Upgrade Module

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The subject of this article is from the Desolation update.
The information from this article is up-to-date as of 22 September, 2020.
Upgrade Module
Upgrade Module
Category Consumable
Type Moderate (C)
Significant (B)
Powerful (A)
Supreme (S)
Upgrade
Release Desolation

Upgrade Modules are consumable products. These are important additions to base technologies and enhance them.

Summary[edit | edit source]

Upgrade Modules can greatly improve properties of the installed technologies in your exosuit, multi-tool, or starship. These can be bought with nanites from technology merchants in space stations. Unwanted modules obtained from other sources (Damaged Machinery, Operations Centres, Crashed Ships, and so on) 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. At 400 nanite cost, 5% can mean around 20.

You will never be able to install all existing modules at the same time. Choose the ones that suit your play style and feel like the most fun for your character. With the right modules, you can be any combination of fast, resilient, and powerful. Technologies do not count as a module and their limit and thus can be used in combination with them.

Mechanics[edit | edit source]

Properties[edit | edit source]

Modules are one-off purchases. You can dismantle them and gain resources, but not reinstall them like technologies. Plan ahead and install modules of the same type next to each other, to benefit from the synergy bonus.

You can only install three of the same module family in each of the base inventory and the technology slots, amounting to a maximum module count of six (3+3) per family.

Upgrade Stat Generation[edit | edit source]

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.

Quality[edit | edit source]

Each module exists in the typical class order: C < B < A < S.

  • C-class modules, valued at ~65 nanites, often contain upgrades with bad stats. For module types with at least four possible stats, upgrades from these modules will usually have one stat.
  • B-class modules, valued at ~150 nanites, often contain upgrades with mediocre stats. For module types with at least four possible stats, upgrades from these modules will usually have two stats.
  • A-class modules, valued at ~300 nanites, often contain upgrades with good stats. For module types with at least four possible stats, upgrades from these modules will usually have three stats.
  • S-class modules, valued at ~500 nanites, often contain upgrades with very good stats. For module types with at least four possible stats, upgrades from these modules will usually have four stats.

Technology merchants always sell C-class (or B-class, for Exosuit module types lacking a C-class quality) modules for each module type. They also stock a random assortment of higher-class upgrade modules which varies between star systems.

If the player is unlucky, their new A-class module can be worse than their old C-class module, especially for those having only one stat (Starship Shield etc.) due to the low % ranges overlapping the top-tier of lower classes.

Names[edit | edit source]

Names are generated by adding random Prefix (adjective) and Suffix (subsystem name), and have no direct effect on module stats. You can have 2 module with the same name but very different stats depending on the order of installation.

Values[edit | edit source]

No Man's Sky uses a decimal system that always rounds down. So while there might be a hidden 0.1 to 0.9999 in any maximum value of any module, a true 90% can never be reached. Thus all numbers below that are like 89% are all rounded down by the game but effectively are part of the maximum. This does not go for 1/3 which is shown as 33% as 33.333% is still rounded down to 33%. The player notices no difference for absolute non-linear values and numbers based on fractions.

How to Install Modules[edit | edit source]

Press Psbutton.circle.png/KEY.E.png/XBOXBUTTON.X.png (PS4/PC/Xbox) on a module and click on a General or Technology slot to install it. Installing them in general slots comes at the expense of inventory space. For example one can install three movement modules in general slots and three more movement modules in the technology slots and have their cumulative bonus.

Tips[edit | edit source]

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 (see bonus stats on the module family pages), 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.

Technology Blueprints & Upgrade Modules[edit | edit source]

Exosuit Modules[edit | edit source]

Tech Layout - 1. Exosuit

Technology Blueprints[edit | edit source]

Technology / Upgrade Effect
 

CLASS.C.png

Render.cell.png Life Support Keeps the player alive and provides power for movement
RENDER.CELLMOD.png Oxygen Recycler Increases life support capacity by 10%
CLASS.A.png RENDER.CELLMOD.png Oxygen Rerouter Uses Life Support system as an emergency oxygen supply
 

