No Man's Sky

No Man's Sky

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dimmu1313 Aug 19, 2018 @ 6:01pm
Exosuit base-level modules
I'm confused about a few modules I have in my exosuit. So I can clearly see that there's a jetpack/movement system that is upgradable with add-on modules rated C thru S; and life support system is upgradable; On those I can clearly see that adding an upgrade module adjacent to the base module gives a colored border indicating adjacency bonus. But what about environmental protection, haz-mat gloves, and shields? I see there is an upgrade module for shields for example, but I don't see any blueprint or module anywhere that seems to be a "base" shield system. Likewise, I have a radiation protection add-on that says it enhances or upgrades my environmental protection, but what does it upgrade, or what do i upgrade it with? These types of modules in the exosuit make no sense.
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Showing 1-15 of 28 comments
Nekronos Aug 19, 2018 @ 6:07pm 
you're gonna want to avoid putting upgrade modules in your main inventory and stick to putting them in your tech section, which you can expand by finding drop pods. some upgrade modules don't stack or combine with others, like haz mat gloves. you can put related upgrades together in your technology section to get a bonus as well, so don't feel compelled to handcuff them to the modules in your main inventory.
Lil Puppy Aug 19, 2018 @ 6:13pm 
Since the jetpack is always stuck in the corner, you can put your movement modules in the tech slots, but the life support stuff should be linked for the bonus. I've yet to figure out what the shield upgrades actually connect to, there's no exosuit shield, and they don't "bonus" the one for your personal force field in your multi-tool.
jonnin Aug 19, 2018 @ 6:32pm 
you can double down. I would put the movement in both (3 in main inventory, 3 in tech) and the shields /health in both. Those are the critical ones. The specific environ defense is useful if you go to really bad planets, otherwise not so much. They need batteries all the time or they don't do anything once empty. You may not need all that toughness on normal mode, if not use what makes sense to you. Free slots for stuff is also important.

shield used to have upgrades, but not in next.
Last edited by jonnin; Aug 19, 2018 @ 6:33pm
guy Aug 19, 2018 @ 6:36pm 
PSA I did not realize that at the exo upgrade place in the space stations you can use units to upgrade your exo slots. I must have visited like 25 stations before I realized that. >.<

It will increse the units needed every upgrade and its one per station. FYI
Nekronos Aug 19, 2018 @ 6:40pm 
Originally posted by jonnin:
you can double down
I had no idea this was the case! disregard what I said then.
ROORnNUGZ Aug 19, 2018 @ 7:25pm 
Originally posted by jonnin:
you can double down. I would put the movement in both (3 in main inventory, 3 in tech) and the shields /health in both. Those are the critical ones. The specific environ defense is useful if you go to really bad planets, otherwise not so much. They need batteries all the time or they don't do anything once empty. You may not need all that toughness on normal mode, if not use what makes sense to you. Free slots for stuff is also important.

shield used to have upgrades, but not in next.
Do you know if the toxic and radiation ones stack together like the others? Wasn't sure since they have to be recharged and I don't wanna waste my nanites to test.
jonnin Aug 19, 2018 @ 7:29pm 
I don't know; I don't use those most of the time. Ive stuck one in here and there in the quest line if I had to hang on a horrible planet, but removed after. I think having more just extends the battery life?
Last edited by jonnin; Aug 19, 2018 @ 7:29pm
Jez Hammond Aug 19, 2018 @ 7:44pm 
It's interesting to try 3 S, or 2 S + 2 A, depending on suit/ship/tool I find some stuff allows a not obvious bonus. Even adding a default B in there at times, depending on how your slots are laid out...which for ships becomes a priority before purchase/px.

