REMOVEMODULE

Keywords: REMOVEMODULE, REMOVEM

Category: Space

=== 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 ===