No Man's Sky Wiki

Ship module layout can improve further[]

The pulse engine and hyperdrive layout shown isn't the best possible layout. The resulting ship is slower, less manoeuvrable, with shorter jump ranges than are available. For improve results, revise to give the best upgrade four adjacencies and thereby maximise its incoming bonus multiplier, and so on. u/Flimsy_Pomelo. 202.153.221.181 11:59, 1 November 2020 (UTC)

Whilst a cross shape can in some case provide a marginally better stat for hyperdrive range; it is not much & is not worth the sacrifice of not being able to place other tech in a box shape, which is what benefits most techs. The only way that the cross shape is a viable option is if you have no desire to develop any other tech at all.
It is the layout in the general slots that can improve. 202.153.221.181 22:49, 16 November 2020 (UTC)

Changes to stat generation in Beyond[]

At the start of Beyond it seemed like stat generation worked the same as it is described in this page. There have been a couple of patches since then and in the current build of the game it seems like a specific individual module has fixed stats no matter when it is installed. Can anyone else confirm this or have I just been very unlucky? Notsononymous36483 (talk) 14:51, 8 September 2019 (UTC)

Hazard Levels[]

I now saw 8 instances, the newest one being the rest period on white world (since NEXT only on temperature worlds or maybe any weak hazard). I think there might be 9. I need an extreme scorched world to test the night hazard for extreme. Who knows... some of those small steps are extremely pointless. 3-9 seconds in either mode. Why even have them?!Thamalandis (talk) 16:00, 5 October 2018 (UTC)

We are at 9 now and thanks to temperatures and a desert to stand in I can confirm that hazard intervals are IF AT ALL on a per planet basis. So we need to sort biome + situation into the chart. Yippie! Rework 3.Thamalandis (talk) 02:48, 6 October 2018 (UTC)

Tier System vs Margins[]

Currently in out tables on the subpages we use the Tiers. We document all versions. While I am in favor of keeping all points alive, we could do that in a margin. So the lowest found and the highest. So 202 and 224 and 248 would be 202-248... etc. This would still highlight the currently known top margin module names, but not all intermediate steps. Gauss curve or not, tier system by lack of combinations or not, this would reduce the currently building clutter.Thamalandis (talk) 03:25, 2 October 2018 (UTC)

Note the above is PER NAME... not overall per class!!Thamalandis (talk) 03:25, 2 October 2018 (UTC)

Hazard Modules[]

Their drain is static, using them on danger 2 and especially 1 seems like a waste of batteries and the class defines the lifetime. My heat module is still an oddity. Started on the minute it lives 15 seconds longer than its brethren which die 3 minutes in for all types. Same place, not same result for its peers. I am not 100% sure where I got it, but one of the tested is from Polo and it generated the same as one bought. So no Polo bonus! Hazard Modules are NOT static, but getting that one with the few seconds extra might be very rare...Thamalandis (talk) 22:19, 27 September 2018 (UTC)

Name Generation[]

While it looked like each name is affixed to fixed numbers - they still are... - there also seems to be a lack of combinations. So the game creates a higher version of lower names when it runs out of them. Which is problematic... The first time we saw it was with the outsourced blaster and the Amplifier. I asked if it might be a mistake. Going by the picture of Kyan - and I got THE OTHER ONE - there is indeed a tier system. So something akin to Mk.I and Mk.II. While the game sadly doesn't number them by Mk.X to make it easier the rule of thumb is still "same name, same gain"... unless you got a rare Mk.II roll. Thanks HG... why didn't you stick to syllable combinations of nonesense. More options for you... Two Amplifiers it is then (@Gorla/Quaestcomm)Thamalandis (talk) 00:12, 26 September 2018 (UTC)

Prices[]

Should we make a list of special places? Seeing as we can at least still use portals to go shopping. I found my first module with -% cost. It is REDUCED! Those rare finds should be recorded... maybe. For those interested, Movement Modules are damn cheap in Beta Polaris!Thamalandis (talk) 01:56, 25 September 2018 (UTC)

Modules and RNG[]

I just posted a shield module and read over them again. I love how the two examples there highlight that a good module in A trumps a bad one in S. Of course if 6 "superior" S class item exist in each pool it won't matter as that is the maximum possible per type. But just the offchance that the best combo is A+S modules not pure S is fascinating. Thamalandis (talk) 00:54, 22 September 2018 (UTC)

I managed to gain a 100% carbon copy of the same module for life support. So I guess you can just have 6 of THE BEST. It is all about luck. Doubling is fine for some reason (had it in the B modules from a quest). Installing two of the same module works fine. For a time I thought it might prevent rolling the exact same again. I guess it doesn't. So... the best is the best. Happy min maxing! Thamalandis (talk) 00:30, 25 September 2018 (UTC)

Pulse Engine Modules[]

I think HG dropped a zero there. All I saw was 1-4% Boost in C class. Might be better later, but those upgrades are horrid even as a "base". The Photonix Core base technology is eons above it and most a ship needs to be useful. Not that I would complain about quicker travel between planets. But that is not what Boost is... that is just planetary travel, not space. Thamalandis (talk) 06:50, 9 August 2018 (UTC)

Module "types"[]

There clearly are different attributes and different names... interchangeable. Sometimes down to the %. I wonder if those are "additive" so have a hidden X base value per attribute and main word. I think those get rerolled each time you install a module (the words) as that is what I see.

