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equipment.Interface.PersonalModifier

github-actions[bot] edited this page Sep 20, 2026 · 11 revisions

@elite-dangerous-almanac/core / equipment / PersonalModifier

Interface: PersonalModifier

Defined in: src/equipment/engineering.ts:56

One stat multiplier an engineer-applied modification puts on a suit, a handheld weapon or a suit tool.

Remarks

A personal modification is applied in one step: it has no grade and no quality roll, so a modifier is a single factor rather than the [min, max] band a ship blueprint feature carries. 1 is the no-op value and is never stored — a recipe lists only the stats it actually moves.

Properties

multiplier

readonly multiplier: number

Defined in: src/equipment/engineering.ts:74

The factor the stat is multiplied by, e.g. 1.5 for a 50% increase.


roundUp?

readonly optional roundUp?: boolean

Defined in: src/equipment/engineering.ts:76

Whether the game rounds the result up to a whole number, as it does a magazine.


stat

readonly stat: string

Defined in: src/equipment/engineering.ts:72

The stat the factor multiplies, named as the equipment catalogues name it — "magazineSize", "effectiveRange", "batteryCapacity", "goodsCapacity".

Remarks

Some stats the game shows on foot have no catalogue field, because the panel shows no base for them. They are named for what they are: "meleeDamage", "sprintDuration", and the pressurised and unpressurised firing audible ranges.

"toolEnergyDrain" names no field either, but its bases are catalogued: it is a tool's powerUsage and the Energylink's overloadPowerUsage in equipment/tools. The Energylink's dischargeRate carries its own name because the game leaves it alone, so hand applyPersonalModifiers the base the factor applies to.

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