Talk:Upgrade Module

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Changes to stat generation in Beyond[edit source]

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[edit source]

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[edit source]

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[edit source]

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[edit source]

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[edit source]

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[edit source]

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[edit source]

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"[edit source]

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[edit source]

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)