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overlayed.sand.readyForGameEvents() must be called before any events will be emitted.
Each event is marked with its retention — see Retained vs transient.

logged_in

Retained Menu account_id and player_joined.player_id are different ids and never match. Use platform_id to tie the logged-in account to an in-match player.

game_state_changed

Retained Menu The expedition status. menu means no expedition is active.

party_changed

Retained Menu

party_member_joined

Retained Menu Key: account_id One per party member, including the local player. display_name can arrive empty; a later event for the same account_id fills it in.

party_member_left

Transient Releases: party_member_joined

storage_changed

Retained Menu A full storage snapshot. crowns, mechanical_parts, pneumatic_parts, and computing_modules are totals for items that also appear in items — adding them to the items total double-counts.

storage_item_changed

Transient

tech_tree_changed

Retained Menu is_available means researchable right now, so an already-unlocked node reports it false.

tech_tree_item_unlocked

Transient

walker_changed

Retained Menu The walker the account has built. walker_id matches trampler_acquired.master_server_id.

match_started

Retained Match server_start_time is when the match began, not when you joined it.

match_ended

Transient Releases: all match-level events

world_time_changed

Retained Match

player_joined

Retained Match Key: platform_id One per player on the player list, which keeps players after they disconnect — there is no leave event. player_id never equals logged_in.account_id; correlate on platform_id.

extraction_added

Retained Match Key: extraction_id Extractions can arrive throughout the match, not all at match_started.

extraction_removed

Transient Releases: extraction_added

storm_changed

Retained Match Emitted on stage and state transitions only.

inventory_changed

Retained Match Key: player_id What a player is carrying right now, one event per party member. Only the local player and their party are reported. player_id matches player_joined.player_id, not logged_in.account_id, which is the master server’s id and a string. Slots 0-15 are the fixed ones — 0 is the hand, 1 and 2 are weapons, 3 is armor, 4 is the backpack, 5-9 are tools and 10-15 are the belt. Anything higher is a grid slot. Empty slots are omitted, so slots_used is the length of slots. amount is the stack size for a stack but the loaded rounds for a weapon, and 0 for a container the player is holding. What a carried container holds is not reported.

inventory_slot_changed

Transient One slot of one party member changed. A slot that swapped what it holds reports the new stack arriving rather than the old one growing, so delta equals amount in that case. An emptied slot reports an empty definition, an amount of 0, and the negative of what it held.

inventory_equipped_changed

Retained Match Key: player_id What a party member has in their hands. slot is the selected slot and definition is what sits in it, which is empty when the slot is. A slot of 255 means the game has not reported a selection yet.

trampler_acquired

Retained Match Key: trampler_id master_server_id matches walker_changed.walker_id when non-zero. creator_player_id is the blueprint’s author, not the driver, and matches player_joined.player_id.

trampler_changed

Retained Match Key: trampler_id Emitted about every 10 seconds whether or not the trampler moved — a new event is not proof of motion.

trampler_lost

Transient Releases: trampler_acquired, trampler_changed