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NO MAN'S SKY RESOURCES
UPGRADE MODULES
Upgrade Modules are consumable products which can greatly improve properties of the installed technologies in a player's exosuit, exocraft, multi-tool, or starship.
They come in the form of different classes, each with a range of potential stats.
Moderate (C) / Significant (B) / Powerful (A) / Supreme (S) / Suspicious (X) / Anomalous (?)
They can be bought with nanites from technology merchants in space stations, or obtained from other sources (Damaged Machinery, Operations Centres, Crashed Ships, and so on). Unwanted modules can be sold to these merchants for nanites to spend on more desirable modules. The prices vary between locations and it can be wise to buy an S-class module in a system offering a cheap supply due to its random property (See Below). Once installed, modules can be packaged away again, turning them back into items until reinstallation. Never installed technology modules are much more valuable for sale than used 'packaged' technology modules.
With the right modules, players can be any combination of fast, resilient, and powerful. Technology blueprints and tech upgrade blueprints do not count as a module, thus can be used in combination with them.
When adding slots, players can click on the tech area of their inventories to add the slot to tech instead of cargo.
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Upgrade Stat Generation:
Upgrade modules follow a static progression during module installation, but the generation seed is used for all module families at the same time and changes during the installation of one for all of them. This means the name and stats of a specific upgrade changes whenever any other type of upgrade module is installed, whether it be Exosuit, Starship, or Multi-tool. The new module they change into correlates to their order of installation. The seed is static!
If the game is reloaded, the exact same pool will be offered to the player, no matter the order they install other modules. If an S-class module had 200 ly Hyperdrive Range bonus on the third installation no matter in what order the former modules are installed or their class, if the same S-class module is used third again, it will once again be the 200 ly bonus module even if the name changes. Only if used second or fourth will it change! This is independent of overall mods and stat bonuses currently installed in your inventory. The module pool remains static at all times!
Dismantling a module does not affect the module pool. It will not be rerolled. This guarantees the exact same item when purchased afterwards and can be used to dismantle a lesser module before installing a new one to keep the old synergy after reload.
When you buy a high-grade module, create a restore point (e.g. get in and out of your starship), then install the module. If it is worse than your bonus target, reload the game and buy a cheap C-class module. Install it and dismantle it immediately. Your module pool now is rerolled and the former useless item might be useful now. Then repeat the above procedure until you get module stats you are happy with. This way you can prevent wasting huge amounts of nanites by sacrificing low grade modules. Just remember that the module order is static, so reloading to change it won't work. The installation order has to be mixed up.
EXOSUIT
n/a
n/a
n/a
n/a
20
10 (11)
5
1
20
1
50
25
50
25
100
50
110
75
5
1
Life Support
Life Support Tanks
Solar Panel Power
B 1-2
A/S 2
X 1-2
100
n/a
5
1
1
10
150
n/a
10
10 (11)
5
20
165
5
15
20 (21)
15
30
100
1
10
10
5
10
150
1
15
20
10
20
220
10
20
30
30
50
200
5
15
30
15
40
235 (234)
15
25
50
35 (36)
50
240
20 (21)
30 (31)
60
40
60
100
1
10
1
5
10
Movement
Jetpack Tanks
Initial Boost Power
Fuel Efficiency
Sprint Recovery Time
Recharge Rate
Sprint Distance
Always
C 0-1
B 2-3
A 3
S 3
X 3
20
10
20 (33)
15
20 (33)
20
20
15
20
20
20 (33)
30
20
30
20 (33)
35
20 (33)
34 (35)
20
10
Defence Systems
Core Health
Shield Strength
C/B 1-2
A/S/X 2
n/a
n/a
265
180
200
265
220
265
10 (11)
1
Toxic Protection
Toxic Protection
Always