Yeah, when you buy several, check on them and then install one, the word can change - and the ultimate value like 1% for C - but the attribute stays the same... The only total change I saw was Lightning Batter -> Vector Grafts under a specific order of unsing the upgrades, it being last (so its 3rd roll). Maybe the shop % is the chance to gain a higher ranked item? So more % more unique? Due to the strange rolls I thought it gives a bonus to base items. But the % growth for a changed word by 1% was odd for that. I'll get more Nanites for high % indepth research.Thamalandis (talk) 23:28, 2 August 2018 (UTC)

The % value on buy is the trading % value under or above the galactic trade value. If the base value of an Module is 100 nanties than the galactic is 110 and if you could buy it for about 105 nanites the % would be -4,5%. Maybe it would make sense to create subpages for the different module type where then concrete modules could be postet with a gallery.--Tardek (talk) 14:10, 8 August 2018 (UTC)

Yes it is price based... as described on the page. That was like 6 days ago when I started to experiment with it. A bit late. There is a RNG loottable that doesn't reset without using one - thus my tip for players - but the % is just pricing. I do disagree, we do not need subpages for each type of module to add pictures. They all look 90% THE SAME. One picture for the module family is enough.Thamalandis (talk) 14:23, 8 August 2018 (UTC)
I just got Sodium Armour... I think 18% in a C-class definetly reinforces my point that a higher class module doesn't need to be better. So I think that is proven. The amount of good modules is just higher per class.Thamalandis (talk) 07:00, 9 August 2018 (UTC)

Beyond changes[]

I noticed that with the Beyond update almost, if not all, module types have different icons now. I'm not sure how we should handle these though. Should we make separate pages for each module type or just add to each section the corresponding image? Gorla (talk) 22:07, 28 August 2019 (UTC)

Thank-you[]

Fantastic addition by Trajos, adding the iconography, which I couldn't get to work previously. Thank-you. I've copied your changes over to the identical tables in 'blueprints'. I wondered if you knew how to make the columns with the letters in into a coloured background also, based on the colours of the tech family in game when adjacency bonus is activated. I've seen it on the 'technology bonus' page & could look into the code; but don't want to mess up the hard work you & myself have put into the upgrade module & blueprint pages; by making any mistakes. I wondered if you might be better qualified to sort this out instead of me?

EDIT: No worries, I figured it out & have made the changes.

Unmentioned Capabilities[]

Modules and other similar technology items can now be repackaged / stowed for later use. Although these items cannot be traded with players, they have other uses...

  • Such as simply making room in the tech slots, without destroying a good upgrade module.
  • For exocraft and starship modules. This way you could move tech from one craft to the other -- where ever it will fit best or is needed most.
  • To sell the module for nanites instead of units. Although, this is EXTREMELY inefficient as all 'used' mods will be worth only 16 nanites.
  • There are other highly specific use cases for this. Such as taking an Incinerator off of the multitool it spawned with to put it onto a better one.

Link jon (talk) 05:33, 27 February 2023 (UTC)

Note in Tips Section is Unnecessary[]

The added second paragraph in the Tips section is unnecessary, and extremely personally judgmental. It does not add any actual value to the information on the page, or about the topic of the page (Upgrade Modules). The vast majority of players tend to be of the philosophy, "Play the game the way you enjoy it." There are any number of reasons why someone may want to do the re-roll / restore point trick for trying to get a better upgrade module, and frankly given that you can just turn off costs whenever you want, something like what is suggested here as a potential tip is miniscule in the long run. Leave the subjective, personal commentary to the talk pages or reddit. It's not appropriate for an informational page like this. ESONOFANDER

I see it exactly the same way. The section has been removed until further notice. Thanks for the tip. Artifexity (talk) 09:50, 13 September 2024 (UTC)
Removed section: Note: This practice is commonly referred to as 'save scumming', and is considered by some to be a form of cheating which may not allow you to experience the game as intended. Much of the joy of finding a great module is trivialized by doing this, consider mod hunting legitimately and avoid the tediously long wait times of logging back in repeatedly.
I hope no one minds the small tweak I made, I absolutely agree with the above, but I just added a more neutral point of view (not really needed on a tips section) that I think covers all bases. The paragraph now reads: "The game allows for buying a high-grade module...". It also sounded a bit more 'tippy' to me. Llamageddon2012 (talk) 12:29, 13 September 2024 (UTC)