btw: make a save before you blow nanites and find an overload half the time while experimenting!
Last edited by Jez Hammond; Aug 19, 2018 @ 7:45pm
Seedy Aug 19, 2018 @ 7:49pm 
Originally posted by Lil Puppy:
Since the jetpack is always stuck in the corner, you can put your movement modules in the tech slots, but the life support stuff should be linked for the bonus. I've yet to figure out what the shield upgrades actually connect to, there's no exosuit shield, and they don't "bonus" the one for your personal force field in your multi-tool.
The shield upgrade for the suit boosts the various protective "shields" rad/bio/hot/cold
Seekerone8 Aug 19, 2018 @ 8:00pm 
Originally posted by Seedy:
Originally posted by Lil Puppy:
Since the jetpack is always stuck in the corner, you can put your movement modules in the tech slots, but the life support stuff should be linked for the bonus. I've yet to figure out what the shield upgrades actually connect to, there's no exosuit shield, and they don't "bonus" the one for your personal force field in your multi-tool.
The shield upgrade for the suit boosts the various protective "shields" rad/bio/hot/cold

Negatory, sir. The shield upgrades specifically upgrade direct damage shield and critical health points. They don't affect environment shield drainage rates, or get a boost from the hazard base tech. They don't get a boost from the lifesupport base tech either. They do get a boost from themselves, so combine three S-level upgrades and call it a day. (in both inventories, of course. max shieldage!)
Seedy Aug 19, 2018 @ 8:02pm 
Ok the shield upgrade I got for MY suit specifically states that's what it does and it and all the adjacent hazard protection modules get a little colered border.
Seekerone8 Aug 19, 2018 @ 8:06pm 
Originally posted by Seedy:
Ok the shield upgrade I got for MY suit specifically states that's what it does and it and all the adjacent hazard protection modules get a little colered border.

Right, because that's a hazard system upgrade, it affects your hazard protection.The upgrade thats specifically called "Shield" upgrade does not affect that.. They are two different things.
Seedy Aug 19, 2018 @ 8:13pm 
It's called Shield Lattice, and yes it's a hazard upgrade, that's what I've been saying.
Survival Gamer Aug 19, 2018 @ 8:26pm 
Originally posted by dimmu1313:
I'm confused about a few modules I have in my exosuit. So I can clearly see that there's a jetpack/movement system that is upgradable with add-on modules rated C thru S; and life support system is upgradable; On those I can clearly see that adding an upgrade module adjacent to the base module gives a colored border indicating adjacency bonus. But what about environmental protection, haz-mat gloves, and shields? I see there is an upgrade module for shields for example, but I don't see any blueprint or module anywhere that seems to be a "base" shield system. Likewise, I have a radiation protection add-on that says it enhances or upgrades my environmental protection, but what does it upgrade, or what do i upgrade it with? These types of modules in the exosuit make no sense.

I have played this game since launch and I recommend the following - with some corrections on errors in some of the posts above.

You can and should put tech upgrades that don't link to a base module in the tech slots. You will get 48 cargo slots eventually so you should not be worried at all about putting upgrades in your regular inventory.

From what I recall, the tech slots are not upgradable. You get 14 at start and that is it.

You can only have 3 S upgrades per page - 3 in inventory; 3 in tech and that is true for exosuit and ship.

You can link all of the movement/jetpack recipes plus the 3 S upgrades in your inventory and then link three more S upgrades in your tech to get a nice max jetpack.

I recommend putting resistance shields in the tech slots.

For shield upgrades, if you want more defense, you can also put 3 S upgrades in inventory and then three more in tech slots.
Last edited by Survival Gamer; Aug 19, 2018 @ 8:28pm
Seekerone8 Aug 19, 2018 @ 8:31pm 
Originally posted by Seedy:
It's called Shield Lattice, and yes it's a hazard upgrade, that's what I've been saying.

https://d1u5p3l4wpay3k.cloudfront.net/nomanssky_gamepedia/f/fc/Shield_Module_S.jpg?version=995f06ddc47e89e28a1daff21d739fca

The one you have is a hazard upgrade blueprint, not an upgrade. It's a different thing.

https://d1u5p3l4wpay3k.cloudfront.net/nomanssky_gamepedia/b/bd/NmsTech_Shield_Lattice_panel.jpg?version=f78edf7e786b4f850f34e0164402dac8
Last edited by Seekerone8; Aug 19, 2018 @ 8:33pm
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Date Posted: Aug 19, 2018 @ 6:01pm
Posts: 29