Fitting upwell structures
The reason is: The images linked in the intro have been removed. Can someone recreate images based on the text?
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Upwell |
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Mechanics |
CCP's Helpdesk |
Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop modules in just like a ship.
To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.
[1]
This is the same with the fighter bay (which works like the carrier version, if not more buggy[Verify] and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be placed in there. [2] [3]
Upwell structure fits can be saved and shared like ship fits, but currently[Verify] fitting from a saved fit is bugged.
Structure equipment
An unfitted structure offers only the most basic services and can do nothing to defend itself. To get the full benefits of a structure it needs to be fitted with various modules.
Structure service modules extend the available services of the structure. The service modules will consume fuel constantly and if no fuel is available they will go offline. The "Service Module Cycle Fuel Need" listed in the in game info is the hourly fuel usage.
Service modules | |
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Standup Cloning Center is required for using cloning services in the structure. |
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Standup Market Hub is required for using market in the structure. Contracts and direct trades can be used even without this service module. Can only be installed in L or XL Structures other than Refineries. |
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Standup Manufacturing Plant enables manufacturing of everything except capital and supercapital ships. |
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Standup Capital Shipyard enables manufacturing of capital ships in the structure. Can be fitted to large and XL structures only. Not allowed in high-security space. |
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Standup Supercapital Shipyard enables manufacturing of supercapital ships. Can only be fitted on the Sotiyo engineering complex. Requires Supercapital Construction Facilities sovereignty upgrade. |
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Standup Invention Lab enables running invention jobs. |
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Standup Research Lab enables ME research, TE research, and copying jobs. Both the normal and Hyasyoda research labs can be installed simultaneously. This makes it possible to seamlessly upgrade from one to the other. |
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Standup Biochemical Reactor enables refining of cytoserocing and mykoserocin gases. These are used for booster manufacturing. Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. |
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Standup Composite Reactor enables composite reactions that turn moon goo into T2 components. Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. |
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Standup Hybrid Reactor enables composite reactions. These are used in T3 production. Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. |
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Standup Moon Drill allows the structure to mine ore from a moon. Can be used only if the structure is anchored on the moon mining beacon. Can be fitted to refineries only. |
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Standup Reprocessing Facility enables reprocesing & Compression (not for Moon-Ores). |
Other modules for upwell structure will not consume fuel.
Weapons modules | |
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Standup Anticapital Missile Launcher fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships. |
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Standup Large Festival Launcher fires structure festival charges. Will not agress NPCs or violate system security. |
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Standup Multirole Missile Launcher fires anti-subcapital missiles. Good against subcapital ships but not strong enough for capital ships. |
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Standup Guided Bomb Launcher fires an area of effect bomb that will deal damage to all ships in 30 km radius. Limited to one module of this type per structure. Can be fitted to large and XL structures only, and can not be used in high-security space. |
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Standup Point Defense Battery AOE weapon that deals damage to everyone in its area. Limited to one module of this type per structure. Can be fitted to large and XL structures only, and can not be used in high-security space. |
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Standup Arcing Vorton Projector is a structure doomsday weapon. It will hit multiple targets near its firing area and deal 4 million omni damage to them. Can be fitted to Keepstar structures only. Limited to one module of this type per structure and can not be fitted in high-security space. |
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Standup Ballistic Control System increases missile damage and rate of fire. |
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Standup Missile Guidance Enhancer improves missile application and range. |
EWAR modules | |
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Standup Variable Spectrum ECM jams one target. Can be scripted for any of the sensor types. |
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Standup Remote Sensor Dampener damps one target. Unlike the ship counterpart, this module can not be scripted. |
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Standup Stasis Webifier webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly. |
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Standup Target Painter blooms the signature of one target. |
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Standup Heavy Energy Neutralizer drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals. |
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Standup Weapon Disruptor disrupts the weapons of a target. This module applies to both turrets and missiles simultaneously. Unlike its ship counterpart, it can not be scripted. |
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Standup Focused Warp Disruptor powerful propulsion jamming system that will interfere with a target ship's navigation computer, disabling warping and jumping. This module has an incredible range and is capable of disrupting all ships. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly. |
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Standup ECM Jammer Burst Projector AOE jamming module. Can jam targets in a 10 km area for 40 seconds. Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Energy Neutralization Burst Projector AOE energy neutralizing module. Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Sensor Dampening Burst Projector AOE sensor dampening module Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Stasis Webification Burst Projector AOE stasis webifier module. Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Target Illumination Burst Projector AOE target painting module. Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Warp Disruption Burst Projector AOE warp disruption module. Limited to one module of this type per structure. Can not be used in high-security space. |
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Standup Weapon Disruption Burst Projector AOE weapon disruption module. Limited to one module of this type per structure. Can not be used in high-security space. |
Engineering equipment | |
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Standup Layered Armor Plating increases armor HP by a percentage amount. |
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Standup Cap Battery increases capacitor size. |
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Standup Capacitor Power Relay improves capacitor recharge rate. |
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Standup Reactor Control Unit increases available powergrid. |
Electronics and sensor equipment | |
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Standup Co-Processor Array increases available CPU. |
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Standup Signal Amplifier improves targeting speed and targeting range and allows targeting more targets. |
Structure rigs
Structure rigs can be used to improve certain aspects of structure usage. Larger structure rigs improve a larger number of attributes at once. This means that a single large structure can have the same rig bonuses as six medium structures while a single XL structure can have combined bonuses of up to 12 medium structures.
[show]Manufacturing rigs |
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[show]Resource processing rigs |
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[show]Combat rigs |
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Skills
Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.
There are a few relatively quick to train (2x) skills that affect Upwell structures:
- Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
- Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
- Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
- Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level