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Actions

Actions (also called Tools, Commands, or Functions) are the actions that COVAS:NEXT can perform in Elite: Dangerous or outside. There is no need to remember specific commands, as the AI will understand your intent and perform the action accordingly. Primarily, these actions can be used to control various ship/srv/suit operations, such as firing weapons, adjusting speed, deploying heat sinks, and more. Additionally, the AI can fetch internet data if it deems it relevant for the conversation, by either your inquiry or game events happening.

Keyboard Bindings

In order to perform actions in Elite: Dangerous, COVAS:NEXT requires assigned keyboard buttons to be set up in the game. These keybindings are used to emulate button presses, allowing the AI to control various ship/srv/suit operations. If there are multiple keyboard buttons assigned for one game action, COVAS:NEXT will prefer the secondary binding.

If you run out of keyboard buttons keep in mind that you can not only assign a button as press, but also as hold. Keys are also combinable in Elite: Dangerous, so each key can be combined with one or multiple other keys.

Usage with HOTAS or other Controllers

A common workaround is to assign keyboard bindings alongside your controller bindings, even if you don't use a keyboard. This allows COVAS:NEXT to use these keybindings for its commands, while you continue to use your controller for the game.

Available Game Actions

This is a list of all currently supported actions the AI can perform. Just talk to it naturally and it will understand your intent.

Main Ship Actions

  1. Fire weapons (primary, secondary, discovery scanner)

    • weaponType: String (options: "primary", "secondary", "discovery_scanner")
    • action: String (options: "fire", "start", "stop")
    • duration: Number (optional, seconds)
    • repetitions: Integer (optional, 0-10)

    Examples

    • fire primary weapon
    • fire
    • fire secondary
    • fire missiles
    • start firing
    • open fire
    • stop firing
    • cease fire
    • weapons fire
    • engage weapons
    • discovery scanner
    • honk
  2. Required Keyboard Binds

    • PlayerHUDModeToggle
    • CycleFireGroupNext
    • PrimaryFire
    • SecondaryFire

    Custom Weapon Types

    You can define custom weapon types for more precise control over your hardpoints. Since Elite: Dangerous doesn't expose detailed weapon data, you must manually configure these in the UI.

    Custom Weapon Types

  3. Set flight thrust speed

    • speed: String (options: "Minus100", "Minus75", "Minus50", "Minus25", "Zero", "25", "50", "75", "100")

    Examples

    • full stop
    • half speed
    • full speed
    • reverse
  4. Required Keyboard Binds

    • SetSpeedMinus100
    • SetSpeedMinus75
    • SetSpeedMinus50
    • SetSpeedMinus25
    • SetSpeedZero
    • SetSpeed25
    • SetSpeed50
    • SetSpeed75
    • SetSpeed100
  5. Deploy heat sink

    Examples

    • heat sink
    • deploy heat sink
    • use heat sink
    • activate heat sink
    • heatsink
    • deploy heatsink
    • cooling
  6. Required Keyboard Binds

    • DeployHeatSink
  7. Toggle hardpoints

    Examples

    • hardpoints
    • deploy hardpoints
    • retract hardpoints
    • toggle hardpoints
    • hardpoints up
    • hardpoints down
    • weapons out
    • weapons away
  8. Required Keyboard Binds

    • DeployHardpointToggle
  9. Manage power distribution

    • power_category: Array of strings (options: "Engines", "Weapons", "Systems")
    • balance_power: Boolean (whether to balance power)
    • pips: Array of integers (1-4, number of pips per category)

    Examples

    • balance power
    • reset power
    • four pips to engines
    • four pips to weapons
    • four pips to systems
    • max engines
    • max weapons
    • max systems
    • pips to engines
    • pips to weapons
    • pips to systems
  10. Required Keyboard Binds

    • ResetPowerDistribution
    • IncreaseEnginesPower
    • IncreaseWeaponsPower
    • IncreaseSystemsPower
  11. Open galaxy map

    • system_name: String (optional)
    • start_navigation: Boolean (optional)

