No Man's Sky

No Man's Sky

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sh3riff Dec 26, 2020 @ 3:34am
technology overload?
so .. i am in my inventory and I have lets say 5 same mods .. like life support.
6th mod will say its technology overload, but if i install the mod into technology window, its all fine .. so i can install another 5 same mods in the technology window.
Why is that?
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Showing 1-11 of 11 comments
raybow33 Dec 26, 2020 @ 4:09am 
You can only have three bought modules of the same kind whether it be from C to S from NPC's or traders in your your inventory, 2 of those modules are modules you used blueprints for. The same goes for your technology also. 3 bought from NPC's or traders and 2 from blueprints you used resources to make... Good Luck
Last edited by raybow33; Dec 26, 2020 @ 4:20am
Scumdog3000 Dec 26, 2020 @ 7:32am 
I've been playing this game for close to two years off-and-on, and I've never really gotten a handle on when "technology overload" will occur. Thanks raybow33 for the description.
Celgaming Dec 26, 2020 @ 8:34am 
- 3x upgrades bought from Nanites (Max) per inventory. So basically get 3x S-rank ones

This means you can put 3x jetpack S-ranks into your tech inventory and 3x S-rank upgrades into your inventory and they will all stack.

Same with warp drive upgrades, shields, weapons etc.

When you build a technology it doesn't count towards the max 3 limit. You can build all of those.

Putting techs next to one another increases their effects and bonuses so always put all 3 S-rank ones next to each other.
Zac's Dad Dec 28, 2020 @ 2:55pm 
I have always tried to place my S-rank bonuses next to the item they enhance. In the case of warpdrive I try to have that in the center of the upgrades with the upgrades adjacent to the technology. You can check the numbers to see how this affects them once you place the upgrades in different configurations.
sh3riff Dec 28, 2020 @ 5:00pm 
i know .. square is best boost as far as i can tell .. tried multiple moves and simple square gives the highest number always ..
Happy Monkey May 25, 2022 @ 11:22pm 
the ones you construct from blueprints don't count towards the limit of 3. The ones you buy for nanites have a limit of three per inventory (normal and tech; you can't install to the cargo inventory), so you can have up to six total. There are no limits on stats.

If you get a tech overload, look at the overloaded techs, find the worst one, and either move it to the other inventory, or deconstruct it for materials. When you're down to 3 per inventory, the overload stops.
Nabinkemper May 25, 2022 @ 11:38pm 
There is no reason to go crazy over a rather simple reason installed technology and upgrade modules create overloads.

The quick answer is you can only have 3 upgrade modules (C-S Class either found during missions or purchased from a vendor for nanites) installed within the General tab of your ship or exosuit. You can have an additional 3 modules installed in the Technology tab.

Likewise, you can install technology (learned by purchasing blueprints and building with resources) next to the upgrade modules and corresponding equipment. An example would be putting Three S-Class Pulse Engine Upgrade Modules next to the Pulse Engine on your ship and next to those installing a "Sub-light Amplifier", which is a built technology, to gain a bonus.

By placing these together in certain patterns, you will gain an adjacency bonus. See the following recent video by Xaine's World -

https://www.youtube.com/watch?v=WKoGfH59aCI

Here are the wiki articles related to Technology and Upgrade Modules -

https://nomanssky.fandom.com/wiki/Technology

https://nomanssky.fandom.com/wiki/Upgrade_Module

Information on Starship Technology -

https://nomanssky.fandom.com/wiki/Starship#Upgrading_Starship_Technology

Information on Exosuit Technology -

https://nomanssky.fandom.com/wiki/Exosuit#Technology_Upgrades

Information on Multitool Technology -

https://nomanssky.fandom.com/wiki/Multi-Tool
WarnerCK May 26, 2022 @ 12:42am 
As well as the old 3 per inventory type, you can also have 3 of the new Sentinel upgrades per inventory type. More than 3 of either trigger the overload. As already said, self-built upgrades don't count towards either limit.
Happy Monkey May 26, 2022 @ 8:31am 
The main module doesn't count towards the 3, ie for pulse spitter, the spitter itself does not count towards the 3.

If you build a tech using materials, it doesn't count towards the limit of 3. For example, the Amplified Cartridges, Impact Igniter, and Pulse Spitter Riccochet module.

C, B, A, S, and X modules that you install from an inventory item, without supplying extra materials, count towards the 3. C, B, A, and S are progressively better, in that order, and X can be anything from worse than C to better than S, luck of the draw.

I don't remember exactly how the sentinel upgrades work; I assume WarnerCK is correct.
yes it's max at 3 purchasable upgrade modules in either tech slots or inventory slot.

However, since you can install these modules in both inventory slots and tech slots (in exo-suit, ships), you can have a total of 6.
Idaho May 26, 2022 @ 12:22pm 
I sometimes use a mod that gets rid of tech overload, so you can use 30 movement mods and jetpack for 3 minutes... etc.
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Date Posted: Dec 26, 2020 @ 3:34am
Posts: 11