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If you have 3 of each elemental hazard protection, one of each being 'S' tier, it may be counting the other elemental 'S' tiers in that calculation, before it can reach your 'A' and 'C' rank heat mods.
(I'm not entirely sure on this, but it sounds like what's happening in your case.)
I don't think that's accurate. I think that each tier has a different value, and you have a set cap to how high the combined value of upgrades can be for each module. That's how it seems to work in what testing I've done so far.
While I'm not certain of that, I am sure that you can have more than three upgrades per module. If it is a number like that, it's four.
So far I've found that you can have one of each rank, or a lesser number of a higher rank, like say two B ranked, and an S ranked, or five C ranked, or two S ranked. I don't know the exact amounts, those are just examples to illustrate how it seems to work.
It will be interesting to see how people min max these stats once they figure out how that works exactly. It might be best to not use S ranked upgrades if you can get better stats using a combination of lower ranked upgrades instead. Like say three B's and an A, or something along those lines. People who are better at math than me will have to figure that out once it's established how the rankings work exactly.
I'm pretty sure the hazard protection upgrades are bugged. They also hit an overload cap if you add too many of one type. Each elemental type is a separate tree from the others, but only the highest ranked shield ever degrades before I start taking damage from hazards.
It's also not consistent and I think that each module may have a different value. For example, I currently have five movement upgrades. Three A ranked, a B ranked, and an A ranked. Though, I'm not sure if the rocket boots count towards the total or not.
I think that perhaps some of the special upgrades, such as the rocket boots, might not count towards the total, but even then I still have four other upgrades in movement, two A ranked, a B ranked, and an S ranked.
I also have four on the Phase beam on my ship. S, A, B, and C ranked.
I haven't found enough higher ranked upgrades to try and fill one up with all A or S ranked yet. I'm going to try that and see how it works out.
I just added a B tier upgrade to my Infra-Knife on my starship giving it one of each level upgrade and got an overload error. I dismantled the C ranked one, and they all fit.
However, my Phase Beam also has one of each tier with no overload error.
I also tried adding another S ranked upgrade to my movement tree, which had an S, a B, two A, and a C ranked and it overloaded it as expected. However, only four of the upgrades got the "overloaded" error, while two remained unaffected by it. All of them were linked by the same color.
I got rid of the C ranked upgrade and suddenly they all played nice together again with two S ranked, two A ranked, and a B ranked.
It's worth pointing out that the B ranked upgrade is one of the ones I have a blueprint for and built rather than bought. So that might be a factor as well.
Here's how I think it works after some trial and error, though I'm still not certain as the "rules" seem like they might be a bit different depending on the tech you're upgrading.
Each module has a set number of upgrades it can take, but it isn't the same number for every module. Some can take three, but most Modules can have up to four upgrades.
All the environmental protection upgrades cap at three. The weapon modules vary, but seem to be three or four.
Certain upgrades don't count towards the total. The Advanced Mining Laser and Rocket Boots being two examples. Which were the two in my testing that didn't get the overload error when the grouping they were in had too many upgrades.
Though I haven't managed it yet, I think you can have four S ranked upgrades for most of your tech. I have managed two A ranked and two S ranked for movement.
The modules have a set number of upgrades they can have. They can be any rank. Some are three [the hazard protection upgrades] some are four [most ship weapons]. It varies from tech to tech even within different inventories. So you don't get four for all the ship upgrades, and you aren't stuck with three for all the multi-tool or suit upgrades.
Certain upgrades don't count towards the total. Jet Boots, Advanced Mining Laser, etc... Pretty much anything that doesn't provide a stat boost and just provides new functionality doesn't count towards your total.
Upgrades are not randomly generated. There is a set number of them. Any upgrade that has the same name as one you already have will have the exact same stats. So there probably is an optimum set for each tech module.
It's also the sort of thing that can be easily multiplied by future patches. I expect we'll be seeing more of these upgrades added to the pool on a fairly regular basis. That's both good and bad, because it will add more variety, but will also make it harder and even more of a grind to find what you want if you're going for a specific build.
Thanks I am looking for similar explanation to what you just said, was difficult to find so thank you for posting this ^^
This is a good guide to how you should place modules and how they work.
https://www.reddit.com/r/NoMansSkyTheGame/comments/99e14k/visual_guide_the_technology_configuration_chart/