    Examples

    • galaxy map
    • open galaxy map
    • galmap
    • navigation
    • star map
    • show galaxy map
    • nav map
  12. Required Keyboard Binds

    • GalaxyMapOpen
    • CamZoomIn
    • UI_Up
    • UI_Left
    • UI_Right
    • UI_Select
    • UI_Back
    • CamZoomOut
  13. Close galaxy map

    Examples

    • close galaxy map
  14. Required Keyboard Binds

    • GalaxyMapOpen
  15. Toggle system map

    • desired_state: String (options: "open", "close")

    Examples

    • system map
    • open system map
    • close system map
    • orrery
    • local map
    • sysmap
    • show system map
  16. Required Keyboard Binds

    • SystemMapOpen
    • UI_Back
  17. Target ship

    • mode: String (options: "next", "previous", "highest_threat", "next_hostile", "previous_hostile", "wingman_1", "wingman_2", "wingman_3", "wingman_1_target", "wingman_2_target", "wingman_3_target")

    Examples

    • next target
    • previous target
    • highest threat
    • target highest threat
    • target biggest threat
    • next hostile
    • next enemy
    • cycle hostile
    • hostile target
    • previous hostile
    • previous enemy
    • first wingman
    • target first wingman
    • first wingmate
    • target first wingmate
    • first teammate
    • target first teammate
    • second wingman
    • target second wingman
    • second wingmate
    • target second wingmate
    • second teammate
    • target second teammate
    • third wingman
    • target third wingman
    • third wingmate
    • target third wingmate
    • third teammate
    • target third teammate
    • first wingman target
    • target first wingman's target
    • first wingmate target
    • target first wingmate's target
    • first teammate target
    • target first teammate's target
    • second wingman target
    • target second wingman's target
    • second wingmate target
    • target second wingmate's target
    • second teammate target
    • target second teammate's target
    • third wingman target
    • target third wingman's target
    • third wingmate target
    • target third wingmate's target
    • third teammate target
    • target third teammate's target
  18. Required Keyboard Binds

    • CycleNextTarget
    • CyclePreviousTarget
    • SelectHighestThreat
    • CycleNextHostileTarget
    • CyclePreviousHostileTarget
    • TargetWingman0
    • TargetWingman1
    • TargetWingman2
    • SelectTargetsTarget
  19. Toggle wing nav lock

    Examples

    • wing nav lock
    • toggle wing nav lock
    • wing navigation lock
    • wing nav
    • nav lock
    • navigation lock
    • wing follow
    • follow wing
  20. Required Keyboard Binds

    • WingNavLock
  21. Cycle fire group

    • direction: String (options: "next", "previous")
    • fire_group: Integer (optional, 0-7 for fire groups A-H)

    Examples

    • next fire group
    • previous fire group
    • select next fire group
    • select previous fire group
  22. Required Keyboard Binds

    • CycleFireGroupNext
    • CycleFireGroupPrevious
  23. Switch HUD mode

    • hud mode: String (options: "combat", "analysis", "toggle")

    Examples

    • combat mode
    • analysis mode
    • switch to combat
    • switch to analysis
    • toggle hud mode
    • hud mode
    • change hud
  24. Required Keyboard Binds

    • PlayerHUDModeToggle
  25. Toggle ship spotlight

    Examples

    • ship light
    • lights
    • lights on
    • turn on lights
    • lights off
    • toggle lights
    • toggle the lights
  26. Required Keyboard Binds

    • ShipSpotLightToggle
  27. Fire chaff launcher

    Examples

    • chaff
    • fire chaff
    • launch chaff
    • deploy chaff
    • countermeasures
    • evade
  28. Required Keyboard Binds

    • FireChaffLauncher
  29. Toggle night vision

    Examples

    • nightvision
    • night vision
    • toggle nightvision
    • thermal vision
    • enhanced vision
    • infrared
  30. Required Keyboard Binds

    • NightVisionToggle
  31. Target subsystem on locked ship

    • subsystem: String (options: "Drive", "Shield Generator", "Power Distributor", "Life Support", "FSD", "Point Defence Turret", "Power Plant")