CLASS.B.png
CLASS.B.png
CLASS.C.png
CLASS.C.png
CLASS.C.png
CLASS.C.png

Render.protectgeneric.png Hazard Protection Protects from extreme temperatures, radiation & toxicity
RENDER.PROTECTGENERICMOD.png Shield Lattice Increases Hazard Protection's protection duration
Render.helmet.png Aeration Membrane +34% Underwater Breathing Efficiency
Hazard Protection - Toxic Suppressor.png Toxin Suppressor Supplements Hazard Protection in toxic environments
Hazard Protection - Radiation Deflector.png Radiation Deflector Supplements Hazard Protection in radioactive environments
Render.protectcold.png Thermic Layer Supplements Hazard Protection in cold environments
Render.protectheat.png Coolant Network Supplements Hazard Protection in hot environments
 

CLASS.S.png

CLASS.A.png

CLASS.A.png

CLASS.B.png

Render.jetpack.png Jetpack Allows a player to temporarily fly
RENDER.JETPACKMOD.png Airburst Engine Allows a player to recharge exosuit jetpack while airborne
RENDER.JETPACKMOD.png Rocket Boots Enables advanced Jetpack functionality
RENDER.JETPACKMOD.png Efficient Water Jets Uses jetpack for faster underwater travel than swimming
RENDER.JETPACKMOD.png Neural Stimulator Increases running distance and Jetpack flight time
CLASS.S.png

CLASS.A.png

CLASS.B.png

CLASS.C.png

AUTOTRANSLATOR.png Advanced Translator Temporarily translates 3 words in each interaction
AUTOTRANSLATOR.png Superior Translator Temporarily translates 2 words in each interaction
AUTOTRANSLATOR.png Simple Translator Temporarily translates 1 word in each interaction
ARTEMISTRANSLATOR.png Artemis Translator 1 word in each interaction created during the Artemis Path
TECH.POWERGLOVE.png Haz-Mat Gauntlet Required to harvest some substances, e.g. flowers
RENDER.PERSONALREFINER.png Personal Refiner Single item refiner that you carry with you at all times
PRODUCT.HEXCORE.png Star Seed Reward for finishing the Atlas Path. Grants a boost to health
Product.atlasstone.png Remembrance Reward for finishing the Artemis Path.
Grants a boost to health & grants access to Remembrance Terminals

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.CELLMOD.png Life Support Upgrade B 1-2

A/S 2

Life Support Tanks n/a 5 20 20 50 50 100
Solar Panel Power 0 10 0 25 25 50
RENDER.JETPACKMOD.png Movement System Upgrade Always Jetpack Tanks 100 150 100 150 150 200 200 225
Initial Boost Power n/a 0 5 0 5 5 10
C 0-1

B 0-2

A 1-2

S 2

Fuel Efficiency 5 10 10 15 10 20 10 20
Sprint Recovery Time 0 10 10 20 20 30 30 50
Recharge Rate 0 5 5 10 10 15 15 25
Sprint Distance 10 20 10 30 20 50 40 50
RENDER.SHIELDMOD.png Defence Systems Upgrade C/B 1-2

A/S 2

Core Health 20 (shows as 33)
Shield Strength 90 95 85 90 80 90 80 90
Hazard Protection - Toxic Suppressor.png Toxic Protection Always Toxic Protection n/a 180 265 200 265 220 265
Hazard Protection - Radiation Deflector.png Radiation Protection Always Radiation Protection n/a 180 265 200 265 220 265
Render.protectheat.png Heat Protection Stats

show

wrong

Heat Protection n/a 180 265 200 265 220 265
Render.protectcold.png Cold Protection Cold Protection n/a 180 265 200 265 220 265
Render.helmet.png Underwater Protection Oxygen Tank n/a 180 265 200 265 220 265

Add new modules directly to Life Support Upgrade; Movement System Upgrade; Defence Systems Upgrade.

Starship Modules[edit | edit source]

Tech Layout - 2. Starship

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
 

CLASS.S.png

CLASS.B.png

Render.landinggear.png Launch Thruster Required for landing and lift-off
RENDER.LANDINGGEARMOD.png Launch System Recharger Recharges LT at 4% per minute
RENDER.LANDINGGEARMOD.png Efficient Thrusters Launch cost -20%
 

CLASS.S.png

CLASS.A.png

CLASS.A.png

RENDER.PULSEDRIVE.png Pulse Engine Powers all in-system flight
RENDER.PULSEDRIVE.png Sub-Light Amplifier Increases pulse engine speed
RENDER.PULSEDRIVE.png Instability Drive Increases fuel efficiency
RENDER.PULSEDRIVE.png Photonix Core +25% Power, +15% Boost, +11% Maneuverability
 

