Difference between revisions of "Fitting upwell structures"

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(→‎Structure rigs: remove duplicate entry in table + fix multiple "yeld" -> "yield")
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{{stub}}{{structures}}
 
{{stub}}{{structures}}
  
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 module in just like a ship.
+
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.
 
[http://i.imgur.com/JFqDtR9.png]
 
[http://i.imgur.com/JFqDtR9.png]
  
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Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]
 
Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]
 
[http://i.imgur.com/uNDx3zh.png]
 
[http://i.imgur.com/uNDx3zh.png]
 +
 +
== Structure equipment ==
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 +
An unfitted structure offers only the most basic services and can do nothing to defend itself. To get full benefits of a structure it needs to be fitted with various modules.
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 +
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.
 +
{|class=wikitable style="width: 900px;background:#111111"
 +
|-
 +
|style="text-align:center;background:#222222" colspan = 2| Structure service modules
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|-
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|[[File:Icon standup cloning center.png|link=|]]
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|'''{{co|wheat|Standup Cloning Center}}''' is required for using cloning services in the structure.
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|-
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|[[File:Icon standup market hub.png|link=|]]
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|'''{{co|wheat|Standup Market Hub}}''' is required for using market in the structure. Contractts and direct trades can be used even without this service module.
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|-
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|[[File:Icon standup manufacturing plant.png|link=|]]
 +
|'''{{co|wheat|Standup Manufacturing Plant}}''' enables manufacturing of everything except capital and supercapital ships.
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|-
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|[[File:Icon standup manufacturing plant.png|link=|]]
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|'''{{co|wheat|Standup Capital Shipyard}}''' enables manufacturing of capital ships in the structure.
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Can be fitted to large and XL sturcures only. Not allowed in high-security space.
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|-
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|[[File:Icon standup manufacturing plant.png|link=|]]
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|'''{{co|wheat|Standup Supercapital Shipyard}}''' enables manufacturing of supercapital ships.
 +
 +
Can only be fitted on the Sotiyo engineering comples. Requires Supercapital Construction Facilities sovereignity upgrade.
 +
|-
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|[[File:Icon standup invention lab.png|link=|]]
 +
|'''{{co|wheat|Standup Invention Lab}}''' enables running invention jobs.
 +
|-
 +
 +
|[[File:Industry Icon.png|64px|link=|]]
 +
|'''{{co|wheat|Standup Research Lab}}''' enables ME research, TE research and copying jobs.<br>Both the normal and Hyasyoda research labs can be installed simultaneously. This makes it possible to seamessly upgrade from one to the other.
 +
|-
 +
 +
|[[File:Icon standup biochemical reactor.png|link=|]]
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|'''{{co|wheat|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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|[[File:Icon standup composite reactor.png|link=|]]
 +
|'''{{co|wheat|Standup Composite Reactor}}''' enables copmposite 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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|-
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 +
|[[File:Icon standup hybrid reactor.png|link=|]]
 +
|'''{{co|wheat|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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|[[File:Icon standup moon drill.png|link=|]]
 +
|'''{{co|wheat|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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|-
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|[[File:Icon standup reprocessing facility.png|link=|]]
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|'''{{co|wheat|Standup Reprocessing Facility}}''' enables reprocesing.
 +
|}
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 +
 +
Other modules for upwell structure will not consume fuel.
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{|class=wikitable style="width: 900px;background:#111111"
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|-
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|style="text-align:center;background:#222222" colspan = 2| Structure weapons
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|-
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|[[File:Icon standup anticapital missile launcher.png|link=|]]
 +
|'''{{co|wheat|Standup Anticapital Missile Launcher}}''' fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships.
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|-
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|[[File:Icon standup multirole missile launcher.png|link=|]]
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|'''{{co|wheat|Standup Multirole Missile Launcher}}''' fires anti-subcapital missiles. Good againt subcapital ships but not strong enough for capital ships.
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|-
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|[[File:Icon standup guided bomb launcher.png|link=|]]
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|'''{{co|wheat|Standup Guided Bomb Launcher}}''' fires an area of effect bomb that will deal damage to all ships in 30 km radius.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup point defence battery.png|link=|]]
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|'''{{co|wheat|Standup Point Defense Battery}}''' AOE weapon that deals damage to everyone in its area.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon doomsday.png|link=|]]
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|'''{{co|wheat|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.
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 +
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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|-
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|[[File:Icon standup ballistic control system.png|link=|]]
