No Man's Sky

No Man's Sky

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LordPhoenix Jan 25, 2022 @ 10:44am
upgrades question
im a little foggy on this subject, i add upgrades and sometimes it says tech overloaded. what exactly is overloading? is it the total number allowed or can u only have so many of a certain class? dont want to waste nanites on an upgrade that i cant install. can i have unlimited s class upgrades? can i only have, say, 6 upgrades max to any perticular component?
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Showing 1-14 of 14 comments
Psyringe Jan 25, 2022 @ 10:49am 
You can have a maximum of 3 upgrade modules per component and per inventory page. Since ships and suits have two inventory pages that you can put tech in, this means 6 modules max - 3 on the general tab and 3 on the tech tab.
Nabinkemper Jan 25, 2022 @ 10:53am 
There can be only three technology per area/tab (i.e., General, Technology). You can have three in any combination C - S class. The technology should be placed closest to the component it is intended to augment as this will give you the greater bonus. Experiment with placement and note the changes to the base stats will give you an idea about min-maxing your stats.

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

EDIT: Ninja'd
Last edited by Nabinkemper; Jan 25, 2022 @ 10:53am
Daedrius Jan 25, 2022 @ 10:53am 
Yeah, in addition to the one you get to build you are limited. For environmental protection you can have the C class +20% protection one (built) then 3 S class upgrades total. I believe you can go over that number if you're using a lower class but that's a waste of slots. So, 4 total.

double ninja'd !!!
Last edited by Daedrius; Jan 25, 2022 @ 6:10pm
Lindy Bomber Jan 25, 2022 @ 10:55am 
Originally posted by Psyringe:
You can have a maximum of 3 upgrade modules per component and per inventory page. Since ships and suits have two inventory pages that you can put tech in, this means 6 modules max - 3 on the general tab and 3 on the tech tab.


Minor clarification; upgrade techs from blue prints do not count against this total. You can have three upgrade modules (from the shops in the space station) and any upgrades from blue prints I'm one tab. Also the hazard protection modules, you can have three of each type.

It's a little confusing.
periurban Jan 26, 2022 @ 6:46am 
Several posters getting it wrong here, I think. The limit is 3 S class upgrades, but below S class you can have more. I'm not sure what the formula is for the maximum slots per class.
Lindy Bomber Jan 26, 2022 @ 7:07am 
Originally posted by periurban:
Several posters getting it wrong here, I think. The limit is 3 S class upgrades, but below S class you can have more. I'm not sure what the formula is for the maximum slots per class.

You are mistaken. Class doesn't matter, you can only have three modules of the same tech type on an inventory tab. You are probably confusing modules and techs. Techs from blue prints do not count against the maximum of three. It can be confusing at times.

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

You can only install three of the same module family in each of the base inventory and the technology slots, amounting to a maximum module count of six (3+3) per family.
Somas Pentaline Jan 26, 2022 @ 7:19am 
OP, what Lindy Bomber said (spot on)
Also to get the bonuses I place then in L shapes...
XX..............X
X......or....XX
And around component to augment...
XX............OX
XO....or....XX
Last edited by Somas Pentaline; Jan 26, 2022 @ 7:21am
Psyringe Jan 26, 2022 @ 7:26am 
Lindy is correct. There are two types of gear upgrades: TECH, which you usually craft from blueprints, and MODULES, which you usually buy at space stations.

TECH upgrades will never cause any overloading, though you can build each of them only once (it doesn't appear in the crafting menu if you already have it installed). MODULES are limited to 3 per component per inventory tab - if you you install a 4th one, all of them will overload and won't have any effect until you bring their number down to 3 again.

TECH upgrades can have a class (S, A, B, C), which sometimes causes players to mistake them for MODULES - but they aren't.
knighttemplar1960 Jan 26, 2022 @ 7:35am 
To add a bit more clarification: If you can craft it yourself from a blue print it is a tech. If it is purchased with, sold for, or disassembles into nanites its a module. This category includes the "X" class suspicious tech modules.
HalyconShade Jan 26, 2022 @ 2:13pm 
Originally posted by Kalamac:
Originally posted by Somas Pentaline:
OP, what Lindy Bomber said (spot on)
Also to get the bonuses I place then in L shapes...
XX..............X
X......or....XX
And around component to augment...
XX............OX
XO....or....XX

https://steamcommunity.com/sharedfiles/filedetails/?id=2608225558

what he said :steamhappy:

^ This - just remember you can "double up" on mods both in the tech area and general area of most objects in NMS.

It's a bit of an art form to work out maximum gains but there are swathes of reddit diagrams like the quote above that can easily show you how to maximise what your doing with upgrades.
LordPhoenix Jan 26, 2022 @ 2:42pm 
sorry for the delay in replying, was on a job. to be clear, im speaking of the upgrade to , lets say the hyperdrive as an example, that u can buy from the starship dude, and the scrap dealers. some moduals i have 6, others like the hyperdrive, i have 5, then when i try to add another it says overloaded. and also, what differnce does it make if i line them all up or shape them like an l, i thought as long as all the upgrades for 1 mod, like the hyperdrive or the jetpack, were touching each other, u get the bonus's? Following screenshots are my current setup
HalyconShade Jan 26, 2022 @ 2:45pm 
Originally posted by LordPhoenix:
sorry for the delay in replying, was on a job. to be clear, im speaking of the upgrade to , lets say the hyperdrive as an example, that u can buy from the starship dude, and the scrap dealers. some moduals i have 6, others like the hyperdrive, i have 5, then when i try to add another it says overloaded. and also, what differnce does it make if i line them all up or shape them like an l, i thought as long as all the upgrades for 1 mod, like the hyperdrive or the jetpack, were touching each other, u get the bonus's? Following screenshots are my current setup

Look on reddit. There is a difference between generic module upgrade limits (3 of any class) and actual upgrades due to "unique" upgrades. Any yes the layout does make a (minor) difference.

EDIT: And nps with the delay; the "artform" is arranging both tech and general tabs to maximum effect.

EDIT 2: having taken a look at your SSs; youd likely do better with 2x2 boxes than lines. TBH I don't know why, I just followed in the footsteps of others but I guess there is a "how many similar touching" bonus.
Last edited by HalyconShade; Jan 26, 2022 @ 2:50pm
naidyolf Aug 10, 2024 @ 9:52pm 
I understand that you can't have more than two or three of any of the procedural upgrades but is there a maximum number of bonuses you can get from an individual upgrade. For example I have seen upgrades give as many as four bonuses in one go but never more. It seems that some upgrades have certain maximums and others another. For example the blaze javelin seems to have a maximum of 2 different bonuses even though it has three or four possible things to give bonuses to, the bolt caster seems to max out at 4 even though it has six possible attributes to give bonuses to. If anyone wants to know I have been doing some optimizations and even though it has taken quite a bit of farming nothing I have attempted to install has gone above 4 bonuses. The examples I can give best are for the bolt caster, +15 to clip size, +5 to shots fired, -50 to reload speed, +1.5 shots fired. The following are additional possible bonuses +36 to burst speed, -5 to cool down time, +10 to recoil reduction. There are other things that could potentially be given, but being on pc I'm not really worried about recoil or accuracy unless it gets really bad. If anyone knows the answer to this question I would be happy to know I am also happy to share any insights that I have gotten over my time playing.
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Date Posted: Jan 25, 2022 @ 10:44am
Posts: 14