CLASS.C.png

RENDER.SHIELD.png Deflector Shield Energy shield that protects spacecraft
RENDER.SHIELDMOD.png Ablative Armour +7% Shield Strength
 

CLASS.S.png

CLASS.A.png

CLASS.A.png

CLASS.B.png

Render.hyperdrive.png Hyperdrive Travel to Yellow Systems
TECHNOLOGY.INDIUMDRIVE.png Indium Drive Travel to Yellow, Red, Green & Blue Systems
TECHNOLOGY.EMERILDRIVE.png Emeril Drive Travel to Yellow, Red & Green Systems
TECHNOLOGY.INDIUMDRIVE.png Emergency Warp Unit Allows escape from combat by warping
TECHNOLOGY.CADMIUMDRIVE.png Cadmium Drive Travel to Yellow & Red Systems
 

CLASS.C.png

RENDER.SHIPPROJECTILE1.png Photon Cannon Rate: 7 shots/sec / Overheat: 5.6s / Cooldown: 4s
RENDER.SHIPPROJECTILE1MOD.png Non-Linear Optics +21% Heat Dispersion
 

CLASS.B.png

RENDER.PHASEBEAM.png Phase Beam Spacefaring beam weapon and asteroid mining tool
RENDER.PHASEBEAMMOD.png Fourier De-Limiter +11% Heat Dispersion
 

CLASS.B.png

RENDER.PHOTONBLAST.png Positron Ejector 20 shot, wide cone of destruction, lacks range
RENDER.PHOTONBLASTMOD.png Fragment Supercharger +20% Accuracy / +25% Range
 

CLASS.B.png

RENDER.PHOTONACCEL.png Infra-Knife Accelerator Rapid sequences of fire.
RENDER.PHOTONACCEL.png Q-Resonator Changes 2 shot to 3 shot per volley, increasing Dmg
 

CLASS.B.png

RENDER.IONBLAST.png Cyclotron Ballista Large concentrated ball of charged particles
RENDER.IONBLASTMOD.png Dyson Pump +11% Heat Dispersion
 

CLASS.B.png

Rocket Launcher.png Rocket Launcher Highly destructive weapon
RENDER.ROCKETMOD.png Large Rocket Tubes +20% Heat Recovery
RENDER.SHIPTELEPORT.png Teleport Receiver Increases material teleport range from 50u to 150u
RENDER.SHIPSCAN ECON.png Economy Scanner Grants ability to check a system's economy details
RENDER.SHIPSCAN COMBAT.png Conflict Scanner Grants ability to check a system's Conflict Level

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.PULSEDRIVEMOD.png Pulse Engine C 1-2

B 2

A 2-3

S 3

Fuel Efficiency 5 10 10 15 15 20 20
Maneuverability 0 5 0 10 5 12 5 12
Boost 0 5 5 10 5 15 10 15
"RENDER.SHIELD.png Deflector Shield Always Shield Strength 10 20 10 20 20 30 30 or 40
RENDER.HYPERDRIVEMOD.png Hyperdrive C/B 1

A/S 2

Warp Cell Efficiency n/a n/a 100 100
Hyperdrive Range 50 100 100 150 150 200 200 250
RENDER.SHIPPROJECTILE1MOD.png Photon Cannon

(Damage Stats don't

appear as they should)

C/B 1-2

A 2-3

S 3

Fire Rate 0 1 1 2 2 3 3
Heat Dispersion 0 1 1 2 2 3 3
Damage 8 16 12 20 16 24 20 (6) 28 (8)
RENDER.PHASEBEAMMOD.png Phase Beam

(Damage Stats don't

appear as they should)

C/B 1-2

A/S 2

Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
RENDER.PHOTONBLASTMOD.png Positron Ejector

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 5 10 10 14 14 15 15
Heat Dispersion 1 5 5 10 10 15 15
Damage 2 6 4 10 8 10 10 (3)
RENDER.PHOTONACCELMOD.png Infra-Knife

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 1 5 1 5 5 10 5 10
Heat Dispersion 1 3 3 5 5 7 7 9
Damage 2 6 4 10 8 12 10 (6) 12 (7)
RENDER.IONBLASTMOD.png Cyclotron

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 1 5 1 5 5 10 10 15
Heat Dispersion 10 20 20 25 25 30 30 35
Damage 2 6 4 10 8 12 10 12

Please add new modules directly to Pulse Engine Upgrade; Hyperdrive Upgrade; Deflector Shield Upgrade;

Photon Cannon Upgrade; Phase Beam Upgrade; Positron Ejector Upgrade; Infra-Knife Accelerator Upgrade; Cyclotron Ballista Upgrade.

