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Damage Types

Before you start repairing anything, you need to assess the repair job at hand. When you mouseover a repair job, selection brackets and at least one status bar will appear. The status bars represent:

  • Contamination (Orange bar, biohazard symbol dmg_contanim.gif)
  • Electrical Damage (Red bar, lightning bolt icon dmg_electric.gif)
  • Electronic Damage (Green bar, interconnected spheres icon dmg_electronic.gif)
  • Mechanical Damage (Blue bar, cog icon dmg_mech.gif)
  • Structural Damage (Purple bar, pillar icon dmg_structure.gif)


In order to repair something, you must first move close to it, and highlight the repair job withe your mouse. It should display selection brackets, and a few status bars. Left click to bring up the pie menu, and click Target (three converging arrows).

In order to gain an AP reward, you must fully repair all damage types of a repairjob.

Basic Tools

Starting out in the tower, you will have a Plate Splitter, Shimming Kit and Spill Kit, to repair Structural, Mechanical and Contamination damage respectively. But you won't have the skill to use Spill Kit at first, you should donate it to a Share Point, then get a Monocleaner and a Wire Splicer, which allow you to repair Contamination and Electrical damage without further training.

To equip the tools, open up the Assets menu (second from the top) and then left click the appropriate tool to bring up a pie menu. Select Equip (hand holding a blue object) and you should see the Equipped Items menu pop up. If not, you can open it by clicking the topmost icon on the left.

Alternately, you can simply open the Equipped Items menu, and drag a tool from the Assets window.

For tools beyond the starting gear, check the List of Tools.


With your Equipped Items menu open, you should see four slots, each of which represents a sub-tool (Screwdriver for Basic Mech Kit, Crowbar for Basic Build Kit and BioSponge for Bio Sponge.) Click the tool, and watch as the repair timer (light blue status bar behind the tool name) move from right to left. If you have the right tool for the job, you should see the appropriate damage type diminish slightly.

A tool will continue operating until it is clicked again, which you should do once the damage bar is empty. Then move on to the next damage type by equipping the appropriate tool and doing the same.

Hint: Two Hands for beginners

Note: tools in the left hand no longer function, and a note in the patch notes says that this will no longer work. The best way to approach repairs is to equip an appropriate tool in each hand, by manually opening Equipped Items, and dragging the tools from the Assets window. Then, you can alternately click each tool, and the repair process is twice as fast.

Note, however, that some tools may require two hands. When you equip such a tool, like the Multicleaner, both hands are shown holding the tool. In such a case, if you equip any other single-handed tool, the two-handed tool with be unequipped (from the other hand, obviously).


Stress is indicated by a rising red line on the left side of the Equipped Items window. If this line reaches the top, damage will occur to your tool. (This is hard with the default tools.) Damage is represented in the same box as stress as a fat red bar (instead of the line representing stress). If the damage bar reaches the top, the tool will be broken, and must be repaired at a Sharepoint before it can be used again.


NOT implented yet

The trade-off skills you use might affect the quality of the repair. When the quality is low, the service hatch will be more vulnerable to damages.


Note: Charges are being redesigned, so currently in the beta test, no item is consuming charges.

If you're using an item that has a limited number of charges, then the green bar on the right side of the Equipped Items window indicates the remaining charges. For example, the Bio Sponge has 150 charges, and use 1 everytime you use its Biosponge function. An item that has run out of charges can likewise be recharged at a Sharepoint

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