AfmuRepairs
When written: when repairing modules using the Auto Field Maintenance Unit (AFMU)
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ApproachBody
When written: when in Supercruise, and distance from planet drops to within the 'Orbital Cruise' zone
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ApproachSettlement
When written: when approaching a planetary settlement
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AsteroidCracked
When written: when the player has broken up a ‘Motherlode’ asteroid for mining
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Backpack
Lists the contents of the backpack, in a separate backpack.json file
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BackpackChange
This is written when there is any change to the contents of the suit backpack – note this can be written at the same time as other events like UseConsumable
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BookDropship
This event is logged when signing up to fight at a recruitment desk
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BookTaxi
This event is logged when booking a taxi transport
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Bounty
When written: player is awarded a bounty for a kill
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BuyAmmo
When Written: when purchasing ammunition
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BuyExplorationData
When Written: when buying system data via the galaxy map
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BuyMicroResources
This event is logged when buying microresources
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BuySuit
This event is logged when buying a new suit
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BuyTradeData
When Written: when buying trade data in the galaxy map
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BuyWeapon
This event is logged when purchasing a new hand weapon
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CancelDropship
This event is logged if the player cancels their journey to a combat zone
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CancelTaxi
This event is logged if the player cancels a booked taxi trip
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CapShipBond
When written: The player has been rewarded for a capital ship combat
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Cargo
When written: at startup, note this is now written slightly later in startup, after we have initialised missions, so we can detect if any cargo came from an abandoned delivery mission. The first Cargo event in the file will contain the full inventory, others just indicate a separate file has been written. The full data is now written to a separate file Cargo.json. A simple event (with no parameters) is written to the main journal file when the cargo file is updated.
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CargoDepot
When written: when collecting or delivering cargo for a wing mission, or if a wing member updates progress. The CargoType and Count are included when you collect or deliver goods, they are not included for a wing update. The Progress value actually represents pending progress for goods in transit: (ItemsCollected-ItemsDelivered)/TotalItemsToDeliver
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CargoTransfer
When transferring cargo between ship and fleet carrier, or between ship and SRV
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CarrierBankTransfer
Player transfers credits to/from carrier
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CarrierCancelDecommission
At the time the player cancels decommission
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CarrierDecommission
At the time the player requests decommission
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CarrierDepositFuel
Any player giving fuel to the carrier
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CarrierDockingPermission
The carrier owner has changed the docking permission criteria
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CarrierJump
This is similar to FSDJump and Location, but it is written if the player is online and docked at a fleet carrier when the carrier jumps. Note it does not include the distance jumped, or fuel used.
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CarrierJumpCancelled
This is logged when a jump is cancelled
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CarrierJumpRequest
At the time the player requests the jump, not the jump itself
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CarrierLocation
Carrier Location. Written on startup and after a carrier jump.
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CarrierStats
When owner opens carrier management
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CarrierTradeOrder
The carrier owner has requested the carrier buys or sells goods (or cancels such an order)
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ChangeCrewRole
When written: when in a crew on someone else's ship, player switched crew role
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ClearSavedGame
When written: If you should ever reset your game
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CodexEntry
When written: when a new discovery is added to the Codex
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CollectCargo
When Written: when scooping cargo from space or planet surface
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CollectItems
When picking up items from the ground
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ColonisationBeaconDeployed
When Written: when a colonisation beacon is deployed
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ColonisationConstructionDepot
When Written: Every 15 seconds while docked at a construction depot
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ColonisationContribution
When Written: when contributing materials to a colonisation effort
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ColonisationSystemClaim
When Written: When a system is claimed for colonisation by paying for the claim.
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ColonisationSystemClaimRelease
When Written: when a colonisation claim is released
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Commander
When written: at the start of the LoadGame process. This is written before the inventory, loadout, etc
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CommitCrime
When written: when a crime is recorded against the player
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CommunityGoal
When written: when the game retrieves info on community goals from the server, and the data has changed since last time. This event contains the current status of all community goals the player is currently subscribed to.
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CommunityGoalDiscard
When written: when opting out of a community goal
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CommunityGoalJoin
When Written: when signing up to a community goal
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CommunityGoalReward
When Written: when receiving a reward for a community goal
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Continued
When written: if the journal file grows to 500k lines, we write this event, close the file, and start a new one. The new journalname will increase the partnumber, ex: {datetime}.02.log. The new journal will start with a Fileheader and continue.
