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Nanite Repair Paste is an NPC-seeded item type added to the game in the Trinity expansion used for in-flight repairs to modules damaged by overloading, a function of the Thermodynamics skill. After the Tyrranis expansion, nanite repair paste became a produceable commodity through planetary interaction. 'Nanite Repair Paste does not require any skills to use
', but its use is affected by two: Nanite Operation and Nanite Interfacing, which modify consumption amount and repair speed, respectively.
If you already use Thermodynamics at all, Nanite Repair Paste will be your new best friend. If you don't use Thermodynamics, but can, you should give it a try now that module repairs can be effected anywhere, even while cloaked.
For more detailed information on what overloading is and what to use it on, see the main 'Overheating
' article.
To use Nanite Repair Paste in your cargohold to repair a damaged module, right-click the module on your HUD and select Repair. It will start flashing brightly, and when the repairs are finished (or canceled), it will consume paste from your cargohold. If you don't have enough paste to affect repairs of the selected module(s), it will tell you as much and will not begin repairs.
Nanite Repair Paste is a produceable commodity through planetary interaction. It is a level 3 commodity and requires the purchase of the nanite repair paste BPO to produce.
'Cannot
' be used while overloading any modules.'Cannot
' be used on an active module.'Cannot
' be used to repair a 100% damaged module (0/40hp). These must first be repaired to at least 1hp at a station.'Can
' be used to repair an offline module with at least 1hp remaining.'Can
' be used on an inactive module while other modules are active.'Can
' be used to repair any inactive modules while cloaked (everything but the cloak itself, of course).'Can
' repair multiple modules at once.'Can
' be canceled mid-repair, and will retain whatever repairs could be completed in the time it was active. Canceling a repair on a module that takes 1-2 paste to repair fully is occasionally problematic, and will round down - e.g. you need to have repaired enough HP to take at least one unit of paste before canceling mid-repair will result in any repaired damage or paste consumed. No paste is ever consumed without appropriate repairs being done, however.'can
' jump or dock while repairing, which will have the same effect as canceling the repair manually.'can
' repair a passive module (such as a plate, extender, or EANM) without taking it offline, and you still receive the benefit from passive modules while repairing them. Capacitor batteries were fixed and can now be repaired while online!'100k isk
' will cost '7 or 8 paste
' to repair; an item with a base cost of '1m isk
' will cost '77-78 paste
' to repair.'0.000058125/isk
', or '~58 units of paste
' per '1m isk
' base cost.'Even without the Nanite Operation skill, repairs with nanite paste are always slightly cheaper than repairs at NPC stations. With Nanite Operation trained up, repairing with nanite paste is significantly cheaper than at NPC stations.
'Again, the quantity of nanite paste consumed to repair an item is dependent on its base cost. You can easily find the base cost of a module by looking it up in the Item Browser subsection of Evemon's skill plans.
'In most cases, this makes faction items prime candidates for overloading as they produce similar or less heat damage while being radically more effective and cheaper to repair than their T1 or T2 counterparts.
'