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Overheating: Difference between revisions

From EVE University Wiki
m Module Heat Damage: Added note on taking gates automatically cancelling repairs. Broke up the final bullet point into subpoints
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* Docking in a Starbase with a Repair Shop, or an Upwell Structure, and either bringing up the Repair Shop window from the starbase menu, or right-clicking on the damaged ship (or modules if they are unfitted) and selecting <code>Get Repair Quote</code>. Repairs in an NPC-owned station cost ISK.
* Docking in a Starbase with a Repair Shop, or an Upwell Structure, and either bringing up the Repair Shop window from the starbase menu, or right-clicking on the damaged ship (or modules if they are unfitted) and selecting <code>Get Repair Quote</code>. Repairs in an NPC-owned station cost ISK.
* Tethering to an Upwell Structure. While Tethered to an Upwell Structure, the Tether effect will repair module heat damage as well as the more visible shield/armor/hull/capacitor repairs it grants. However, this repair can be inconsistent at times, and either may not repair all damaged modules or may not repair them fully.
* Tethering to an Upwell Structure. While Tethered to an Upwell Structure, the Tether effect will repair module heat damage as well as the more visible shield/armor/hull/capacitor repairs it grants. However, this repair can be inconsistent at times, and either may not repair all damaged modules or may not repair them fully.
* Consuming Nanite Repair Paste. Right-clicking the icon for a damaged, not-actively-cycling module in the hotbar will bring up a menu, containing the option <code>Repair</code> and a number in parentheses. That number is the amount of Nanite Repair Paste that will be consumed to perform the repairs. Selecting this option will begin to slowly repair the module (but will not immediately remove the Paste from cargohold. Paste used in repairs is removed from cargo when the repair completes.) While a module is being repaired, the module cannot be activated, and no other modules on the ship can be overheated. Repairs can be cancelled from the same right-click menu. Cancelling a repair before it is complete will stop the repair at its current point, and remove repair paste from cargo based on how far the repair got. It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. Note however that it ''is'' possible to repair a module while it is being reloaded. This is a commonly recommended tactic for use on Ancillary repair modules and Rapid missile launchers.
* Consuming Nanite Repair Paste. Right-clicking the icon for a damaged, not-actively-cycling module in the hotbar will bring up a menu, containing the option <code>Repair</code> and a number in parentheses. That number is the amount of Nanite Repair Paste that will be consumed to perform the repairs. Selecting this option will begin to slowly repair the module (but will not immediately remove the Paste from cargohold) .  
 
** Paste used in repairs is removed from cargo when the repair completes. While a module is being repaired, the module cannot be activated, and no other modules on the ship can be overheated.  
** Repairs can be cancelled from the same right-click menu. Cancelling a repair before it is complete (including jumping a gate) will stop the repair at its current point, and remove repair paste from cargo based on how far the repair got. Jumping through a stargate will automatically cancel any repairs.
** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. Note however that it ''is'' possible to repair a module while it is being reloaded. This is a commonly recommended tactic for use on Ancillary repair modules and Rapid missile launchers.


=== Module Burnout ===
=== Module Burnout ===