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WELCOME TO
NO MAN'S SKY RESOURCES

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UPGRADE MODULES

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Upgrade Modules are consumable products which can greatly improve properties of the installed technologies in a player's exosuit, exocraft, multi-tool, or starship.

They come in the form of different classes, each with a range of potential stats.

Moderate (C) / Significant (B) / Powerful (A) / Supreme (S) / Suspicious (X) / Anomalous (?)

They can be bought with nanites from technology merchants in space stations, or obtained from other sources (Damaged Machinery, Operations Centres, Crashed Ships, and so on). Unwanted modules 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 (See Below). Once installed, modules can be packaged away again, turning them back into items until reinstallation. Never installed technology modules are much more valuable for sale than used 'packaged' technology modules.

With the right modules, players can be any combination of fast, resilient, and powerful. Technology blueprints and tech upgrade blueprints do not count as a module, thus can be used in combination with them.

When adding slots, players can click on the tech area of their inventories to add the slot to tech instead of cargo.

🔼

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.


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, 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.

EXOSUIT

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n/a
n/a

n/a
n/a

20
10 (11)

5
1

20
1

50
25

50
25

100
50

110
75

5
1

Life Support

Life Support Tanks
Solar Panel Power

B 1-2
A/S 2
X 1-2

100
n/a
5
1
1
10

150
n/a
10
10 (11)
5
20

165
5
15
20 (21)
15
30

100
1
10
10
5
10

150
1
15
20
10
20

220
10
20
30
30
50

200
5
15
30
15
40

235 (234)
15
25
50
35 (36)
50

240
20 (21)
30 (31)
60
40
60

100
1
10
1
5
10

Movement

Jetpack Tanks
Initial Boost Power
Fuel Efficiency
Sprint Recovery Time
Recharge Rate
Sprint Distance

Always
C 0-1
B 2-3
A 3
S 3
X 3

20
10

20 (33)
15

20 (33)
20

20
15

20
20

20 (33)
30

20
30

20 (33)
35

20 (33)
34 (35)

20
10

Defence Systems

Core Health
Shield Strength

C/B 1-2
A/S/X 2

n/a

n/a

265

180

200

265

220

265

10 (11)

1

Toxic Protection

Toxic Protection

Always

n/a

n/a

265

180

200

265

220

265

10 (11)

1

Radiation Protection

Radiation Protection

Always

n/a

n/a

265

180

200

265

220

265

10 (11)

1

Heat Protection

Heat Protection

Stats Show Wrong

n/a

n/a

265

180

200

265

220

265

10 (11)

1

Cold Protection

Cold Protection

Stats Show Wrong

n/a

n/a

265

180

200

265

220

265

n/a

n/a

Underwater Protection

Oxygen Tank

Stats Show Wrong

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

109
75
31
60
33
35 (10)

5
1
6
10
33
10

Sentinel Class (?)

Life Support Tanks
Solar Panel Power
Fuel Efficiency
Sprint Distance
Core Health
Shield Strength

? 1-4 Mixed

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

110
175
95 (31)
60
33
35 (10)

5
101
70
10
33 (20)
10

Salvaged Autophage

Life Support Tanks
Solar Panel Power
Fuel Efficiency
Sprint Distance
Core Health
Shield Strength

? 2-4 Mixed

STARSHIPS

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C Min

C Max

B Max

B Min

A Min

A Max

S Min

S Max

X Max

X Min

Tech

Module Improves

Stats Drawn

6
1

11
1

15
5

11
2

16
5

20
9

20
9

20
11

25
11

6
1

Launch Thruster

Launch Cost
Boost

C/B/A/S/X 2

6
1
1

11
11
5

15
15
12

11
5
1

15
5
5

20
21
16

20
11
5

20
25
18

25
30
21

6
1
1

Pulse Engine

Fuel Efficiency
Boost
Manoeuvrability

C 1-2
B 2
A 2-3
S 3
X 1-3

10

15

15

10

20

30

30

30

38

7

Deflector Shield

Shield Strength

Always

n/a
50

n/a
100

n/a
165

n/a
115

100
165

165
220

100
220

100
265

100
320

100
50

Hyperdrive

Warp Cell Efficiency
Hyperdrive Range

C/B 1
A/S 2
X 1-2

8
1
1

16 (5)
2
1

20 (6)
2
2

12
1
1

16
2
2

24 (7)
3
3

20
3
3

28 (8)
3
3

32 (10)
3
4

8
1
1

Photon Cannon

Damage
Fire Rate
Heat Dispersion

C/B 1-2
A 2-3
S 3
X 1-3

11
30

36
40 (16)

55
50 (20)

36
40

55
50

75
60 (24)

75
60

96
70 (28)

100
80 (32)

10
30

Phase Beam

Heat Dispersion
Damage

C/B 1-2
A/S 2
X 1-2

2
5
1

6 (1)
10 (4)
5 (1)

10 (1)
14 (6)
10 (6)

4
10
5

8
14
10

10 (2)
15 (11)
15 (11)

10
15
15

10 (2)
15 (11)
15 (11)

