No Man's Sky

No Man's Sky

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msy Dec 1, 2020 @ 1:18am
How to arrange upgrades
I know they should be grouped together because they get a bonus. I watched a Youtube video that said they should be arranged in a square but he didn't explain why. Does it matter as long as they are touching?
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Showing 1-12 of 12 comments
Captain Brendig Dec 1, 2020 @ 2:09am 
This is not something that I paid a lot of attention too, I just did it. Not sure if works the same with modules, but back in the day of crafted upgrades the idea was that the way they were connected determined the synergy bonus. I'm sure someone out there can explain this much better than myself. But just as a simple explanation lets call the core component *.

So if arranged in a fashion such as *-S-A-B (horizontal or vertical), A would get a slight boost from B, S from A, and * from S. However, if arranged like this:

*--A
B--S

both B and A would get the synergy boost from S, and * would get the boost from both A and B along with S. But again not sure if this works the same way with modules.
Last edited by Captain Brendig; Dec 1, 2020 @ 2:09am
Guh~hey~hey~♫ Dec 1, 2020 @ 2:32am 
It's because touching side between modules upgrading the same tech give a % bonus on the modules, so you must to arrange them to make sure modules giving the biggest upgrades have the more touching sides.
Gumsk Dec 1, 2020 @ 3:30am 
More than you probably wanted to know:

Formula
Adjacency Bonus = (Base stat) * (Module Bonus Amount) * (Bonus Multiplier) / 100.

Bonus Multipliers
Two upgrades of the same type treat their bonus as the sum of their base bonuses and use the "BonusSameTypeElementsAdd" or "BonusSameTypeElementsMultiply" bonus multiplier.
Two upgrades of different types use the highest upgrade value between the two and use the "BonusChildTypeElementsAdd" or "BonusChildTypeElementsMultiply" bonus multiplier.
An upgrade that adds a fixed number to a stat uses the "BonusSameTypeElementsAdd" or "BonusChildTypeElementsAdd" bonus multiplier.
An upgrade that adds a percentage to a stat uses the "BonusSameTypeElementsMultiply" or "BonusChildTypeElementsMultiply" bonus multiplier.

BonusSameTypeElementsAdd = 0.06
BonusSameTypeElementsMultiply = 0.04
BonusChildTypeElementsAdd = 0.05
BonusChildTypeElementsMultiply = 0.03

Examples
A ship with an 80 base hyperdrive stat and two +250ly S-class modules that touch each other would get the following adjacency bonus:
80 * 500 * 0.06 / 100 = +24 ly
A ship with an 80 base hyperdrive stat one one +250ly S-class module next to the hyperdrive (+100 bonus) would get the following adjacency bonus:
80 * 250 * 0.05 / 100 = +10 ly
A ship with an Indium Drive (no bonus) next to the hyperdrive (+100 bonus) would get the following adjacency bonus:
80 * 100 * 0.05 / 100 = +4 ly
Galactic Starman Dec 1, 2020 @ 4:07am 
Now there is absolutely NO restriction to how many times you can swap and change things about the uniqueness of each ship has been nerfed.

It's easy. Simply arrange them however you like but pay attention to the statistics on display on the screen as you rearrange them. The stats for example of the hyperdrive warp distance will increase or decrease depending on the placement of certain hyperdrive technology class types.

You get the bonuses for the technology items when the coloured outlines appear surrounding the slots. Some of the bonuses are very minor and don't make a lot of difference, not that I can tell in practice anyway.

Suggestion:

Hello Games ought to experiment limit the rearranging of items to perhaps 5 adjustments after which technology is locked in to position.
Last edited by Galactic Starman; Dec 1, 2020 @ 4:11am
Guh~hey~hey~♫ Dec 1, 2020 @ 5:06am 
Now for starship shields, the bonus you get from the adjencement is so tiny (decimals) that you dont need to bother putting things in a square shape, a straight line will do.

But as proposed above, just move things around while checking the stats of your starship, you'll see which positionning gives the best results.

Though for weapon you will hardly see it (it appears on the tooltip of the weapon), just put all S-rank module around the main weapon in the general inventory, then put the tech upgrade in the tech inventory and put 3 other upgrade modules around it in the same fashion (to form a square).
Al_kemial Dec 1, 2020 @ 5:37am 
I just rearanged my warp upgrades with a signifant improvement, but some give an incompatible configuration whenn together, so some in tech boxes and some in cargo box, that suppreses incompatible config and still get a benefit. any comments on why some are incompatible?
Wizard of Woz (Banned) Dec 1, 2020 @ 8:18am 
Originally posted by Star-Lord:

Suggestion:

Hello Games ought to experiment limit the rearranging of items to perhaps 5 adjustments after which technology is locked in to position.

Why? So you want less QoL options in the game?
ente000 Dec 1, 2020 @ 8:53am 
I testet it right now, for each touching side you get a bonus. I got 4 modules for my gun, if I put them like a square, they get max bonus. They get a less effective bonus, if I put them in a line.
If I put them isolated its very ineffective.
Mr. Bufferlow Dec 1, 2020 @ 9:43am 
Originally posted by wizard_of_woz:
Originally posted by Star-Lord:

Suggestion:

Hello Games ought to experiment limit the rearranging of items to perhaps 5 adjustments after which technology is locked in to position.

Why? So you want less QoL options in the game?

This suggestion threw me as well. I remember when you got one shot and it was locked down forever. You had to delete and buy a similar upgrade to try it in a different position. You could not move any tech so it was frustrating. Never really like that.

I don't see any harm or gameplay issue with being able to move them around whenever you want.
Jalore Dec 1, 2020 @ 9:46am 
Almost another mini game in the game, arranging all your modules to get max bonus...
Guh~hey~hey~♫ Dec 1, 2020 @ 10:53am 
My upgrades layout, to give you an idea:

Multi-tool (my minin/scanning/terrain manipulation one, it has no weapon):
https://steamcommunity.com/sharedfiles/filedetails/?id=2305523562

My main starship (yeah I know she's freaking kewl... and no I dont use the positron ejector, because I can aim at ennemies to destroy them before they even get in range to retaliate)
https://steamcommunity.com/sharedfiles/filedetails/?id=2305523621
https://steamcommunity.com/sharedfiles/filedetails/?id=2305523717


And my weapon multi-tool:
https://steamcommunity.com/sharedfiles/filedetails/?id=2305523776
msy Dec 1, 2020 @ 2:26pm 
So it looks like I can spend some time rearranging modules for best effect. I had not noticed that the values would change by moving them around.
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Date Posted: Dec 1, 2020 @ 1:18am
Posts: 12