Elite Dangerous Journal Schemas

All Events

AfmuRepairs

When written: when repairing modules using the Auto Field Maintenance Unit (AFMU)

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AppliedToSquadron

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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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BuyDrones

When Written: when purchasing drones

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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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CarrierBuy

Player has bought a fleet carrier

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CarrierCancelDecommission

At the time the player cancels decommission

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CarrierCrewServices

Changes to crew

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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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CarrierFinance

Change to tax rate or reserve

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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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CarrierModulePack

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CarrierNameChange

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CarrierShipPack

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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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ClearImpound

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ClearSavedGame

When written: If you should ever reset your game

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CockpitBreached

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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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Died

When written: player was killed

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DisbandedSquadron

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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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EjectCargo

When cargo is ejected

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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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Fileheader

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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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HoloscreenHacked

When a holoscreen is hacked

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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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Interdiction

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InvitedToSquadron

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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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JoinedSquadron

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KickCrewMember

When written: When you force another player to leave your ship's crew

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KickedFromSquadron

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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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LeftSquadron

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Liftoff

When written: when taking off from planet surface

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LoadGame

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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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Missions

When written: at startup

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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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Music

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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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PayFines

When written: when paying fines

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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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Progress

When written: at startup

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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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QuitACrew

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Rank

When written: at startup

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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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RenameSuitLoadout

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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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Resupply

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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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SharedBookmarkToSquadron

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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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SquadronCreated

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SquadronDemotion

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SquadronPromotion

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SquadronStartup

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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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UpgradeWeapon

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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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