WELCOME TO
NO MAN'S SKY RESOURCES
UPGRADE MODULES
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
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
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
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
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
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
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