12 (2)
20 (11)
20 (11)

2
5
1

Positron Ejector

Damage
Fire Rate
Heat Dispersion

C 1-2
B 2-3
A/S 3
X 2-3

2
1
1

6 (2)
5
3

10 (4)
5
5

4
1
3

8
5
5

12 (5)
10 (11)
7 (8)

10
5
7

12 (5)
10 (11)
9 (10)

14 (6)
15
13

2
1
1

Infra-Knife Accelerator

Damage
Fire Rate
Heat Dispersion

C 1-2
B 2-3
A/S 3
X 2-3

2
1
10

6 (1)
5
20

10 (1)
5
25

4
1
20

8
5
25

12 (2)
11
30

10
10
30

12 (2)
15
35 (36)

14 (2)
20 (21)
40

2
1
10

Cyclotron Ballista

Damage
Fire Rate
Heat Dispersion

C 1-2
B 2-3
A/S 3
X 2-3

LIVING SHIPS

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5
No

10
No

15
No

10
No

15
No

20
Yes

20
Yes

20
Yes

Neural Assembly

Launch Cost
Automatic Recharging

Always
Always

5
1
1
Activated (Hidden)

10
7.5
10
Activated (Hidden)

15
12
15
Activated (Hidden)

10
1
10
Activated (Hidden)

15
5
10
Activated (Hidden)

20
16
20
Activated (Hidden)

20
5
10
Activated (Hidden)

20
18
25
Activated (Hidden)

Pulsing Heart

Fuel Efficiency
Manoeuvrability
Boost
Teleport Receiver
.


1-3

Always

50
n/a
Activated (Hidden)

100
n/a
Activated (Hidden)

165
n/a
Activated (Hidden)

115
n/a
Activated (Hidden)

165
220
Activated (Hidden)

220
100
Activated (Hidden)

220
100
Activated (Hidden)

265
100
Activated (Hidden)

Singularity Cortex

Hyperdrive Range
Warp Cell Efficiency
Hyperdrive Scramble
.

Always
Possible
Always

7
Activated (Hidden)

15
Activated (Hidden)

15
Activated (Hidden)

7
Activated (Hidden)

15
Activated (Hidden)

30
Activated (Hidden)

30
Activated (Hidden)

30
Activated (Hidden)

Scream Suppressor

Shield Strength
Scan
.

Always
Always

1
30
25

35
40
49

55
50
74

35
40
49

55
50
74

75
60 (24)
99

75
60 (24)
99

95
70 (27)
149

Grafted Eyes

Heat Dispersion
Damage
Leech

1-2

1
1
8

1
1
16

2
2
20

1
1
12

2
2
16

2
3
24

2
3
20 (6)

2
3
28 (8)

Spewing Vents

Fire Rate
Heat Dispersion
Damage

1-3

MULTI-TOOLS

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5
1000
1000
1000

11
2000
2000
2000

20
5000
5000
5000

10
2500
2500
2500

20
5000
5000
5000

30
10000
10000
10000

30
6500
6500
6500

40
10000
10000
10000

50
11000
11000
11000

5
1000
1000
1000

Scanner

Scan Radius
Flora Scanned
Fauna Scanned
Minerals Scanned

C 1-2
B 2-3
A 2-4
S 3-4
X 2-4

6
5
1
6

11
15
10
11

15
21
15
15

6
15
11
11

11
21
15
11

20
40
21
15

15
41
21
16

20
50
21
20

20
55
25
25

6
5
1
6

Mining Beam

Mining Speed
Heat Dispersion
Fuel Efficiency
Overheat Downtime

C 1-2
B 2-3
A 3-4
S 4
X 1-4

1
6
2
1
1
1

1
10
2
10
1
6

1
15
4
11
1
11

1
11
4
5
1
6

1
11
6
11
1
11

1
20
6
15
2
15

1
11
8
11
1
15

2
20
8
15
2
15

2
25
10
21
2
20

1
6
2
1
1
1

Boltcaster

Damage
Reload Time
Clip Size
Fire Rate
Shots Per Burst
Burst Cooldown

C 2-3
B/A/S 4
X 1-4

2
15
21

1
1
1

Sentinel Class (?) Upgrades

Damage
Reload Time
Fire Rate

? 1-3

2
6

2
10

3
15

2
11

3
11

3 (4)
20

4
11

4 (5)
20

5
25

2
6

Blaze Javelin

Damage
Time To Full Power

C 1
B 1-2
A/S 2
X 1-2

1
n/a
2
12

1
n/a
10 (11)
12

2
10 (11)
10 (11)
12

1
1
2
12

1
5
1
12

3
10 (11)
10 (11)
12

2
11
6
12

3
15
10 (11)
12

4
15
20 (21)
12

1
1
1
12

Pulse Spitter

Damage
Fire Rate
Reload Time
Clip Size

C 1-2
B 2-3
A 3-4
S 4
X 1-4

1
6
n/a
n/a
1
n/a

1
10
n/a
n/a
1
n/a

1
15
8
5
1
10

1
11
8
1
1
6

1
15
8
5
1
11

2
20
9
10
1
15

2
21 (20)
8
11
1
16 (15)

