i18n.Function.getBlueprintName - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
@elite-dangerous-almanac/core / i18n / 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.
string
Frontier's blueprint id, such as "FSD_LongRange". Matching ignores
case and surrounding whitespace.
string
A BCP 47 language or regional tag, such as "de" or "de-DE"; see
GameLocale for how a tag is matched.
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.
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.
If blueprintSymbol is present and not a string, or locale is not a
string. A nullish blueprintSymbol is a lookup miss and returns null.
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'