Nanite Repair Paste
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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. 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 Thermodynamics article.
Nanite Repair Paste In Depth
- Size: 0.01m3 - the same size as a mineral unit; 100 paste will fit in 1m3 of cargo space
- Cost: 11,700 isk/u NPC-seeded
Using Nanite Repair Paste
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.
NPC-seeded at a wide variety of stations. Confined entirely to Empire (not seeded in any NPC 0.0), and primarily high-sec, it is still occasionally available on the outer fringes of low-sec. Due to its small size, it can be found imported at a healthy markup in most areas of inhabited NPC 0.0 - expect to pay two to four times as much for imported paste.
- 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.
- You can jump or dock while repairing, which will have the same effect as canceling the repair manually.
- You 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!
- Nanite efficiency is based on the base cost of the module, rather than amount of HP repaired.
- All modules have 40hp, but base cost varies wildly.
- Base efficiency for a theoretical (but impossible) full repair (0/40hp remaining) is approximately 0.0000775 paste per isk of base item cost.
- To couch this in more relatable terms, this means that an item with a base cost of 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.
- The Nanite Operation skill reduces consumption by 5% per level. At V, nanite efficiency will be 0.000058125/isk, or ~58 units of paste per 1m isk base cost.
- NPC station repair costs are equal to the item base cost, modified marginally by standing. Base repair cost with nanites is 7.7x11700=90,090 per 100,000 isk, or 10% less. 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.
- Nanite paste has a base repair speed of 10hp per minute, independent of module type or cost.
- As all modules have 40hp, and paste cannot be used to repair 100% damaged items, the most time a repair can take at base skill levels is 3:54 on a 97% damaged module.
- The Nanite Interfacing skill improves repair speed by 20% (or 2hp) per level. At V, repair rate is 20hp per minute with a max repair time of 1:57.
Module Repair Costs
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.
- As a general rule, base cost is usually around 1/4 of the Empire price of an item. This mostly applies to T1 items, but T2 items for which demand is not extremely high tend to follow this as well.
- As you might suspect, battleship-class modules have much higher base costs than frigate-class modules. This applies mostly to Afterburners, Microwarpdrives, Armor Repairers, and Shield Boosters. Most larger modules also produce less heat damage however, so the difference in nanites consumed per amount of time overheated is not as pronounced.
- T2 items have the highest base cost at around 2-6x that of T1.
- Named items often have lower base costs than T1, and are never higher.
- Faction, Deadspace, and Officer items have wildly varying base costs. Most are similar or identical to named, others T1, and a few are higher than T1 but still much lower than T2. Officer/Deadspace MWDs are an odd exception to this, as all of them have the same base cost regardless of size class (790k). 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.
Much of the preceding was taken directly from two great posts by Dagam in this thread. The formatting doesn't quite hold up under the wiki's code tags, or I probably would have just pasted the contents in here and called it a day.