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CreateSuitLoadout
This event is logged when the player creates a new suit loadout
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CrewAssign
When written: when changing the task assignment of a member of crew
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CrewFire
When written: when dismissing a member of crew
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CrewHire
When written: when engaging a new member of crew
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CrewLaunchFighter
When written: when in multicrew, in Helm player's log, when a crew member launches a fighter
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CrewMemberJoins
When written: When another player joins your ship's crew
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CrewMemberQuits
When written: When another player leaves your ship's crew
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CrewMemberRoleChange
When written: in Multicrew, Helm's log, when another crew player changes role
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CrimeVictim
When written: when another player commits a crime against the current player
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DataScanned
When written: when scanning some types of data links
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DatalinkScan
When written: when scanning a data link
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DatalinkVoucher
When written: when scanning a datalink generates a reward
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DeleteSuitLoadout
This event is logged when the player deletes a suit loadout
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DeliverPowerMicroResources
When Written: when delivering power micro-resources.
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DiscoveryScan
When written: when using the discovery scanner, and new body discoveries are displayed in the cockpit info window. Note you can get two or three of these in a row, where some bodies are discovered by the automatic passive scan, before the active scan is complete.
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Disembark
This event is logged when the player steps out of a ship or SRV
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DockFighter
When written: when docking a fighter back with the mothership
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DockSRV
When written: when docking an SRV with the ship
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Docked
When written: when landing at landing pad in a space station, outpost, or surface settlement
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DockingCancelled
When written: when the player cancels a docking request
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DockingDenied
When written: when the station denies a docking request
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DockingGranted
When written: when a docking request is granted
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DockingRequested
When written: when the player requests docking at a station
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DockingTimeout
When written: when a docking request has timed out
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DropItems
When discarding on-foot items from the player's inventory
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DropshipDeploy
When exiting a shuttle dropship at a conflict zone
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Embark
This event is logged when a player (on foot) gets into a ship or SRV
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EndCrewSession
When written: when the captain in multicrew disbands the crew
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EngineerContribution
When written: when offering items cash or bounties to an Engineer to gain access
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EngineerCraft
When Written: when requesting an engineer upgrade
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EngineerLegacyConvert
When written: when converting a pre-2.4 engineered module. This is generated when converting, or previewing a conversion of a legacy module to the new system.
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EngineerProgress
When Written: when a player increases their access to an engineer
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EscapeInterdiction
When written: Player has escaped interdiction
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FCMaterials
When trading with a Fleet Carrier Bartender for materials, a file is written with the pricelist to FCMaterials.json
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FSDJump
When written: when jumping from one star system to another
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FSDTarget
When written: when selecting a star system to jump to. When following a multi-jump route, this will typically appear for the next star, during a jump, ie after StartJump but before the FSDJump
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FSSAllBodiesFound
When written: after having identified all bodies in the system
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FSSBodySignals
This event is written when completing a Full Spectrum Scan of a starsystem, to list the number of SAA signals found in the system (as shown in-game in the top-right panel)
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FSSDiscoveryScan
When written: when performing a full system scan (Honk)
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FSSSignalDiscovered
When written: when zooming in on a signal using the FSS scanner
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FactionKillBond
When written: Player rewarded for taking part in a combat zone
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FetchRemoteModule
When written: when requesting a module is transferred from storage at another station
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FighterDestroyed
When written: when a ship-launched fighter is destroyed
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FighterRebuilt
When written: when a ship's fighter is rebuilt in the hangar
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Friends
When written: when receiving information about a change in a friend's status. Also written at startup for friends who are already online.
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FuelScoop
When written: when scooping fuel from a star
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HeatDamage
When written: when taking damage due to overheating
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HeatWarning
When written: when heat exceeds 100%
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HullDamage
When written: when hull health drops below a threshold (20% steps)
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Interdicted
When written: player was interdicted by player or npc
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JetConeBoost
When written: when enough material has been collected from a solar jet code (at a white dwarf or neutron star) for a jump boost
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JetConeDamage
When written: when passing through the jet code from a white dwarf or neutron star has caused damage to a ship module
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JoinACrew
When written: When you join another player ship's crew
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KickCrewMember
When written: When you force another player to leave your ship's crew
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LaunchDrone
When written: when using any type of drone/limpet
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LaunchFighter
When written: when launching a fighter
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LaunchSRV
When written: deploying the SRV from a ship onto planet surface
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LeaveBody
When written: when flying away from a planet, and distance increases above the 'Orbital Cruise' altitude
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Liftoff
When written: when taking off from planet surface
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Loadout
When written: at startup, when loading from main menu, or when switching ships, or after changing the ship in Outfitting, or when docking SRV back in mothership
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LoadoutEquipModule
This event is logged when a player adds a weapon to a suit loadout
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LoadoutRemoveModule
This event is logged when a player removes a weapon from a suit loadout
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Location
When written: at startup, or when being resurrected at a station
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Market
When written: when accessing the commodity market in a station. A separate file Market.json is written to the same folder as the journal, containing full market price info.