    Examples

    • target drive
    • target drives
    • target power distributor
    • target distributor
    • target shields
    • target shield generator
    • target life support
    • target frame shift drive
    • target fsd
    • target power
    • target power plant
    • target the drive
    • target the drives
    • target the power distributor
    • target the distributor
    • target the shields
    • target the shield generator
    • target the life support
    • target the frame shift drive
    • target the fsd
    • target the power
    • target the power plant
  32. Required Keyboard Binds

    • CycleNextSubsystem
  33. Charge ECM

    Examples

    • ecm
    • charge ecm
    • electronic countermeasures
    • activate ecm
    • ecm blast
    • disrupt
  34. Required Keyboard Binds

    • ChargeECM
  35. Charge shutdown field neutraliser

    Examples

    • field neutraliser
    • charge field neutraliser
    • shutdown field neutraliser
    • activate field neutraliser
    • neutralise shutdown field
  36. Notes

    • Automatically balances pips to 4 SYS / 2 ENG / 0 WEP before holding the neutraliser for ~10s.

    Required Keyboard Binds

    • ResetPowerDistribution
    • IncreaseEnginesPower
    • IncreaseSystemsPower
    • TriggerFieldNeutraliser
  37. NPC crew orders

    • orders: Array of strings (options: "DefensiveBehaviour", "AggressiveBehaviour", "FocusTarget", "HoldFire", "HoldPosition", "Follow", "ReturnToShip", "LaunchFighter1", "LaunchFighter2")

    Examples

    • launch fighter
    • deploy fighter
    • recall fighter
    • attack my target
    • engage target
    • defend me
    • be aggressive
    • hold fire
    • cease fire
    • hold position
    • follow me
  38. Required Keyboard Binds

    • FocusRadarPanel
    • UI_Left
    • UI_Right
    • UI_Up
    • UI_Down
    • UI_Select
    • UIFocus
    • OrderDefensiveBehaviour
    • OrderAggressiveBehaviour
    • OrderFocusTarget
    • OrderHoldFire
    • OrderHoldPosition
    • OrderFollow
    • OrderRequestDock

Main Ship Operations

  1. Initiate FSD jump

    • jump_type: String (options: "next_system", "supercruise", "auto")

    Examples

    • jump
    • engage fsd
    • frame shift drive
    • jump to next system
    • hyperspace jump
    • supercruise
    • enter supercruise
    • punch it
    • let's go
  2. Required Keyboard Binds

    • Hyperspace (if NextJumpTarget set)
    • Supercruise (if jump_type == supercruise)
    • HyperSuperCombination (auto)
    • SetSpeed100
    • LandingGearToggle (auto retract when down)
    • ToggleCargoScoop (auto retract when deployed)
    • DeployHardpointToggle (auto retract when deployed)
  3. Target next system in route

    Examples

    • next system
    • target next system
    • next destination
    • next waypoint
    • continue route
    • next in route
  4. Required Keyboard Binds

    • TargetNextRouteSystem
  5. Toggle cargo scoop

    Examples

    • cargo scoop
    • scoop
    • deploy scoop
    • retract scoop
    • toggle scoop
    • open cargo scoop
    • close cargo scoop
  6. Required Keyboard Binds

    • ToggleCargoScoop
  7. Eject all cargo

    Examples

    • eject cargo
    • dump cargo
    • jettison cargo
    • drop cargo
    • emergency cargo drop
    • purge cargo
  8. Required Keyboard Binds

    • EjectAllCargo
  9. Toggle landing gear

    Examples

    • landing gear
    • gear
    • deploy gear
    • retract gear
    • landing gear up
    • landing gear down
    • gear up
    • gear down
  10. Required Keyboard Binds

    • LandingGearToggle
  11. Use shield cell

    Examples

    • shield cell
    • use shield cell
    • scb
    • activate scb
    • shield boost
    • repair shields
    • restore shields
  12. Required Keyboard Binds

    • UseShieldCell
  13. Request docking

    Examples

    • request docking
    • dock
    • docking request
    • permission to dock
    • requesting docking
    • docking permission
  14. Required Keyboard Binds