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|'''{{co|wheat|Standup Ballistic Control System}}''' increases missile damage and rate of fire.
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|-
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|[[File:Icon missile guidance enhancer i.png|link=|]]
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|'''{{co|wheat|Standup Missile Guidance Enhancer}}''' improves missile application and range.
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|}
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 +
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{|class=wikitable style="width: 900px;background:#111111"
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|-
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|style="text-align:center;background:#222222" colspan = 2| Structure EWAR
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|-
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|[[File:Icon target max.png|link=|]]
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|'''{{co|wheat|Standup Variable Spectrum ECM}}''' jams one target. Can be scripted for any of the sensor types.
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|-
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|[[File:Icon remote sensor dampening.png|link=|]]
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|'''{{co|wheat|Standup Remote Sensor Dampener}}''' damps one target. Unlke the ship counterpart this module can not be scripted.
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|-
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|[[File:Icon stasis webifier i.png|link=|]]
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|'''{{co|wheat|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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|-
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|[[File:Icon target painter i.png|link=|]]
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|'''{{co|wheat|Standup Target Painter}}''' blooms the signature of one target.
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|-
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|[[File:Icon energy neutralizer i.png|link=|]]
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|'''{{co|wheat|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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|-
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|[[File:Icon track disruptor 64.png|link=|]]
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|'''{{co|wheat|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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|-
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|[[File:Icon focused warp disruption script.png|link=|]]
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|'''{{co|wheat|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 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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|[[File:Icon standup ecm jammer burst projector.png|link=|]]
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|'''{{co|wheat|Standup ECM Jammer Burst Projector}}''' AOE jamming module. Can jam targets in a 10 km area for 40 seconds.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup energy neutralization burst projector.png|link=|]]
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|'''{{co|wheat|Standup Energy Neutralization Burst Projector}}''' AOE energy neutralizing module.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup sensor dampening burst projector.png|link=|]]
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|'''{{co|wheat|Standup Sensor Dampening Burst Projector }}''' AOE sensor dampening module.
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 +
Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup stasis webification burst projector.png|link=|]]
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|'''{{co|wheat|Standup Stasis Webification Burst Projector }}''' AOE stasis webifier module.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup target illumination burst projector.png|link=|]]
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|'''{{co|wheat|Standup Target Illumination Burst Projector }}''' AOE target painting module.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup warp disruption burst projector.png|link=|]]
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|'''{{co|wheat|Standup Warp Disruption Burst Projector }}''' AOE warp disruption module.
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Limited to one module of this type per structure. Can not be used in high-security space.
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|-
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|[[File:Icon standup weapon disruption burst projector.png|link=|]]
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|'''{{co|wheat|Standup Weapon Disruption Burst Projector }}''' AOE weapon disruption module.
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 +
Limited to one module of this type per structure. Can not be used in high-security space.
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|}
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{|class=wikitable style="width: 900px;background:#111111"
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|-
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|style="text-align:center;background:#222222" colspan = 2| Structure engineering equipment
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|-
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| style="width: 1px" | [[File:Icon armor plate.png|link=|]]
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|'''{{co|wheat|Standup Layered Armor Plating}}''' increases armor HP by a percentage ammount.
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|-
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|[[File:Icon cap battery.png|link=|]]
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|'''{{co|wheat|Standup Cap Battery}}''' increases capacitor size.
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|-
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|[[File:Icon capacitor recharger.png|link=|]]
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|'''{{co|wheat|Standup Capacitor Power Relay}}''' improves capacitor recharge rate.
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|-
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|[[File:Icon powergrid.png|link=|]]
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|'''{{co|wheat|Standup Reactor Control Unit}}''' increases available powergrid.
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 +
|}
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{|class=wikitable style="width: 900px;background:#111111"