Living-ship Modules[edit | edit source]

Tech Layout - 3. Bioship

Technology Blueprints[edit | edit source]

Technology / Upgrade Effect
BIOTECH.BRAIN.png Neural Assembly Vertical Take-off System
BIOTECH.HEART.png Pulsing Heart Starship Flight Booster
BIOTECH.EYECLUSTER.png Singularity Cortex Lightspeed Warp Drive
BIOTECH.SCALES.png Scream Suppressor Spacecraft Hull Protection
BIOTECH.EYE.png Grafted Eyes Spacecraft Laser Device
BIOTECH.LUMPS.png Spewing Vents Spacecraft Projectile Weapon

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
BIOTECH.BRAIN.png Neural Assembly Always Launch Cost 5 10 10 15 15 20 20
Automatic Recharging No Yes
BIOTECH.HEART.png Pulsing Heart 1-2 Fuel Efficiency 5 10 10 15 15 20 20
Maneuverability 0 5 0 10 5 12 5 12
Boost 0 5 5 10 5 15 10 15
Always Teleport Receiver Activated (Hidden)
BIOTECH.EYECLUSTER.png Singularity Cortex Always Hyperdrive Range 50 100 100 150 150 200 200 250
Possible Warp Cell Efficiency 100 100
Always Hyperdrive Scramble Activated (Hidden)
BIOTECH.SCALES.png Scream Suppressor Always Shield Strength 0.05 0.1 0.05 0.1 0.1 0.2 0.2 (30)
Scan Activated (Hidden)
BIOTECH.EYE.png Grafted Eyes

(Damage Stats don't

appear as they should)

1-2 Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
BIOTECH.LUMPS.png Spewing Vents

(Stats don't appear

as they should)

1-2 Fire Rate 0 1 1 2 2 2.1 (3)
Heat Dispersion 0 1 1 2 2 3 1900 2700 (3)
Damage 8 16 12 20 16 24 20 (6) 28 (8)

Multi-tool Modules[edit | edit source]

Tech Layout - 4. Multi-Tools

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
RENDER.BINOCULARS NEXT.png Analysis Visor Allows you to scan your environment
CLASS.A.png RENDER.BINOCSMOD.png Survey Device Allows you to search for hotspots
 

CLASS.B.png

RENDER.SCAN NEXT.png Scanner Highlights a selection of resources within its scan radius
RENDER.SCANMOD.png Waveform Recycler -20% Recharge Time / +11% Scan Radius
 

CLASS.S.png

CLASS.A.png

CLASS.C.png

Render.laser1.png Mining Beam Fires an intense laser beam at its target. Used for mining
Mining Beam - Advanced Mining Laser & Optical Drill.png Optical Drill +50% to mined resources
AdvMiningLaserIcon.png Advanced Mining Laser Enables mining of larger rocks / +11% Mining Speed
RENDER.LASER1MOD.png Plasma Resonator +6% Mining Speed / +5% Heat Dispersion
 

CLASS.A.png

CLASS.C.png

CLASS.C.png

Render.projectile1.png Boltcaster Assault rifle
Render.projectile1mod.png Boltcaster Ricochet Makes bullets bounce
Render.projectile1mod.png Barrel Ioniser +31% Accuracy
Render.projectile1mod.png Boltcaster SM +1% Damage / +21% Fire Rate / +8.0 Clip Size
 

CLASS.C.png

Blaze javelin.png Blaze Javelin Charged energy weapon. Longer hold = more power
RENDER.BLAZEJAVELINMOD.png Mass Accelerator +20% Damage
 

CLASS.A.png

CLASS.C.png

Pulse spitter.png Pulse Spitter Machine Gun
RENDER.PULSESPITTERMOD.png Pulse Spitter Ricochet Makes bullets bounce
RENDER.PULSESPITTERMOD.png Amplified Cartridges +20.0 Clip Size
 