    • FocusLeftPanel
    • CyclePreviousPanel
    • UI_Left
    • UI_Right
    • UI_Up
    • UI_Select
    • UIFocus
  15. Undock ship

    Examples

    • undock
    • launch
    • depart
    • leave station
    • takeoff
    • disengage
  16. Required Keyboard Binds

    • UI_Down
    • UI_Up
    • UI_Select

Ship Launched Fighter (SLF) Actions

  1. Request docking with main ship

    Examples

    • request docking
    • dock
    • docking request
    • permission to dock
    • requesting docking
    • docking permission
  2. Required Keyboard Binds

    • OrderRequestDock

Surface Reconnaissance Vehicle (SRV) Actions

  1. Toggle Drive Assist

    Examples

    • drive assist
    • toggle drive assist
    • assistance
    • auto drive
    • driving assistance
    • stability
  2. Required Keyboard Binds

    • ToggleDriveAssist
  3. Fire SRV weapons

    • weaponType: String (options: "primary", "secondary")
    • action: String (options: "fire", "start", "stop")
    • duration: Number (optional, seconds)
    • repetitions: Integer (optional, 0-10)

    Examples

    • fire srv weapons
    • shoot
    • fire plasma
    • fire missiles
    • srv weapons
    • engage weapons
  4. Required Keyboard Binds

    • BuggyPrimaryFireButton
    • BuggySecondaryFireButton
  5. Toggle Auto-Brake

    Examples

    • auto brake
    • toggle brake
    • automatic braking
    • brake assist
    • handbrake
    • parking brake
  6. Required Keyboard Binds

    • AutoBreakBuggyButton
  7. Toggle Headlights

    • desired_state: String (options: "off", "low", "high", "toggle")

    Examples

    • lights
    • headlights
    • toggle lights
    • lights on
    • lights off
    • bright lights
    • dim lights
    • full beam
  8. Required Keyboard Binds

    • HeadlightsBuggyButton
  9. Toggle Night Vision

    Examples

    • nightvision
    • night vision
    • toggle nightvision
    • thermal vision
    • enhanced vision
    • infrared
  10. Required Keyboard Binds

    • NightVisionToggle
  11. Toggle Turret Mode

    Examples

    • turret
    • toggle turret
    • turret mode
    • gun turret
    • deploy turret
    • retract turret
  12. Required Keyboard Binds

    • ToggleBuggyTurretButton
  13. Select Target

    Examples

    • target
    • select target
    • lock target
    • acquire target
    • scan
    • focus
  14. Required Keyboard Binds

    • SelectTarget_Buggy
  15. Manage Power Distribution

    • power_category: Array of strings (options: "Engines", "Weapons", "Systems")
    • balance_power: Boolean (whether to balance power)
    • pips: Array of integers (1-4, number of pips per category)

    Examples

    • balance power
    • reset power
    • four pips to engines
    • four pips to weapons
    • four pips to systems
    • max engines
    • max weapons
    • max systems
    • pips to engines
    • pips to weapons
    • pips to systems
  16. Required Keyboard Binds

    • ResetPowerDistribution_Buggy
    • IncreaseEnginesPower_Buggy
    • IncreaseWeaponsPower_Buggy
    • IncreaseSystemsPower_Buggy
  17. Toggle Cargo Scoop

    Examples

    • cargo scoop
    • scoop
    • deploy scoop
    • retract scoop
    • toggle scoop
    • collect materials
  18. Required Keyboard Binds

    • ToggleCargoScoop_Buggy
  19. Eject All Cargo

    Examples

    • eject cargo
    • dump cargo
    • jettison cargo
    • drop cargo
    • purge cargo
    • drop materials
  20. Required Keyboard Binds

    • EjectAllCargo_Buggy
  21. Recall/Dismiss Ship

    Examples

    • recall ship
    • dismiss ship
    • call ship
    • send ship away
    • summon ship
    • ship pickup
  22. Required Keyboard Binds

