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The subject of this article is from the Visions update.
The information from this article is up-to-date as of 13 August, 2019.
Upgrade Module
Upgrade Module
Category Consumable
Type Moderate (C)/Significant (B)/
Powerful (A)/Supreme (S)
[TYPE] Upgrade
Updated Visions

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

Summary

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

Properties

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

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

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 ~250 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 ~400 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

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

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

Press Psbutton.circle/File:Key.e.png/File: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

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.

Available Module Types

Exosuit Modules

Life Support Module

  • Technology
  • Module Stats
    • Life Support Tanks: Increases Life Support capacity (50-99% for S-class)
    • Solar Panel Power: Reduces life support drain in daylight (26-50% for S-class)

Please add new modules directly to Life Support Upgrade.

Movement Module

  • Technology
  • Module Stats
    • Jetpack Tanks: increases Jetpack fuel capacity (200-223% for S-class)
    • Sprint Distance (40-47% for S-class)
    • Fuel Efficiency: Reduces life support drain (11-20% for S-class)
    • Initial Boost Power: Ascension Speed (mostly important for surfacing underwater) (6-9% for S-class)

Please add new modules directly to Movement System Upgrade.

Shield Module

  • Module Stats
    • Shield Strength (80-90% for S-class)
    • Core Health (0 or 33%)

Please add new modules directly to Defence Systems Upgrade.

Hazard Protection Modules

Hazard protection modules serve as an additional barrier towards the environment until a traveller takes damage. The module always takes precedence and always uses the same amount of energy, regardless of the danger outside (shown as <<< for drain and "extreme"). Once it is charged it will always be used first. Note that this makes them highly inefficient during basic weather and extremely potent during storms and especially dangerous storms on deadly planets. There they effectively can triple your lifetime while they normally barely contribute even close to 40%.

Only one hazard module of either type can be used as any other module of the same type in addition to the initial one will not become active until you dismantle the one which has been depleted.

The lifetime of the normal hazard protection unit is:

Hazard Protection Duration (Minutes:Seconds)
Severity/Source Normal Survival/Permadeath
Hazard Level 1 8:06 2:42
Hazard Level 2 7:58 2:39
Hazard Level 3 7:40 2:33
Hazard Level 4 6:29 2:10
Hazard Level 5 3:33 1:11
Hazard Level 6 2:22 0:47
Hazard Level 7 1:47 0:36
Hazard Level 8 1:38 0:32
Hazard Level 9 0:36 0:12
  • Actual Hazards do not matter, only planet biome, time, and weather.
  • The only difference between dangerous and normal planets is the frequency of storms.
  • Extreme planets have harsher hazard levels at all times! Extreme worlds drain more shield energy even if their actual environment danger is lower.
Hazards

Lush:

  • All Water (Day/Night) (0)
  • Day and Night (0)
  • Storm (Day/Night) (7)
  • Extreme Storm (Day/Night) (9)
    • Completed

Barren:

  • Water (Day/Night) (0)
  • Day (0)
  • Night (2)
  • Storm (Day) (7)
  • Storm (Night) ???
  • Extreme (Day) (2)
  • Extreme (Night) (5)
  • Extreme Water (Day/Night) (0)
  • Extreme Storm (Day/Night) (9)

Frozen:

  • Water (Day/Night) (4)
  • Day (2)
  • Night (3)
  • Storm (Day/Night) (7)
  • Extreme (Day/Night) (7)
  • Extreme Water (Day/Night) ???
  • Extreme Storm (Day/Night) (9)

Irradiated:

  • Water (Day/Night) (5)
  • Day and Night (2)
  • Storm (Day/Night) (7)
  • Extreme (Day/Night) (7)
  • Extreme Water (Day/Night) (8)
  • Extreme Storm (Day/Night) (9)
    • Completed

Scorched:

  • All Water (Day/Night) (0)
  • Day (2)
  • Night (1)
  • Storm (Day) (7)
  • Storm (Night) ???
  • Extreme (Day) (7)
  • Extreme (Night) (6)
  • Extreme Storm (Day/Night) (9)

Toxic:

  • Water (Day/Night) (4)
  • Day and Night (2)
  • Storm (Day/Night) (7)
  • Extreme (Day/Night) (7)
  • Extreme Water (Day/Night) (8)
  • Extreme Storm (Day/Night) (9)
    • Completed

"Mega Exotic":

  • Danger Level 0: Gaia worlds, water on scorched worlds etc.
    • Dead Worlds
    • All Gaia Worlds (Night/Day)
    • All Barren/Gaia Waters (Night/Day)
    • Non-extreme Water Scorched (Night/Day)
    • White Barren (Day)
  • Danger Level 1: White planet rest period?
    • White Scorched (Night)
  • Danger Level 2: White/Red planets
    • Extreme Barren (Day)
    • White Barren (Night)
    • Non-Extreme Frozen (Day)
    • White Irradiated (Day/Night)
    • White Scorched (Day)
    • White Toxic (Day/Night)
  • Danger Level 3: White planet danger period?
    • Non-Extreme Frozen (Night)
  • Danger Level 4: White planet liquids. Red planets.
    • White Frozen Water (Day/Night)
    • White Toxic Water (Day/Night)
  • Danger Level 5: Extreme Desert Nights. Irradiated and Red Waters.
    • White Irradiated Water (Day/Night)
    • Extreme Barren (Night)
  • Danger Level 6: Extreme Rest Periods
    • Extreme Scorched (Night)
  • Danger Level 7: Extreme planets. Storms on red planets. Storms on white planets.
    • White Barren Storm (Day)
    • White Frozen Storm (Day/Night)
    • Non-Extreme Gaia Storms (Day/Night)
    • White Irradiated Storm (Day/Night)
    • White Scorched Storm (Day/Night)
    • Extreme Irradiated (Day/Night)
    • Extreme Scorched (Day)
    • Extreme Toxic (Day/Night)
  • Danger Level 8: Extreme water.
    • Extreme Toxic Waters (Day/Night)
  • Danger Level 9: Extreme storms.
    • Extreme Barren Storm (Day/Night)
    • Extreme Gaia Storm (Day/Night)
    • Extreme Irradiated Storm (Day/Night)
    • Extreme Toxic Storm (Day/Night)
    • Extreme Scorched Storm (Day/Night)
NOTE
Neither the basic technology with +20% Hazard Protection, nor synergy has shown ANY effect on a module's lifetime. It might just be relics from Pre-Next at this point which can be ignored.
Underwater Protection Module
  • S-class aeration modules provide an extra 50 seconds of underwater breathing time. You can get it from crashed ships as a reward.
  • Aeration modules can be recharged with Oxygen, Oxygen Capsules, and Life Support Gel.
  • Only one aeration module will be used. The game will ignore additional underwater modules, even if installed in a technology slot in addition to the normal exosuit position.
Radiation Protection Module
  • S-Class
    • Graded-Z Alpha Barrier (3:00 Lifetime)
    • Graded-Z Ion Shield
    • High-Energy Bio-Integrity Unit (3:00 Lifetime)
    • High-Energy DNA Repair System (3:00 Lifetime)
    • Non-Linear DNA Repair System (3:00 Lifetime)
    • Quantum Bio-Integrity Unit
    • Quantum Neutron Sink (3:00 Lifetime)
    • Are all 3 minutes?! It is less than the heat one, so it might not be max...
Toxic Protection Module
  • B-class Toxic Protection Upgrade
    • Upgraded De-Toxifier (2:30 lifetime, 136.35% on Lv.4 / 103.45% on Lv.3 / 69.75% on Lv.2 / 31.25% on Lv.1)
    • Upgraded Gas Scrubber (2:30 lifetime, 136.35% on Lv.4 / 103.45% on Lv.3 / 69.75% on Lv.2 / 31.25% on Lv.1)
  • A-Class Toxic Protection Upgrade
    • Carbon Alkaloid Neutralizer
    • Bacterial Exhaust Filter
Thermal Protection Module (Cold)
  • A-Class
    • Sub-Zero Boiler System
  • S-Class
    • Energy Field Boiler System (3:00 Lifetime)
Thermal Protection Module (Heat)
  • B-class Thermal Protection Upgrade
    • Passive Infrared Deflector (100% energy)
    • Passive Thermal Barrier (2:30 lifetime, 136.35% on Lv.4 / 103.45% on Lv.3 / 69.75% on Lv.2 / 31.25% on Lv.1)
  • S-class
    • Ablative Flame Cycler (3:00 Lifetime)
    • Ablative Thermal Barrier (3:00 Lifetime)
    • Carbon-Bonded Heliostat (3:00 Lifetime)
    • Carbon-Carbon Thermoregulator (3:00 Lifetime)
    • Infrared Atmosphere Regulator
    • Infrared Infrared Deflector (3:00 Lifetime) (Yes it uses the same adjective twice!)
    • Negative Energy Thermal Barrier (3:15 Lifetime, 177.3% extra on Lv.4 / 134.5% on Lv.3 / 90.7% extra on Lv.2 / 40.6% extra on Lv.1)
  • There is no difference in staying power for hazards levels between B to S-Class (and most likely below). Only their lifetime matters.