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|-
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|style="text-align:center;background:#222222" colspan = 2| Structure electronics and sensor equipment
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|-
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| style="width: 1px" | [[File:Icon co-processor.png|link=|]]
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|'''{{co|wheat|Standup Co-Processor Array}}''' increases available CPU.
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|-
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|[[File:Icon auto targeting system i.png|link=|]]
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|'''{{co|wheat|Standup Signal Amplifier}}''' improves targeting speed, targeting range and allows targeting more targets.
 +
|}
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 +
=== Structure rigs ===
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 +
Structure rigs can be used to improve certain aspects of the structure usage. Larger structure rigs improve larger number of attributes at once. This means that a single large structure can have same rig bonuses as six medium structurew shile single XL structure can have combined bonuses of up to 12 medium structures.
 +
 +
{| class="wikitable collapsible collapsed"
 +
! colspan = 4 style="width: 1328px"| Manufacturing rigs
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|-
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!Effect !! M-rig !!L-rig !! XL-rig
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|-
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| T2 component material usage reduction || Advanced Component Manufacturing Material Efficiency || rowspan="2" | Advanced Component Manufacturing Efficiency || style="border-bottom:solid 2px;" rowspan="6" | Structure and Component Manufacturing Efficiency
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|-
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| T2 component time duration reduction || Advanced Component Manufacturing Time Efficiency
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|-
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| Capital component material usage reduction || Basic Capital Component Manufacturing Material Efficiency ||  rowspan="2" | Basic Capital Component Manufacturing Efficiency
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|-
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| Capital component time duration reduction || Basic Capital Component Manufacturing Time Efficiency
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|-
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| Structure, structure component, structure rig and fuel block<br>material usage reduction || Structure Manufacturing Material Efficiency || style="border-bottom:solid 2px;" rowspan="2" | Structure Manufacturing Efficiency
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|-
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| style="border-bottom:solid 2px;"| Structure, structure component, structure rig and fuel block<br>time duration reduction || style="border-bottom:solid 2px;"| Structure Manufacturing Time Efficiency
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|-
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| T1 small ship material usage reduction || Basic Small Ship Manufacturing Material Efficiency ||  rowspan="2" | Basic Small Ship Manufacturing Efficiency || style="border-bottom:solid 2px;" rowspan="12" | Ship Manufacturing Efficiency
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|-
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| T1 small ship time duration reduction || Basic Small Ship Manufacturing Time Efficiency
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|-
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| T1 medium ship material usage reduction || Basic Medium Ship Manufacturing Material Efficiency ||  rowspan="2" | Basic Medium Ship Manufacturing Efficiency
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|-
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| T1 medium ship time duration reduction || Basic Medium Ship Manufacturing Time Efficiency
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|-
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| T1 large ship material usage reduction || Basic Large Ship Manufacturing Material Efficiency ||  rowspan="2" | Basic Large Ship Manufacturing Efficiency
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|-
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| T1 large ship time duration reduction || Basic Large Ship Manufacturing Time Efficiency
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|-
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| T2 Small ship material usage reduction || Advanced Small Ship Manufacturing Material Efficiency ||  rowspan="2" | Advanced Small Ship Manufacturing Efficiency
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|-
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| T2 small ship time duration reduction || Advanced Small Ship Manufacturing Time Efficiency
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|-
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| T2 medium ship material usage reduction || Advanced Medium Ship Manufacturing Material Efficiency ||  rowspan="2" | Advanced Medium Ship Manufacturing Efficiency
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|-
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| T2 medium ship time duration reduction || Advanced Medium Ship Manufacturing Time Efficiency
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|-
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| T2 large ship material usage reduction || Advanced Large Ship Manufacturing Material Efficiency || style="border-bottom:solid 2px;" rowspan="2" | Advanced Large Ship Manufacturing Efficiency
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|-
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| style="border-bottom:solid 2px;"| T2 large ship time duration reduction || style="border-bottom:solid 2px;" | Advanced Large Ship Manufacturing Time Efficiency
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|-
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| Ammunition material usage reduction || Ammunition Manufacturing Material Efficiency ||  rowspan="2" | Ammunition Manufacturing Efficiency || style="border-bottom:solid 2px;" rowspan="6" | Equipment and Consumable Manufacturing Efficiency
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|-
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| Ammunition time duration reduction || Ammunition Manufacturing Time Efficiency
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|-