    • HumanoidOpenAccessPanelButton
    • UI_Left
    • UI_Up
    • UI_Select
  23. Open/Close Galaxy Map

    • desired_state: String (options: "open", "close")
    • system_name: String (optional)
    • start_navigation: Boolean (optional)

    Examples

    • galaxy map
    • open galaxy map
    • close galaxy map
    • galmap
    • navigation
    • star map
    • nav map
  24. Required Keyboard Binds

    • GalaxyMapOpen_Buggy
    • CamZoomIn
    • UI_Up
    • UI_Left
    • UI_Right
    • UI_Select
    • UI_Back
    • CamZoomOut
  25. Open/Close System Map

    • desired_state: String (options: "open", "close")

    Examples

    • system map
    • open system map
    • close system map
    • orrery
    • local map
    • sysmap
    • show system map
  26. Required Keyboard Binds

    • SystemMapOpen_Buggy

On-Foot (Suits) Actions

  1. Primary Interaction

    Examples

    • interact
    • primary interact
    • use
    • activate
    • press
    • engage
  2. Required Keyboard Binds

    • HumanoidPrimaryInteractButton
  3. Secondary Interaction

    Examples

    • secondary interact
    • alternate use
    • secondary action
    • hold interact
    • long press
    • alternative
  4. Required Keyboard Binds

    • HumanoidSecondaryInteractButton
  5. Equip Gear

    • equipment: String (options: "HumanoidSelectPrimaryWeaponButton", "HumanoidSelectSecondaryWeaponButton", "HumanoidSelectUtilityWeaponButton", "HumanoidSwitchToRechargeTool", "HumanoidSwitchToCompAnalyser", "HumanoidSwitchToSuitTool", "HumanoidHideWeaponButton", "HumanoidSelectFragGrenade", "HumanoidSelectEMPGrenade", "HumanoidSelectShieldGrenade")

    Examples

    • primary weapon
    • secondary weapon
    • utility weapon
    • recharge tool
    • comp analyser
    • composition scanner
    • suit tool
    • hide weapon
    • holster
    • frag grenade
    • emp grenade
    • shield grenade
    • scanner
    • energylink
    • profile analyser
  6. Required Keyboard Binds

    • HumanoidSelectPrimaryWeaponButton
    • HumanoidSelectSecondaryWeaponButton
    • HumanoidSelectUtilityWeaponButton
    • HumanoidSwitchToRechargeTool
    • HumanoidSwitchToCompAnalyser
    • HumanoidSwitchToSuitTool
    • HumanoidHideWeaponButton
    • HumanoidSelectFragGrenade
    • HumanoidSelectEMPGrenade
    • HumanoidSelectShieldGrenade
  7. Toggle Flashlight

    Examples

    • flashlight
    • torch
    • lights
    • toggle lights
    • illumination
    • helmet light
  8. Required Keyboard Binds

    • HumanoidToggleFlashlightButton
  9. Toggle Night Vision

    Examples

    • nightvision
    • night vision
    • toggle nightvision
    • thermal vision
    • enhanced vision
    • infrared
  10. Required Keyboard Binds

    • HumanoidToggleNightVisionButton
  11. Toggle Shields

    Examples

    • suit shields
    • personal shields
    • toggle shields
    • energy shield
    • shield generator
    • protective field
  12. Required Keyboard Binds

    • HumanoidToggleShieldsButton
  13. Clear Authority Level

    Examples

    • clear authority
    • reset authority
    • clear wanted level
    • clear notoriety
    • authority reset
    • clean record
  14. Required Keyboard Binds

    • HumanoidClearAuthorityLevel
  15. Use Health Pack

    Examples

    • health pack
    • medkit
    • heal
    • use medkit
    • medical
    • first aid
  16. Required Keyboard Binds

    • HumanoidHealthPack
  17. Use Battery Pack

    Examples

    • battery
    • energy cell
    • recharge
    • power up
    • restore power
    • charge suit
  18. Required Keyboard Binds

    • HumanoidBattery
  19. Open/Close Galaxy Map

    Examples

    • galaxy map
    • open galaxy map
    • galmap
    • navigation
    • star map
    • nav map
    • show galaxy map
  20. Required Keyboard Binds