CLASS.C.png

NmsWeapon Scatter Blaster Icon.png Scatter Blaster Shotgun
NmsWeapon Scatter Blaster Upgrade Icon.png Shell Greaser -11% Reload Time
Incinerator.png Incinerator Flamethrower
RENDER.SUNLASER.png Solar Ray Mines deposits for Liquid Sun
RENDER.SOULLASER.png Animus Beam Good against Fauna. Gives Fragmented Qualia
RENDER.TERRAINEDITOR.png Terrain Manipulator Add, remove, restore or flatten terrain
Render.grenade.png Plasma Launcher Grenade
RENDER.TERRAINGRENADE.png Geology Cannon Grenade that damages the ground
RENDER.BINOCSMOD.png Combat Scope Allows you to zoom
RENDER.SHIELD.png Personal Forcefield A temporary forcefield

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.SCANMOD.png Scanner C 1-2

B 2

A 2-3

S 3

Upgradecat.scan.pngScan Radius 5 10 10 20 20 30 30 40
Upgradecat.scan.pngFlora Scanned 1000 2000 2500 5000 5000 9999 6500 9999
Upgradecat.scan.pngFauna Scanned 1000 2000 2500 5000 5000 9999 6500 9999
RENDER.LASER1MOD.png Mining Beam C 1-2

B 2-3

A 3-4

S 4

UPGRADECAT.SPEED.pngMining Speed 5 10 5 15 10 20 15 20
Upgradecat.energy.pngFuel Efficiency 0 10 10 15 15 20 20
Upgradecat.time.pngHeat Dispersion 5 15 15 20 20 40 40 50
Upgradecat.time.pngOverheat Downtime 5 10 10 15 10 15 15 20
Render.projectile1mod.png Boltcaster

(Needs Testing

Desolation)

C 1-2

B 2-3

A 3-4

S 4

Upgradecat.damage.pngDamage 1 1 2 2 3 3 4
Upgradecat.time.pngReload Time 5 10 10 15 10 20 10 20
UPGRADECAT.SPEED.pngFire Rate 0 10 5 10 10 15 10 15
Upgradecat.time.pngBurst Cooldown 15
UPGRADECAT.CLIP.pngShots Per Burst 1.2 1.4
UPGRADECAT.CLIP.pngClip Size 2 4 6 8
RENDER.BLAZEJAVELINMOD.png Blaze Javelin C 1

B 1-2

A 2

S 2

Upgradecat.damage.pngDamage 30-40 (1) 40-50 (2) 50-60 (3) 60-75 (4)
Time To Full Power 5 10 10 15 10 20 10 20
RENDER.PULSESPITTERMOD.png Pulse Spitter

(Needs Testing

Desolation)

C 1-2

B 2-3

A 3-4

S 4

Upgradecat.damage.pngDamage 1 1 2 1 3 2 (6) 3 (9)
Upgradecat.time.pngReload Time n/a 0 10 0 10 5 10
UPGRADECAT.SPEED.pngFire Rate 0 10 0 10 5 10 10 15
UPGRADECAT.CLIP.pngClip Size 12 12 12 12
RENDER.SCATTERBLASTERMOD.png Scatter Blaster C 1-2

B 2-3

A 3-4

S 4

Upgradecat.damage.pngDamage 1 1 3 2 4 3 5
Upgradecat.time.pngReload Time 5 10 10 15 15 20 20 25
UPGRADECAT.SPEED.pngFire Rate n/a 0 5 5 10 10 15
UPGRADECAT.CLIP.pngClip Size n/a 8 8 8
Render.grenademod.png Plasma Launcher C 1-2

B 1-3

A 2-3

S 3

Upgradecat.damage.pngDamage 10 20 20 30 30 40 35 40
Upgradecat.scan.pngExplosion Radius 0 5 5 10 5 10 10 15
UPGRADECAT.SPEED.pngProjectile Velocity 100 200 100 300 100 300 200 300
Upgradecat.generic.pngBounce Potential 1 1 2 2 3 3
Render.grenademod.png Geology Cannon C 1

B 1-2

A 1-2

S 2

Upgradecat.damage.pngDamage 10 20 20 30 30 40 35 40
Upgradecat.scan.pngExplosion Radius 10 20 20 30 30 50 40 50
UPGRADECAT.SPEED.pngProjectile Velocity 100 200 100 300 100 300 200 300

Please add new modules directly to Mining Beam Upgrade; Analysis Visor Upgrade; Boltcaster Upgrade; Plasma Launcher Upgrade; Geology Cannon Upgrade; Blaze Javelin Upgrade; Scatter Blaster Upgrade; Pulse Spitter Upgrade.

Exocraft Modules[edit | edit source]

Tech Layout - 5. Exocraft

Exocraft modules can be purchased from the Exocraft Technician (requires a built Exocraft Terminal) as well as from any space station marketplace.