3
25
8
15
1
20

3 (4)
30
8
20 (25)
1
25

1
6
8
1
1
6

Scatter Blaster

Damage
Reload Time
Clip Size
Fire Rate
Shots Per Burst
Burst Cooldown

C 2-3
B 2-3
A/S 4
X 1-4

20
33
1
100

40
33
5
200

60
66
11
300

40
33
6
100

60
66
5
100

80
100
11
300

70
100
11
200

80
100
15
300

90
133
21
400

20
33
2
100

Plasma Launcher

Damage
Bounce Potential
Explosion Radius
Projectile Velocity

C 1-2
B 1-3
A 2-3
S 3
X 2-3

10
10
100

20
20
200

30
30
300

20
20
100

30
30
100

40
50
300

35
40
200

40
50
300

45
61
400

10
11
100

Geology Cannon

Damage
Explosion Radius
Projectile Velocity

C 1
B/A 1-2
S 2
X 1-2

1
1
6
2

4
1
11
5

5
1
15
8

2
1
11
5

3
1
11
8

10
1
31
11

4
1
11
11

15
1
50
13

12
1
31
13

5
1
6
2

Neutron Cannon

Damage
Ion Spheres Created
Charging Speed
Ion Sphere Speed

C 1-2
B 2-3
A 3-4
S 4
X 1-4

EXOCRAFT

Shared Gallery - Landscape (183).png

C Min

C Max

B Max

B Min

A Min

A Max

S Min

S Max

Tech

Module Improves

Stats Drawn

1
1

3
5

8
10

3
6

8 (9)
10 (11)

15
15

10
15

15
20

Fusion Engine

Top Speed
Fuel Usage

C 1
B/A 1-2
S 2

10
10

20
20

35
30

20
15

35
30

55
50

55
50

70
60

Exocraft Acceleration Module

Boost Power
Tank Size

C 1
B/A 1-2
S 2

5
1

10 (12)
5 (6)

20 (25)
10 (11)

10
5

20
10

30 (37)
15

30
15

40 (50)
20

Exocraft Mining Laser

Laser Power
Laser Efficiency

C 1
B/A 1-2
S 2

5
1
1

10 (3)
3
5 (6)

20 (6)
5 (6)
10 (11)

10
3
5

20
5
10

30 (9)
7
15

30
7
15

40 (12)
10 (11)
20

Exocraft Mounted Cannon

Damage
Rate Of Fire
Weapon Efficiency

C 1-2
B 2-3
A/S 3

3
1
10

5
10 (11)
15

8 (9)
16
20

5
10
15

8
15
20

10 (11)
25
25

10
15
25

10 (11)
30 (31)
30

Humboldt Drive

Top Speed
Fuel Usage
Acceleration

C 1
B 1-2
A 2-3
S 3

5
1

10
3

20 (6)
5 (6)

10
3

20
5

30 (9)
7

30
7

40 (12)
10 (11)

Nautilon Cannon

Damage
Rate Of Fire

C 1
B/A 1-2
S 2

n/a

n/a

15
10

10
5

15
10

25
15

25
15

30
20

Daedalus Engine

Boost Tank Size
Fuel Usage

B 1
A 1-2
S 2

n/a

n/a

20 (25)
10 (11)

10
5

20
10

30 (37)
15

30
15

40 (50)
20

Minotaur Laser

Laser Power
Laser Efficiency

B 1-2
A 1-2
S 2

n/a

n/a

20 (6)
5 (6)
10 (11)

10
3
5

20
5
10

30 (9)
7
15

30
7
15

40 (12)
10 (11)
20

Minotaur Cannon

Damage
Rate Of Fire
Weapon Efficiency

B 2-3
A 3
S 3

n/a

n/a

1.1
95 (11)
1 (11)

1.05
90
1

1.1
80
1

1.2 (200)
90 (20)
2 (21)

1.2
70
2

1.35 (200)
80 (31)
2 (36)

Minotaur Flamethrower

Damage
Weapon Power Efficiency
Impact Fire Duration

B 1-2
A 2-3
S 3

FREIGHTERS

Shared Gallery - Landscape (284).png

C Min

C Max

B Max

B Min

A Min

A Max

S Min

S Max

Tech

Module Improves

Stats Drawn

50
100

100
100

150
100

100
100

150
100

200
100

200
100

250
100

Freighter Hyperdrive

Hyperdrive Range
Warp Cell Efficiency

Always

1

1

6

2

6

11

11

15

Fuel Unit

Fuel Efficiency

Always

1

5

11

6

11

14

15

15

Speed Unit

Fleet Speed

Always

1

5

11

6

11

14

15

15

Combat Unit

Fleet Combat

Always

1

5

11

6

11

14

15

15

Exploration Unit

Fleet Exploration

Always

1

5

11

6

11

14

15

15

Mining Unit

Fleet Mining

Always

1

5

11

6

11

14

15

15

Trade Unit

Fleet Trade

Always

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