    • GalaxyMapOpen_Humanoid
  21. Open/Close System Map

    Examples

    • system map
    • open system map
    • close system map
    • orrery
    • local map
    • sysmap
    • show system map
  22. Required Keyboard Binds

    • SystemMapOpen_Humanoid
  23. Recall/Dismiss Ship

    Examples

    • recall ship
    • dismiss ship
    • call ship
    • send ship away
    • summon ship
    • ship pickup

Search Agent

The search agent is a secondary LLM that is started by the main conversational model whenever a query requires deeper lookup work. The main model packages your question together with a snapshot of the current game state and hands it off to this agent. From there, the search agent runs its own internal loop: it decides which tools to call, inspects the results, and keeps chaining further tool calls until it can construct a complete answer. Only when this internal loop converges does the search agent return a synthesized summary back to the main LLM, which then presents that final answer to you.

The tools available to the search agent fall into two groups.

External lookup tools

These call external services or game APIs (Galnet, Spansh):

  1. Galnet News (get_galnet_news)

    Retrieves current interstellar news from Galnet and answers questions about recent events.

    Key option: - query: what you want the news summary to focus on, such as Thargoids, power politics, or recent events in a region.

  2. System Finder (system_finder) (utilizes Spansh API)

    Finds star systems that match political, economic or conflict filters, either near a system or along a specified route.

    Key options: - reference_system: search around a single system. - reference_route: search along a route from source to destination instead of around one system. - name: require text in the system name. - distance: maximum search radius. - allegiance: limit by controlling power bloc, such as Alliance, Empire, Federation, Independent, or Thargoid. - state: limit by faction/system state, such as Boom, War, Famine, or Civil Unrest. - government: limit by government type, such as Democracy, Dictatorship, or Corporate. - power: limit by Powerplay power. - primary_economy: limit by economy type, such as Industrial, High Tech, or Extraction. - security: limit by security level. - thargoid_war_state: limit by Thargoid war status. - population: filter for systems above or below a given population. - sort_by: order results by distance or population. - size: number of results to return.

  3. Station Finder (station_finder) (utilizes Spansh API)

    Finds stations for ships, modules, markets, services, and traders, with sensible distance/price-aware sorting.

    Key options: - reference_system: search around a single system. - reference_route: search along a route from source to destination. - name: require text in the station name. - distance: maximum search radius. - has_large_pad: only include stations with large pads. - material_trader: look for Raw, Manufactured, or Encoded material traders. - technology_broker: look for Human or Guardian tech brokers. - modules: search for specific outfitting items; can further narrow by class and rating. - commodities: search for markets buying or selling a named commodity, with requested amount. - ships: search for shipyards stocking a named ship. - services: look for special services such as Black Market or Interstellar Factors. - sort_by: order results by distance or best price. - include_player_fleetcarrier: include player-owned carriers in the results. - unfiltered_results: return full commodity/module/ship data instead of only the matched entries. - size: number of results to return.

  4. Body Finder (body_finder) (utilizes Spansh API)

    Finds celestial bodies such as mining hotspots or worlds with specific surface signals near you or along a route.

    Key options: - reference_system: search around a single system. - reference_route: search along a route from source to destination. - name: require text in the body name. - distance: maximum search radius. - subtype: limit by body type, such as a specific planet or star subtype. - landmark_subtype: limit by landmark type. - rings: search for ring bodies with a named material and a minimum number of hotspots. - signals: limit by surface signal type: Biological, Geological, Human, Guardian, or Thargoid. - size: number of results to return.

Internal game-state tools

These are driven primarily by local projections and static data; they never perform network requests:

  1. Engineer Finder (engineer_finder)

    Uses both static engineer definitions and your current in-game engineer progress to build a filtered overview of ship and suit engineers.

    Key options: - name: find a specific engineer by name. - system: limit by engineer location or system. - modifications: search by what the engineer can modify, such as FSD range or multi-cannons. - progress: limit by your unlock state: Unknown, Known, Invited, or Unlocked.