Starship Modules

Pulse Engine Module

  • Technology
    • Photonix Core (25% Pulse Drive Power / 15% Boost / 11% Maneuverability)
  • Module Stats
    • Maneuverability: Increases turn rate (6-12% for S-Class)
    • Boost: Increases boosting speed (11-15% for S-Class)
    • Pulse Drive Power: Increases Pulse Drive Speed (max. 20%, standard for S-Class)

Please add new modules directly to Pulse Engine Upgrade.

Hyperdrive Module

  • Module Stats
    • Warp Cell Efficiency: Increases the fuel range of the ship (max efficiency 100% per module)
      • It has a stacking effect: 1 = 50% fuel cost / 2 = 33% fuel cost / 3 = 25% fuel cost (5% per jump!)
    • Hyperdrive Range: (S-class 200-250 light-years)

Please add new modules directly to Hyperdrive Upgrade.

Starship Shield Module

  • Technology
  • Module Stats
    • Shield Strength (+40% for S-class)

Please add new modules directly to Deflector Shield Upgrade.

Photon Cannon Module

  • Technology
  • Module Stats
    • Heat Dispersion (0 or 3%)
    • Fire Rate (2-3% for S-class)
    • Damage (8-11% for S-Class)

Please add new modules directly to Photon Cannon Upgrade.

Phase Beam Module

  • Technology
  • Module Stats
    • Heat Dispersion (76-95% for S-Class)
    • Damage (40-45% for S-Class)

Please add new modules directly to Phase Beam Upgrade.

Positron Module

  • Technology
  • Module Stats
    • Heat Dispersion (+15% for S-Class)
    • Fire Rate (+20% for S-Class)
    • Damage (3-4% for S-Class)

Please add new modules directly to Positron Ejector Upgrade.

Infra-Knife Module

  • Technology
  • Module Stats
    • Heat Dispersion
    • Fire Rate
    • Damage

Please add new modules directly to Infra-Knife Accelerator Upgrade.

Cyclotron Module

  • Technology
  • Module Stats
    • Heat Dispersion (31-35% for S-class)
    • Fire Rate (+11-15% for S-class)
    • Damage (2% for S-class)

Please add new modules directly to Cyclotron Ballista Upgrade.