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MarketBuy
When Written: when purchasing goods in the market
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MarketSell
When Written: when selling goods in the market
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MassModuleStore
When written: when putting multiple modules into storage
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MaterialCollected
When Written: whenever materials are collected
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MaterialDiscarded
When Written: if materials are discarded
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MaterialDiscovered
When Written: when a new material is discovered
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MaterialTrade
When written: when exchanging materials at the Material trader contact
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Materials
When written: at startup, when loading from main menu into game
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MiningRefined
When Written: when mining fragments are converted unto a unit of cargo by refinery
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MissionAbandoned
When Written: when a mission has been abandoned
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MissionAccepted
When Written: when starting a mission
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MissionCompleted
When Written: when a mission is completed
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MissionFailed
When Written: when a mission has failed
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MissionRedirected
When written: when a mission is updated with a new destination
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ModuleBuy
When Written: when buying a module in outfitting
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ModuleBuyAndStore
When Written: when buying a module and directly storing it in outfitting
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ModuleInfo
When written: when looking at the cockpit Right Hand Side modules info panel, if data has changed. This also writes a ModulesInfo.json file alongside the journal, listing the modules in the same order as displayed.
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ModuleRetrieve
When written: when fetching a previously stored module
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ModuleSell
When Written: when selling a module in outfitting
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ModuleSellRemote
When written: when selling a module in storage at another station
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ModuleStore
When written: when storing a module in Outfitting
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ModuleSwap
When Written: when moving a module to a different slot on the ship
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MultiSellExplorationData
When written: when selling exploration data in Cartographics, a page at a time
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NavBeaconScan
When written: when scanning a navigation beacon, before the scan data for all the bodies in the system is written into the journal
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NavRoute
When plotting a multi-star route, the file NavRoute.json is written in the same directory as the journal, with a list of stars along that route
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NavRouteClear
When written: When the current plotted nav route is cleared. Can be written to NavRoute.json with an empty Route array.
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NewCommander
When written: Creating a new commander
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NpcCrewPaidWage
This is written when crew receive wages
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NpcCrewRank
This is written when a crew member's combat rank increases
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Outfitting
Written when accessing the outfitting menu. The full parts pricelist is written to a separate file Outfitting.json.
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PVPKill
When written: when this player has killed another player
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Passengers
When written: at startup, when loading the saved game file
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PayBounties
When written: when paying off bounties
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Powerplay
When written: at startup, if player has pledged to a power
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PowerplayCollect
When written: when collecting powerplay commodities for delivery
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PowerplayDefect
When written: when a player defects from one power to another
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PowerplayDeliver
When written: when delivering powerplay commodities
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PowerplayFastTrack
When written: when paying to fast-track allocation of commodities
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PowerplayJoin
When written: when joining up with a power
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PowerplayLeave
When written: when leaving a power
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PowerplayMerits
When written: when receiving salary payment from a power
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PowerplayRank
When written: when receiving salary payment from a power
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PowerplaySalary
When written: when receiving salary payment from a power
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PowerplayVote
When written: when voting for a system expansion
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PowerplayVoucher
When written: when receiving payment for powerplay combat
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Promotion
When written: when the player’s rank increases. Only the relevant ranks are included.
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ProspectedAsteroid
When using a prospecting drone
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RebootRepair
When written: when the reboot repair function is used
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ReceiveText
When written: when a text message is received from another player or npc
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RedeemVoucher
When Written: when claiming payment for combat bounties and bonds
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RefuelAll
When Written: when refuelling (full tank)
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RefuelPartial
When Written: when refuelling (10%)
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Repair
When Written: when repairing the ship. When repairing on a FleetCarrier, you can get a list of the modules repaired
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RepairAll
When written: when repairing everything
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RepairDrone
When written: when the player's ship has been repaired by a repair drone. Each of the values indicate the amount of damage that has been repaired
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Reputation
When written: at startup (after Rank and Progress). This gives the player's reputation (on a scale of -100..+100) with the superpowers
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RequestPowerMicroResources
When Written: when requesting power micro-resources.
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ReservoirReplenished
When fuel is moved from one fuel tank to another
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RestockVehicle
When Written: when purchasing an SRV or Fighter
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Resurrect
When written: when the player restarts after death
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SAAScanComplete
When written: after using the Surface Area Analysis Scanner
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SAASignalsFound
When written: when using Surface Area Analysis Scanner on a planet or rings
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SRVDestroyed
When written: when the player's SRV is destroyed
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Scan
When Written: basic or detailed discovery scan of a star, planet or moon. This is also generated when scanning a navigation beacon in a populated system, to record info about all the bodies in the system.
