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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.
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.
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
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.
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.