No Man's Sky Wiki
The subject of this article is from the Aquarius update.
The information from this article is up-to-date as of 22 October, 2024.

Upgrades are technology improvements.

Summary[]

Upgrades are a type of technology that improves an installed technology. Upgrades are are divided into two types: fixed, which is upgrades with blueprints that can be acquired in some sources, and procedural, which is upgrades that does not have a blueprint (generated by procedural generation) and can be installed by some type of Upgrade Module. The said module ALWAYS provides a procedural upgrade.

Installed upgrade can be place adjacent to its parent technology or a technologies family to create an adjacency bonus, which strengthen the upgrade, or in Supercharged Slot for stronger effects than adjacency bonus. The stats that it upgrades are indicated below the technology's game description.

Upgrades Source[]

  • From several sources, such as from missions, or several buildings.
  • An Upgrade Module can be purchased from a Technology Merchant, or from other sources.
  • A player can fish a Rusted Technology as flotsams, which is similar to Upgrade Modules.

A player may install their upgrades through installation, or from unpackaging an Upgrade Module. Sufficient empty slots is needed in the Technology slot, through.

Classes[]

All upgrades usually have a class system, and exists in the following order: C < B < A < S. Technology with X-Class only exists in Pirate-Controlled Systems (from a Technology Merchant in the Outlaw Station), but are better than S-Class upgrades.

  • C - worst upgrades, but cheaper than all upgrades (~50-65 NANITES on average). C-Class upgrades usually have one stat only.
  • B - upgrade with medium strength. B-Class upgrades usually have two stats with medium improvements.
  • A - strong upgrades. A-Class upgrades usually have three stats with strong improvements.
  • S - very strong upgrades, but more expensive (~250-300 NANITES on average). S-Class usually have four stats which is the maximum number of stats.
  • X - the upgrade only exists in Pirate-Controlled Systems. Better than S-Class upgrades.
  • ? - unknown/indeterminate upgrades. Usually have four stats which is randomised from weak - strong.
  • ! - permanently damaged upgrades. Usually have four stats which is randomised but will usually worse.

How It Work: Fixed Upgrades[]

Fixed upgrade function normally as technology normally does. It can be installed and moved in the Technology slots, and is installable (once the blueprint is learned). Installation need a fixed amount of resources and sometimes tradeables, but can be dismantled to return a partial amount of resources, or stored for later use. A fixed upgrade will always have the same bonus stats, and will NOT change if the upgrade was removed but then re-installed.

How It Work: Procedural Upgrades[]

Like fixed upgrades and how does normal technologies work, it can be dismantled or stored. However, it function differently from fixed upgrades or normal technologies.

A procedural upgrade have randomised which contains prefixs and suffixs. The name have no effects on stats, but you can have two upgrades with the same name but different stats. Dismantling the upgrade return parial resources but cause the upgrade to disappear permanently (re-installation is impossible without Save Editor tools). If numbers of installed procedural upgrade is >3, the upgrade automatically gets overloaded, while fixed upgrade have no penalties when numbers of fixed upgrade >3. Procedural upgrades also use a unique decimal system, which always round down stats, making +90% stats impossible. It does not round down 1/3 stats, for example 33.3333% are round down to 33%.