ships.Interface.PreEngineeredVariant - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
@elite-dangerous-almanac/core / ships / PreEngineeredVariant
Defined in: src/ships/pre-engineered.ts:86
One pre-engineered module variant — a pairing of a stock module with the engineering identity it ships with, not a module in its own right.
readonlyacquisition:PreEngineeredAcquisition
Defined in: src/ships/pre-engineered.ts:119
Where the variant comes from.
readonlyblueprintSymbol:string
Defined in: src/ships/pre-engineered.ts:109
The Frontier id written in Engineering.BlueprintName, e.g. "RailGun_LongShot"
or "Decorative_Red".
Most ids join to BLUEPRINTS. A festive Decorative_* id does not, because it
identifies a fixed reward article rather than a recipe a player can apply.
On any reward variant the id identifies the article rather than reproducing it.
Alongside its blueprint and effect, a reward carries hand-set modifier overrides no
blueprint grants — that is what makes it a reward rather than a shortcut — so
rolling this recipe to this grade does not
arrive at the same module, and getBlueprintCost (in ships/blueprint-costs)
against it prices ordinary engineering rather than the reward. Read modifiers
for what the article actually carries.
readonlyoptionaldamageDistribution?:DamageDistribution
Defined in: src/ships/pre-engineered.ts:142
The fixed damage-type shares the variant arrives with.
readonlyoptionalengineeringLocked?:true
Defined in: src/ships/pre-engineered.ts:129
Whether the article is final and accepts no further engineering.
Present as true on the final pre-engineered Guardian, Enzyme and AX weapons.
Neither a blueprint nor an experimental effect may be applied to these articles,
and their baked engineering cannot be removed. Absence means this catalogue does
not lock further engineering.
readonlyoptionalexperimentalEffectSymbol?:string
Defined in: src/ships/pre-engineered.ts:117
The experimental effect's Frontier symbol, e.g.
"special_feedback_cascade_cooled". Joins to EXPERIMENTAL_EFFECTS. Absent when
the variant carries none.
readonlygrade:number
Defined in: src/ships/pre-engineered.ts:111
The engineering grade already applied (1–5).
readonlyoptionalmercCoinCost?:number
Defined in: src/ships/pre-engineered.ts:140
The shop price in Merc Coin. Present only on mercenary rows — the other routes
are not bought with a currency. Merc Coin has no credit equivalent, which is why
this is separate from the credit cost a module carries.
The purchase alone. Engineering the article above the grade it is sold at costs
further Merc Coin per roll, reported as mercCoins by
getBlueprintCost.
readonlyoptionalmodifiers?: readonlyPreEngineeredModifier[]
Defined in: src/ships/pre-engineered.ts:148
The hand-set stat block the variant arrives with, sorted by label.
Every catalogued variant carries this block.
readonlyname:string
Defined in: src/ships/pre-engineered.ts:93
The variant's display name. Festive rows include their colour so variants of the same launcher remain distinct.
readonlysymbol:string
Defined in: src/ships/pre-engineered.ts:88
The base module's symbol, e.g. "Hpt_Railgun_Fixed_Medium". Joins to the module catalogues.