REMOVEMODULE
Keywords: REMOVEMODULE, REMOVEM
=== USER MANUAL ===
Usage: removemodule
removemodule <#>
removemodule <name>
Description:
Unbolt an installed module from the ship you are sitting in
and stow it in your inventory as a module item. The freed
slot becomes available for a new installmodule, and the
removed item can be re-installed later or sold back.
Run from the engine room while the ship is parked at a
shipyard. Same gating as install.
Forms:
removemodule ........ Lists every installed module with a
number, so you can see what's on the ship
before removing anything.
removemodule <#> .... Remove the module at that numbered
slot (1-indexed, order matches shipstat).
removemodule <name> . Remove by key or name. Partial match
OK -- "removemodule laser" finds the
first module whose key or name starts
with laser.
Returning to Inventory:
On a successful remove:
You remove the <module-name> and stow it in your inventory.
(you)
<n> removes a ship module. (room)
A fresh module item is minted via mint_module_item and
placed directly in your carry. The item is fully-functional
and can be installmodule'd into any compatible ship later
(including back into the same ship).
Corrupted Modules:
If a ship has an installed_modules entry whose ID no longer
resolves in the registry (module deleted after install, data
corruption, etc.), the remove still clears the slot but the
item is discarded:
You remove the corrupted module and discard it.
Use this to clean out orphan entries after a bad module
migration.
Requirements:
Engine room ........ "You must be in the engine room of
a ship to do that!"
Pilot access ....... Must own the ship or be a listed
pilot (addpilot): "This is not your
ship."
Docked at shipyard . "Your ship must be docked at a
shipyard to swap modules." Same as install.
Module to remove ... "No installed module matches
'<name>'." if the name / index doesn't
resolve.
Notes:
- Bare removemodule is a read-only query -- listing
only. No module is removed.
- Numeric indexes follow the order shown in shipstat's
Modules section. If you remove module 2, the former
module 3 becomes the new 2 for subsequent calls.
- Name matching uses is_abbrev against both the
module's key (like laser-1) and its display name
(like Pulse Laser Mk I). Either works.
- Removed modules keep their full item value -- they
can be sold back at a modulemart at fair market rate.
- The ship's save is updated immediately after remove.
Strategic Notes:
- Swap loadouts between missions by removing combat
modules (weapons, shields) and installing utility modules
(hangers, cloakers) for recon runs.
- Cannot remove while flying. Land and dock at a
shipyard first.
- Before selling a ship, remove every expensive module
first -- the ship's sale price does NOT include modules.
Related Helpfiles: INSTALLMODULE, SHIPSTAT, SCANSHIP, MODULEMART, SELLSHIP
=== END MANUAL ===