    Results combine static engineer data with your live save data, including unlock progress, next steps, rank progress where relevant, and distance from your current location.

  2. Blueprint Finder (blueprint_finder)

    Cross-references static engineering blueprints with your current inventories and engineer progress to answer questions like “who can do this mod, at which grade, and what materials am I missing?”.

    Key options: - modifications: one or more modification names, such as Increased FSD Range or Overcharged Power Plant. - engineer: limit to a specific engineer. - module: limit to a specific module or weapon. - grade: limit to a specific blueprint grade.

    It checks blueprint definitions, calculates total material costs by grade, compares them against your ship and suit inventories, and lists missing materials together with engineers that can apply the blueprint. Results are returned in YAML so larger blueprint trees stay readable.

  3. Material Finder (material_finder)

    Searches engineering and suit materials across your live inventories and known sourcing information, so the agent can see both how many you have and where to obtain more.

    Key options: - name: one or more material names, with fuzzy matching for partial names. - grade: limit by ship-material grade from 1 to 5. - type: narrow by category: raw, manufactured, encoded for ship materials; items, components, data, consumables for Odyssey materials; or the broader ship and suit groups.

    It reads your live material counts from Materials and ShipLocker, merges them where needed, and supplements them with known sourcing and trader information so the agent can explain both what you are missing and where to get it.

  4. Stored Ships (get_stored_ships)

    Lists ships at the current station and in remote storage, grouped by location. Includes ship type, custom name, HOT status, and transfer times where relevant.

  5. Stored Ship Modules (get_stored_ship_modules)

    Lists stored modules grouped by star system. Includes localized names where available, engineering modifications and grades, and HOT status.

  6. Fleet Carriers (get_fleet_carriers)

    Summarizes known carriers, including name, type, system, callsign, docking rules, fuel, jump range, crew, installed services, finances, and active trade orders.

  7. Commander Data (get_commander_data)

    Aggregates commander profile, reputation, rank progress, squadron data, and statistics so the agent can ground its answer in your current progression.

UI Actions

  1. Show UI

    • tab: String (options: "chat", "status", "storage", "station")

    Examples

    • display chat
    • show status
    • open storage
    • open station tab

Generative UI (HUD)

The Generative UI (HUD) is an overlay that displays AI-generated Preact components visualizing your current game state (ship status, cargo, location, etc.). The Agent LLM can create and update these components in response to your requests, so you can have a custom HUD that shows exactly what you care about.

  • Enable/disable: In the app, go to Settings → Advanced → Agent LLM Settings and turn the Generative UI (HUD) toggle on or off.
  • Behavior: When enabled, the overlay appears (with the other overlay elements) and shows the current generated UI. You can ask the AI to change what is displayed (e.g. “show my fuel and jump range”) and it will generate or edit the overlay components accordingly.
  • Technical note: The overlay is built from a small set of editable Preact components (with a root App component) that receive game state via projections; the Agent LLM has tools to list, read, edit, and validate these components. Changes may take a while to complete.

Miscellaneous Actions

  1. Get Visuals

    • query: String

    Describe what's currently visible to the Commander. Answers the question that lead to tool usage.

  2. Remember Memories

    • query: String (required)
    • top_k: Integer (optional, 1-20, default: 5)

    Retrieve the top matching long-term memory notes via semantic search (requires embeddings to be configured).

  3. Send Message

  4. message: String (required)

  5. channel: String (required, options: "local", "system", "wing", "squadron", "commander")
  6. recipient: String (optional, only used if channel is "commander")

    Send a direct message to another commander. Can also send to system, local, wing and squadron chat.

    Required Keyboard Binds

    • QuickCommsPanel (ship)
    • QuickCommsPanel_Buggy (SRV)
    • QuickCommsPanel_Humanoid (on-foot)
    • UI_Down (for system channel selection)
    • UI_Select

Tabbed Chat Channels

In Elite: Dangerous, you can configure certain chat channels to be tabbed instead of appearing in the main chat flow. Tabbed channels require different macros to send messages.

Tabbed Chat Configuration