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| Drone and fighter material usage reduction || Drone and Fighter Manufacturing Material Efficiency ||  rowspan="2" | Drone and Fighter Manufacturing Efficiency
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|-
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| Drone and fighter time duration reduction || Drone and Fighter Manufacturing Time Efficiency
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|-
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| Ship module, ship rig, deployable, implant and cargo container<br>material usage reduction || Equipment Manufacturing Material Efficiency || style="border-bottom:solid 2px;" rowspan="2" | Equipment Manufacturing Efficiency
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|-
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| style="border-bottom:solid 2px;" | Ship module, ship rig, deployable, implant and cargo container<br>time duration reduction || style="border-bottom:solid 2px;" | Equipment Manufacturing Time Efficiency
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|-
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| Blueprint copy ISK cost reduction || Blueprint Copy Cost Optimization ||  rowspan="2" | Blueprint Copy Optimization || rowspan="8" | Laboratory Optimization
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|-
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| Blueprint copy time duration reduction || Blueprint Copy Accelerator
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|-
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| ME research ISK cost reduction || ME Research Cost Optimization ||  rowspan="2" | ME Research Optimization
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|-
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| ME research time duration reduction || ME Research Accelerator
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|-
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| TE research ISK cost reduction || TE Research Cost Optimization ||  rowspan="2" | TE Research Optimization
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|-
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| TE research time duration reduction || TE Research Accelerator
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|-
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| Invention ISK cost reduction || Invention Cost Optimization ||  rowspan="2" | Invention Optimization
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|-
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| Invention time duration reduction || Invention Accelerator
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|}
 +
 +
{| class="wikitable collapsible collapsed"
 +
! colspan = 4 style="width: 1328px"| Resource processing rigs
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|-
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! Effect
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! M-rig
 +
! L-rig
 +
! XL-rig
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|-
 +
| Improved refining yield for asteroid ores
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| Asteroid Ore Grading Processor
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| rowspan="3" style="border-bottom:solid 2px;"| Reprocessing Monitor
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| rowspan="3" style="border-bottom:solid 2px;"| Reprocessing Monitor
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|-
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| Improved refining yield for moon asteroids
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| Moon Ore Grading Processor
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|-
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| style="border-bottom:solid 2px;"|Improved refining yield for ice
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| style="border-bottom:solid 2px;"|Ice Grading Processor
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|-
 +
| Biochemical reactions material usage reduction
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| Biochemical Reactor Material Efficiency
 +
| rowspan="6" style="border-bottom:solid 2px;"| Reactor Efficiency
 +
| rowspan="8" |
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|-
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| Biochemical reactions time duration reduction
 +
| Biochemical Reactor Time Efficiency
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|-
 +
| Composite reactions material usage reduction
 +
| Composite Reactor Material Efficiency
 +
|-
 +
| Composite reactions time duration reduction
 +
| Composite Reactor Time Efficiency
 +
|-
 +
| Hybrid reactions material usage reduction
 +
| Hybrid Reactor Material Efficiency
 +
|-
 +
| style="border-bottom:solid 2px;"|Hybrid reactions time duration reduction
 +
| style="border-bottom:solid 2px;"|Hybrid Reactor Time Efficiency
 +
|-
 +
| ncreased moon driling yield
 +
| Moon Drilling Efficiency
 +
| rowspan="2" | Moon Drillng Proficency
 +
|-
 +
| improved moon chunk stability, more compact asteroid field<br>and longer lasting asteroid field
 +
| Moon Drilling Stability
 +
|}
 +
 +
{| class="wikitable collapsible collapsed"
 +
! colspan = 4 style="width: 1328px" | Combat rigs
 +
|-
 +
! Effect
 +
! M-rig
 +
! L-rig
 +
! XL-rig
 +
|-
 +
| Reduced EWAR capacitor usage
 +
| Electronic Warfare Economy
 +
| rowspan="2" | EW Expert System
 +
| rowspan="4" style="border-bottom:solid 2px;" | EW and Emissions Co-ordinator
 +
|-
 +
| Improved EWAR range
 +
| Electronic Warfare Projection
 +
|-
 +
| Reduced energy neutralizer capcitor usage
 +
| Energy Neutralizer Economy
 +
| rowspan="2" style="border-bottom:solid 2px;" | EW Expert System
 +
|-
 +
| style="border-bottom:solid 2px;" | Improved energy neutralizer range
 +
| style="border-bottom:solid 2px;" | Energy Neutralizer Projection
 +
|-
 +
| Improved missile explosion velocity
 +
| Missile Precision
 +
| rowspan="2" | Missile Flight Processor
 +
| rowspan="3" style="border-bottom:solid 2px;" | Missile Fire Control Computer
 +
|-
 +
| Improved missile velocity
 +
| Missile Projection
 +
|-
 +
| style="border-bottom:solid 2px;" | Improved guided bomb velocity and explosion velocity
 +
| style="border-bottom:solid 2px;" |
 +
| style="border-bottom:solid 2px;" | Bomb Aimer
 +
|-
 +
| Improved point defence battery range and reduced capacitor usage
 +
|
 +
| Point Defense Battery Control
 +
| rowspan="4" | Extinction Level Weapons Suite
 +
|-
 +
| Improved targeting speed and range
 +
| Enhanced Targeting System
 +
| rowspan="2" | Target Acquisition Array
 +
|-
 +
| Increased maximum number of locked targets
 +
| Structure Target Multiplexing
 +
|-
 +
| Additional doomsday targets and increased secondary target damage
 +
|
 +
|
 +
|}
  