MultiTool Modules

Mining Beam Module

  • Technology
  • Module Stats
    • Heat Dispersion (41-50% for S-Class)
    • Mining Speed: Increases Mining Laser damage against minerals and flora (16-20% for S-Class)
    • Reload Time: Decreases recovery time after overheat (16-20% for S-Class)
    • Fuel Efficiency: Decreases charge drain rate (+21% for S-Class)

Please add new modules directly to Mining Beam Upgrade.

Scanner Module

  • Technology
  • Module Stats
    • Scan Radius: Increases area the covered area (31-40% for S-class)
    • Flora Analysis Reward: Greatly increases Units earned from flora scans (6,500-10,000% for S-class)
    • Fauna Analysis Reward: Greatly increases Units earned from fauna scans (6,500-10,000% for S-class)

Please add new modules directly to Analysis Visor Upgrade.

Boltcaster Module

  • Technology
  • Module Stats
    • Damage (3-4% for S-class)
    • Fire Rate (11-15% for S-class)
    • Clip Size (+8 for S-class)
    • Reload Time (11-20% for S-class)
    • Ricochet Mode: Causes missed shots to bounce off of surfaces. Only four properties are available per module. If this is enabled, the other three values are better compared with the specs when the ricochet mode is not present.

Please add new modules directly to Boltcaster Upgrade.

Plasma Launcher Module

  • Module Stats
    • Projectile Velocity (~290% for S-class)
    • Damage (35-36% for S-class)
    • Bounce Potential: Increases number of bounces before detonation (100% for S-class)
    • Explosion Radius (11% for S-class)

Please add new modules directly to Plasma Launcher Upgrade.

Geology Cannon Module

  • Module Stats
    • Projectile Velocity (~200% for S-class)
    • Damage (35-39% for S-class)
    • Explosion Radius (41-45% for S-class)

Please add new modules directly to Geology Cannon Upgrade.

Blaze Javelin Module

  • Technology
  • Module Stats
    • Damage (5-7% for S-class)
    • Charge Time (Time to Full Power) (11-20% for S-class)
    • Reload Time (31% for S-class)

Please add new modules directly to Blaze Javelin Upgrade.

Scatter Blaster Module

  • Technology
  • Module Stats
    • Reload Time (21%-25% for S-Class)
    • Fire Rate (11%-15% for S-Class)
    • Damage (2%-3% for S-Class)
    • Clip Size (+8 for S-Class)

Please add new modules directly to Scatter Blaster Upgrade.

Pulse Spitter Module

  • Technology
  • Module Stats
    • Clip Size (+12 for S-Class)
    • Fire Rate (11%-15% for S-Class)
    • Reload Time (6%-9% for S-Class)
    • Damage (6%-9% for S-Class)
    • Ricochet Mode: Causes missed shots to bounce off of surfaces. Only four properties are available per module. If this is enabled, the other three values are better compared with the specs when the ricochet mode is not present.

Please add new modules directly to Pulse Spitter Upgrade.

Exocraft Modules

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

Exocraft Cannon Module

  • Module Stats
    • Damage
    • Rate of Fire
    • Weapon Power Efficiency

Please add new modules directly to Exocraft Mounted Cannon Upgrade.

Exocraft Laser Module

Please add new modules directly to Exocraft Mining Laser Upgrade.

Exocraft Boost Module

  • Module Stats
    • Boost Power
    • Boost Tank Size

Please add new modules directly to Exocraft Acceleration Module Upgrade.

Exocraft Engine Module

  • Module Stats
    • Top Speed
    • Fuel Efficiency

Please add new modules directly to Fusion Engine Upgrade.

Humboldt Drive Module

  • Module Stats
    • Top Speed
    • Fuel Efficiency

Please add new modules directly to Humboldt Drive Upgrade.

Nautilon Cannon Module

  • Module Stats
    • Damage
    • Rate of Fire
    • Weapon Power Efficiency

Please add new modules directly to Nautilon Cannon Upgrade.

Frigate Modules

Frigates can equip special Modules that are used up during the mission and give a bonus. Up to three can be equipped on each expedition.

Release history

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