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For example your Visor can have 3 upgrades that boost the range and reward amount for creature/flora scans. Then you can use 3 upgrades for the module that reduces cooldown/range.
I'm still buying and testing out combos so I can't be 100% sure how accurate this is. I'm sure there will be a guide on Youtube soon showing what modules fall under what category.
Here is a screenshot of four modules on a scanner and on a mining beam: https://imgur.com/a/fdXstmR
Incorrect. You have 3 modules eqiupped for the Visor, not the scanner; the fourth "Waveform" module is a Scanner module and does not fall under the Visor's 3 module limit.
I could be wrong but that's what I've seen so far from messing with my Multitool.
You can apply every blueprint you know to a given technology, but are limited to 3 upgrade modules - regardless of tier.
So for the mining laser, there are at least 2 blueprints you can learn, and then you can apply 3 upgrade modules. Since there is a significant range of bonuses available, there is no real loss in purchasing additional upgrade modules to see what bonuses they'll apply. Keep the best 3, then deconstruct the rest.
I used to have both a boltcaster and blaster but due to limitations of slots I have opted to forego the boltcaster and just max out scanner + mining laser and blaster
I know there's folks who put every resource into cargo of exosuit and use the general storage for upgrades only ( so they have every upgrade possible double : in general storage AND technology )
The following is what seems to be the max:
- 3 purchased (or given) modules of a specific type in the tech tab.
- 3 of the same type modules in the general tab.
- One of each module that you can build from blueprint. It will get the proximity bonus when in contact with the above, but it will not count as being one of the 3.
So, for practical matters, in simple terms:
- Build from blueprint every module you want to use.
- Buy 3 S-class modules for each of those types.
- For critical things buy 3 more S-class modules and put them on your other tab. That means pulse, shields, hyperdrive if this is the ship you use to warp, your primary gun type if this is the ship you use in most space battles.
- Place as much as you can in the technology tab, and if you must put things in general try to only put things that will not cripple you or are cheap to fix in the general tab. This is because things out of technology will break when you go through a black hole or to a new galaxy. Or better yet, have a spare ship/multitool with no modules in the general tab that you use for such jumps.