Exocraft - Roamer / Colossus / Nomad / Pilgrim[edit | edit source]

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Render.engine.png Fusion Engine Engine
RENDER.ENGINEMOD.png Icarus Fuel System Generates energy during daylight hours
NmsTech Exocraft Acceleration Module Icon.png E.Acceleration Module Allows short bursts of speed
 

CLASS.A.png

RENDER.VEHICLE LASER.png E.Mining Laser Mining Laser with no overheat
RENDER.VEHICLE LASERU1.png E.Mining Laser Sigma Ability to harvest tough minerals / +20% Mining Laser Power
RENDER.VEHICLE GUN.png E.Mounted Cannon Lobs explosives toward targets
 

CLASS.A.png

CLASS.B.png

RENDER.SHIPTELEPORT.png E.Signal Booster Finds Resource Deposits & Depots / +100% Scan
RENDER.SHIPTELEPORT.png E.Signal Booster Tau Finds Ruins & Monoliths / +100% Scan
Exocraft - Signal Booster - Upgrade & High Powered Sonar.png E. Advanced Signal Booster Finds Abandoned Buildings & Drop Pods / +100% Scan
CLASS.A.png

CLASS.A.png

CLASS.A.png

RENDER.TRACTION.png Drift Suspension Drift / +200% Forwards Grip / -34% Angular Grip
RENDER.TRACTION.png Grip Boost Suspension Sharp Turns / -50% Forwards Grip / +110% Angular Grip
RENDER.TRACTION.png Hi-Slide Suspension Slide / -50% Forwards Grip / -34% Angular Grip
RENDER.PROTECTTOXIC.png Air Filtration Unit Protects against Toxic environments
RENDER.PROTECTRADS.png Neutron Shielding Protects against Radioactive environments
RENDER.PROTECTCOLD.png Megawatt Heater Protects against Cold environments
RENDER.PROTECTHEAT.png Thermal Buffer Protects against Hot environments

Upgrade Modules[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.ENGINEMOD.png Engine C 1

B/A 1-2

S 2

Top Speed 1 3 3 8 8 15 10 15
Fuel Usage 1 5 5 10 10 15 15 20
NmsTech Exocraft Acceleration Module Upgrade Icon.png Boost C 1

B/A 1-2

S 2

Boost Power 10 20 20 35 35 55 55 70
Tank Size 10 20 15 30 30 50 50 60
RENDER.VEHICLE LASERU1.png Laser

(Laser Power

needs testing)

C 1

B/A 1-2

S 2

Laser Power 5 10 10 20 20 30 30 50
Laser Efficiency 1 5 5 10 10 15 15 20
RENDER.VEHICLE GUNMOD.png Cannon

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Damage 5 10 10 20 20 30 30 (12) 40 (17)
Rate Of Fire 1 5 5 10 10 15 15 20 (21)
Weapon Efficiency 1 5 5 10 10 15 15 20

Please add new modules directly to Exocraft Mounted Cannon Upgrade; Exocraft Mining Laser Upgrade; Exocraft Acceleration Module Upgrade; Fusion Engine Upgrade

Exocraft - Minotaur[edit | edit source]

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Exocraft - Fusion Engine.png Daedalus Engine Engine
Render.engine.png Self-Greasing Servos Significantly reduces fuel burn in the engine
RENDER.ENGINEMOD.png Icarus Fuel System Generates energy during daylight hours
NmsTech Exocraft Acceleration Module Icon.png Ariadne's Flame Jet thrusters
 

CLASS.A.png

RENDER.VEHICLE LASER.png Minotaur Laser Mining Laser with no overheat
RENDER.VEHICLE LASERU1.png Precision Minotaur Laser Ability to harvest tough minerals / +20% Mining Laser Power
RENDER.VEHICLE GUN.png Minotaur Cannon Lobs explosives toward targets
RENDER.VEHICLE GUN.png Minotaur Bore Terrain Manipulator for the Minotaur
RENDER.SHIPTELEPORT.png Minotaur Radar Array Scans for nearby minerals & buildings
Hazard Protection.png Environment Control Unit Protects against all hostile environments

Upgrade Modules[edit | edit source]

Module Name Stats

Drawn

Module Improves CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.ENGINEMOD.png Engine B 1

A 1-2

S 2

Boost Tank Size n/a 10 15 15 25 25 30
Fuel Usage 5 10 10 15 15 20
RENDER.VEHICLE LASERU1.png Laser B 1-2

A 1-2

S 2

Laser Power n/a 10 20 20 30 30 40
Laser Efficiency 5 (95) 10 (90) 10 (90) 15 (85) 15 (85) 20 (80)
RENDER.VEHICLE GUNMOD.png Cannon B 2-3

A 3

S 3

Damage n/a 10 20 20 30 30 40
Rate Of Fire 5 10 10 15 15 20
Weapon Efficiency 5 10 10 15 15 20

Please add new modules directly to Minotaur Engine Upgrade; Minotaur Laser Upgrade; Minotaur Cannon Upgrade.

