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Overheating: Difference between revisions

From EVE University Wiki
m Update link.
m Nanite Repair Paste: Was wrong for just 15 years...
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Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.


A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloading charges. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.
A module cannot be used while it is being repaired. No module can be overheated while any other module is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloading charges. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.


==== Tether ====
==== Tether ====