueprintName('MC_Overcharged', 'fr'); // -> 'Arme surchargée'
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