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ScanBaryCentre
When scanning one body of a binary pair, you will get an event detailing the orbital parameters of their BaryCentre
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ScanOrganic
This event is logged when the player uses the Organic Sampling Tool to scan, log or analyse organic discoveries. The first scan is Log, subsequent scans are Sample until fully scanned, final scan is Analyse
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Scanned
When written: when the player's ship has been scanned (The Scan Detected indication is at the start of the scan, this is written at the end of a successful scan)
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ScientificResearch
When written: when contributing materials to a research community goal
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Screenshot
When Written: when a screen snapshot is saved. The latitude, longitude, altitude and heading will be included if on a planet or in low-altitude flight.
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SearchAndRescue
When written: when delivering items to a Search and Rescue contact
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SelfDestruct
When written: when the self destruct function is used
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SellDrones
When Written: when selling unwanted drones back to the market
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SellExplorationData
When Written: when selling exploration data in Cartographics
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SellMicroResources
This event is logged when a player sells Microresources for cash
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SellOrganicData
This event records that a player has sold organic data (see ScanOrganic)
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SellShipOnRebuy
When written: When selling a stored ship to raise funds when on insurance/rebuy screen
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SellSuit
This event is logged when a player sells a flight suit
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SellWeapon
This event is logged when a player sells a hand weapon
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SendText
When written: when a text message is sent to another player
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SetUserShipName
When written: when assigning a name to the ship in Starport Services
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ShieldState
When written: when shields are disabled in combat, or recharged
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ShipLocker
Lists the contents of the ship locker, eg at startup. The full contents are written to a separate file, ShipLocker.json. The full list is also written into the journal at startup (if in a ship) and when boarding a ship. The shiplocker.json file is updated when the locker contents are changed.
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ShipLockerMaterials
Same as ShipLocker, but discontinued.
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ShipRedeemed
When written: after a new ship has been redeemed
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ShipTargeted
When written: when the current player selects a new target
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Shipyard
When written: when accessing shipyard in a station. The full price list is written to a separate file, in the same folder as the journal, Shipyard.json
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ShipyardBuy
When Written: when buying a new ship in the shipyard
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ShipyardNew
When written: after a new ship has been purchased
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ShipyardRedeem
When written: after a new ship has been unlocked in the Shipyard
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ShipyardSell
When Written: when selling a ship stored in the shipyard
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ShipyardSwap
When Written: when switching to another ship already stored at this station
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ShipyardTransfer
When Written: when requesting a ship at another station be transported to this station
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Shutdown
When written: on a clean shutdown of the game
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StartJump
When written: at the start of a Hyperspace or Supercruise jump (start of countdown)
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Statistics
When written: at startup. This line contains the information displayed in the statistics panel on the right side of the cockpit
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Status
This event is written to Status.json which is updated every few seconds
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StoredModules
When written: when first visiting Outfitting, and when the set of stored modules has changed
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StoredShips
When written: when visiting shipyard
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SuitLoadout
This event is logged when starting on-foot or when disembarking
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SupercruiseDestinationDrop
When dropping out of supercruise at a targeted destination
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SupercruiseEntry
When written: entering supercruise from normal space
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SupercruiseExit
When written: leaving supercruise for normal space
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SwitchSuitLoadout
This event is logged when a player selects a different flight suit from the ship’s locker
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Synthesis
When written: when synthesis is used to repair or rearm
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SystemsShutdown
When written: when the player's ship systems shut down (eg in a Thargoid encounter)
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TechnologyBroker
When written: when using the Technology Broker to unlock new purchasable technology
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Touchdown
When written: landing on a planet surface
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TradeMicroResources
This event is logged when the player exchanges owned microresources to receive some other type of microresource
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TransferMicroResources
Written when transferring items between backpack and ship locker
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USSDrop
When written: when dropping from Supercruise at a Unidentified Signal Source
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UnderAttack
When written: when under fire (same time as the Under Attack voice message)
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Undocked
When written: liftoff from a landing pad in a station, outpost or settlement
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UpgradeSuit
This event is logged when the player upgrades their flight suit
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UseConsumable
When using an item from the player’s inventory (backpack)
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VehicleSwitch
When written: when switching control between the main ship and a fighter
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WingAdd
When written: another player has joined the wing
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WingInvite
When written: when the player is invited to a wing
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WingJoin
When written: this player has joined a wing
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WingLeave
When written: this player has left a wing
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