Exocraft - Nautilon[edit | edit source]

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
 

CLASS.C.png

RENDER.SUBMARINEENGINE.png Humboldt Drive A thermally-efficient, inversion-proof reactor engine
RENDER.SUBMARINEENGINEMOD.png Osmotic Generator Fuel Efficiency +20%
RENDER.VEHICLE LASER.png Tethys Beam Submarine Mining Laser
RENDER.SUBMARINECANNON.png Nautilon Cannon Lobs explosive projectiles
RENDER.SHIPTELEPORT.png High Power Sonar Scans for nearby minerals & points of interest

Upgrade Modules[edit | edit source]

Module Name Stats

Drawn

Module Improves CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.SUBMARINEENGINEMOD.png Humboldt Drive C 1

B 1-2

A 2-3

S 3

Top Speed 1 3 3 8 8 15 10 15
Fuel Usage 1 5 5 10 10 15 15 20
Acceleration 10 20 20 35 35 55 55 70
RENDER.SUBMARINECANNONMOD.png Cannon

(Damage Stats don't
appear as they should)

C 1

B/A 1-2

S 2

Damage 5 10 10 20 20 30 30 (13) 40 (18)
Rate Of Fire 1 5 5 10 10 15 15 20

Please add new modules directly to Humboldt Drive Upgrade; Nautilon Cannon Upgrade;

Freighter[edit | edit source]

Tech Layout -6. Freighter

Technology Blueprints[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect


CLASS.C.png

CLASS.B.png

CLASS.A.png

CLASS.C.png

CLASS.B.png

CLASS.A.png

RENDER.FREIGHTERHD.png Freighter Hyperdrive +100 ly Travel to Yellow Systems
TECHNOLOGY.FREIGHTERSIGMA.png Warp Core Resonator +200 ly
TECHNOLOGY.FREIGHTERTAU.png Plasmatic Warp Injector +300 ly
TECHNOLOGY.FREIGHTERTHETA.png Reality De-threader +800 ly
TECHNOLOGY.FREIGHTERSIGMA.png Amplified Warp Shielding +50 ly Travel to Yellow & Red Systems
TECHNOLOGY.FREIGHTERTAU.png Chromatic Warp Shielding +50 ly Travel to Yellow, Red & Green Systems
TECHNOLOGY.FREIGHTERTHETA.png Temporal Warp Computer +50 ly Travel to Yellow, Red, Green & Blue Systems
RENDER.SHIPTELEPORT.png Matter Beam Send & receive products & substances to exosuit over a long distance

Upgrade Modules[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

CLASS.C.png CLASS.B.png CLASS.A.png CLASS.S.png
Min Max Min Max Min Max Min Max
RENDER.FREIGHTERHD.png Freighter Hyperdrive Always Hyperdrive Range 50 100 100 150 150 200 200 250
PROPERTY.PRIMARY.FUEL.PNGFuel Unit Always Fuel Efficiency 2 5 6 10 11 15 16 20
PROPERTY.PRIMARY.SPECIAL.PNGBeacon Always Fleet Speed 2 2 6 6 11 11 15 15
PROPERTY.PRIMARY.COMBAT.PNGCombat Unit Always Fleet Combat 2 2 6 6 11 11 15 15
PROPERTY.PRIMARY.EXPLORE.PNGExploration Unit Always Fleet Exploration 2 2 6 6 11 11 15 15
PROPERTY.PRIMARY.MINING.PNGMining Unit Always Fleet Mining 2 2 6 6 11 11 15 15
PROPERTY.PRIMARY.TRADING.PNGTrade Unit Always Fleet Trade 2 2 6 6 11 11 15 15

Min-Max Stats on S-Class Upgrade Modules[edit | edit source]

Video[edit | edit source]

Release history[edit | edit source]