No Man's Sky

No Man's Sky

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Max Number of Upgrade Modules per Technology on Multi-Tool?
Does anyone know what the max number of upgrade modules one can add to an item, say Scanner or Mining Beam or a Plasma Launcher? I just got burned by trying to install another S level mod to my Mining Beam, cost me 460 nanites. With the scanner I tried to add a fifth mod, a Level C - not on the multi-tool yet and I had to remove that too, another 170 nanites down the drain. It used to be that one could add like 15 mods to a Mining Beam, seems like it's not the case.
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Showing 1-10 of 10 comments
TwoFaceTony Jul 28, 2018 @ 8:58pm 
You can have 3 mods for any specific technology. So, on your multi tool, you can have 3 for mining laser and 3 for bolt caster (or whatever you put on it). You can put as many upgrades as you want on the multi tool, but only 3 that upgrade a specific thing.
Plutheros Jul 28, 2018 @ 9:02pm 
It works a little differently and it's very confusing. I think it's 3 upgrades. The confusing part is that there are different types of upgrades for the same item.
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.
Str0ngPaprika Jul 28, 2018 @ 9:06pm 
Oh ok. The issue is that when you buy the module it does not say what exact type it is, it only says Scanner Module C. Once you put it on than it says stuff like Overclocked Prediction Unit C, Genome Detector A, etc.

Here is a screenshot of four modules on a scanner and on a mining beam: https://imgur.com/a/fdXstmR
Last edited by Str0ngPaprika; Jul 28, 2018 @ 9:12pm
Interrobang Jul 28, 2018 @ 9:14pm 
Originally posted by Str0ngPaprika:
Oh ok. The issue is that when you buy the module it does not say what exact type it is, it only says Scanner Module C. Once you put it on than it says stuff like Overclocked Prediction Unit C, Genome Detector A, etc.

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.
Last edited by Interrobang; Jul 28, 2018 @ 9:16pm
Plutheros Jul 28, 2018 @ 9:18pm 
Modules for Mining beams have different sets of buffs. You have 3 max of a module applying a bonus to a specific part/parts of the laser. Then you can have other modules giving you a bonus to other parts of the mining laser that are counted as a separate group.

I could be wrong but that's what I've seen so far from messing with my Multitool.
Last edited by Plutheros; Jul 28, 2018 @ 9:18pm
Str0ngPaprika Jul 28, 2018 @ 9:19pm 
Oh, the same thing with the Mining Beam! I guess the Advanced Mining Laser is a crafted module, so technically it only has three upgrades too. Thanks
SupraManTT Apr 26, 2021 @ 1:45pm 
Why cant the game have more clarity on this? Why can't it say that you have a limit? This seems so confusing and a game of guess and check. One of the more frustrating things about this game. :(
Flexible Knot Apr 26, 2021 @ 1:52pm 
Don't confuse module upgrades (which are found/purchased, have random results and immediately applied) with blueprint upgrades (which are learned and constructed with materials and have fixed benefits).

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.
rikwes66 Apr 26, 2021 @ 3:53pm 
in essence you can have infinite CRAFTED upgrades but only 3 BOUGHT upgrades /tool per multitool . However : due to the limit of 24 slots/MT you'll never be able to do that .
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 )
Last edited by rikwes66; Apr 26, 2021 @ 3:55pm
zOldBulldog Apr 27, 2021 @ 6:03am 
It is very confusing, and the guides (in-game, wiki and even most youtube) are not clear enough. The following is for ships but the same logic applies to multitools, exosuit and exocraft.

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.
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Date Posted: Jul 28, 2018 @ 8:50pm
Posts: 10