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| ** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. | | ** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. |
| ** 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: Overheat the modules while they are in use for their limited cycles, and then Repair the heat damage sustained during their long reload cycles. | | ** 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: Overheat the modules while they are in use for their limited cycles, and then Repair the heat damage sustained during their long reload cycles. |
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| === Module Burnout ===
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| Every module has a certain amount of hitpoints (visible in its Show Info panel as <code>Structure Hitpoints</code>). In almost all cases, this value is 40HP, however for certain capital ship modules like Doomsday Weapons the value is in stead 99999HP or 999999HP (indicating that these modules effectively cannot be burned out by other modules' heat damage). If a module sustains heat damage exceeding its structure hitpoints, the module will 'burn out', and be forcibly set offline. A burned out module cannot be repaired with Nanite Repair Paste, and cannot be set online again or activated until it has been repaired. However, burned out modules are ''not'' destroyed or otherwise lost. Ideally, burned out modules should be repaired via a starbase or structure repair shop, however if a burned out module is partially repaired by being Tethered to an Upwell Structure, it can be brought online again while still in space. Burned out modules do not automatically re-online after being repaired; they must be manually reactivated.
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| === Heat Attenuation Values === | | === Heat Attenuation Values === |