Every module that fits this slot, what the figures beside each one mean, and why nothing here touches your ship.

1 Nothing on this page changes your ship.

YOU PICK here, on this list THE BUILD a plan, written down PROMOTE IT and it reaches your checklist YOU fit it in game Directive 47 never buys, sells, stores or fits anything. It plans, and you go outfitting. Which is why the line at the top says this does not reach your checklist until you promote the build.

2 The figures under a name are what it is, at the size that fits.

Mining Volley Repeater 3C · damage per second 6.0 · damage type thermal · damage 0.3 3C size and class what it does per second the number that ranks the list thermal, kinetic, explosive what it is good against

Several classes on one row — 2D, 1D — means that module comes in more than one that fits here. Pick the name first; Directive 47 asks which variant afterwards, and only when the answer is not already obvious.

3 Two badges, and both are refusals rather than warnings.

¤ Mining Lance Needs a Powerplay pledge — one Power's, and I cannot tell you which. Keep the 3C Mining Volley Repeater, fixed Frontier engineers this and I have no recipe for it. Both say what is not known rather than guessing. A badge you can act on beats a figure you cannot trust.

The details

The page reached from Loadout › a ship › a slot › Module — the list of everything that fits, and where a build is decided one slot at a time.

The line at the top of the page

Above the search box, the page states the ship, the slot, its size, and what is in it now. It ends with the sentence that matters most:

It does not reach your checklist until you promote the build.

A build is a plan. Choosing here writes to that plan and nothing else — not your ship, not your shopping list, not your materials. Promoting it is the separate, deliberate act that turns a plan into work to do.

Reading a row

Part What it is
The name The module, as the game calls it
The classes Every size-and-class of it that fits this slot — 2D, 1D means two do
The figures What separates one from another: rate, type, and the raw number

The list is ordered by what the slot is for, not alphabetically. Where several classes of one module fit, they are one row rather than several — you are choosing what, and which one is a second question Directive 47 asks only when the answer is not already forced.

Keep what is fitted

The first row is always the one that changes nothing: keep what is there. It exists because “leave this alone” is a real decision in a build, and a page that offers a hundred alternatives and no way to say this one is fine is a page that makes you close it and lose your place.

Where the fitted module is engineered, that row says so — including when Directive 47 has the blueprint’s name and no recipe for it. That sentence is the accurate form of a gap: it states what Directive 47 does not have, rather than a claim about Elite.

The two badges

¤ — needs a Powerplay pledge. The module is one Power’s, and Directive 47 cannot tell you which. That is a limit of the data rather than an oversight, and saying so is better than naming a Power that might be the wrong one.

Engineered with no recipe. Frontier engineers the module, and no source Directive 47 carries knows what it costs. Named where it happens, so a blank is never mistaken for not engineerable.

Searching

The box narrows the list as you type. It is a filter, not a spelling test: type cargo and you get every cargo rack, type nothing and you get everything. It never refuses a value, because a list only has to be got near, where a name has to be got right.

Type it instead is beside it for the opposite case — you know exactly what you want and would rather say it than hunt for it.

What it will not do

Directive 47 never buys, sells, stores or fits a module. It has no access to your ship’s outfitting and would not use it if it had. What it does is keep the plan, work out what the plan costs in materials and credits, and put that on your checklist when you say so.