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Add a note on when primed modules reset |
→Module Heat Damage: clarified Ancil note |
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** 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. | ** 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. | ** 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. | ** 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. | |||
=== Module Burnout === | === Module Burnout === | ||