 
==Skills==
 
==Skills==

Revision as of 21:42, 22 May 2022

This article is a stub. You can help the UniWiki by expanding it.


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. [1]

To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel. [2] This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there [3] [4]

Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [5] [6]

Structure equipment

An unfitted structure offers only the most basic services and can do nothing to defend itself. To get 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.

Structure service modules
Icon standup cloning center.png Standup Cloning Center is required for using cloning services in the structure.
Icon standup market hub.png Standup Market Hub is required for using market in the structure. Contractts and direct trades can be used even without this service module.
Icon standup manufacturing plant.png Standup Manufacturing Plant enables manufacturing of everything except capital and supercapital ships.
Icon standup manufacturing plant.png Standup Capital Shipyard enables manufacturing of capital ships in the structure.

Can be fitted to large and XL sturcures only. Not allowed in high-security space.

Icon standup manufacturing plant.png Standup Supercapital Shipyard enables manufacturing of supercapital ships.

Can only be fitted on the Sotiyo engineering comples. Requires Supercapital Construction Facilities sovereignity upgrade.

Icon standup invention lab.png Standup Invention Lab enables running invention jobs.
Industry Icon.png 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 seamessly upgrade from one to the other.
Icon standup biochemical reactor.png 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.

Icon standup composite reactor.png Standup Composite Reactor enables copmposite 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.

Icon standup hybrid reactor.png 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.

Icon standup moon drill.png 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.

Icon standup reprocessing facility.png Standup Reprocessing Facility enables reprocesing.


Other modules for upwell structure will not consume fuel.

Structure weapons
Icon standup anticapital missile launcher.png Standup Anticapital Missile Launcher fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships.
Icon standup multirole missile launcher.png Standup Multirole Missile Launcher fires anti-subcapital missiles. Good againt subcapital ships but not strong enough for capital ships.
Icon standup guided bomb launcher.png 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 not be used in high-security space.

Icon standup point defence battery.png Standup Point Defense Battery AOE weapon that deals damage to everyone in its area.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon doomsday.png 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.

Icon standup ballistic control system.png Standup Ballistic Control System increases missile damage and rate of fire.
Icon missile guidance enhancer i.png Standup Missile Guidance Enhancer improves missile application and range.


Structure EWAR
Icon target max.png Standup Variable Spectrum ECM jams one target. Can be scripted for any of the sensor types.
Icon remote sensor dampening.png Standup Remote Sensor Dampener damps one target. Unlke the ship counterpart this module can not be scripted.
Icon stasis webifier i.png Standup Stasis Webifier webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly.
Icon target painter i.png Standup Target Painter blooms the signature of one target.
Icon energy neutralizer i.png Standup Heavy Energy Neutralizer drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals.
Icon track disruptor 64.png 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.
Icon focused warp disruption script.png 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 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.
Icon standup ecm jammer burst projector.png 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.

Icon standup energy neutralization burst projector.png 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.

Icon standup sensor dampening burst projector.png 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.

Icon standup stasis webification burst projector.png 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.

Icon standup target illumination burst projector.png 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.

Icon standup warp disruption burst projector.png 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.

Icon standup weapon disruption burst projector.png 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.


Structure engineering equipment
Icon armor plate.png Standup Layered Armor Plating increases armor HP by a percentage ammount.
Icon cap battery.png Standup Cap Battery increases capacitor size.
Icon capacitor recharger.png Standup Capacitor Power Relay improves capacitor recharge rate.
Icon powergrid.png Standup Reactor Control Unit increases available powergrid.


Structure electronics and sensor equipment
Icon co-processor.png Standup Co-Processor Array increases available CPU.
Icon auto targeting system i.png Standup Signal Amplifier improves targeting speed, targeting range and allows targeting more targets.

Structure rigs

Structure rigs can be used to improve certain aspects of the structure usage. Larger structure rigs improve larger number of attributes at once. This means that a single large structure can have same rig bonuses as six medium structurew shile single XL structure can have combined bonuses of up to 12 medium structures.

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