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Activate

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Activate
to turn on, supply with power, enable


Most modules in EVE are dormant (provide no effect) until activated. Likewise, most modules are activated by clicking on the item in the interface.

Activating a module does two things: First, it will cause the module's activation cost to be applied to the ship's capacitor state.

Second, it will cause an effect - either immediately (after which the module recycles or cools down), continuously for its duration, or at the end of the module's duration.

Auto-reactivate: most modules also permit auto-reactivation. That is, unless specified otherwise, once you activate the module, it will reactivate until either there is not enough charge in the capacitor to reactivate it, or until it is deactivated. This can be enabled or disabled through the game interface.


Exceptions

Passive modules: These modules enhance (and/or degrade) particular abilities of the ship. They are always in effect and can neither be activated nor deactivated short of uninstalling the module.

State Modules: These modules, typically carried by capital ships, cause the ship equipping them to 'change modes'. This change usually renders the ship immobile. Examples: Siege Module, Triage Module, Industrial Core.



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